Jetpacks

briDgebriDge Join Date: 2003-06-21 Member: 17583Members
edited August 2003 in Frontiersmen Strategy
<div class="IPBDescription">are NOT useless</div> I am seeing too much heavy armor and Heavy weaponry.

The new jetpacks have decreased thrust, yes, but if you simply take a minute to adjust, they are VERY effective tools. Something many people missed was that Flayra designed the kharaa to no long have dramatic counters to the Jetpacks early in the game, because JP's now take longer to research and require more research.

<b>Why should I use Jetpacks?</b>

Lets assume a commander has aquired one hive. And lets assume the Kharaa have aquired two. Lets assess the realistic threats to an experienced jetpacker, even in their nerfed state, based on the two hive abilities.

<i>Leap (only in the hands of a very good skulk)
Spikes
Spores</i>

Now lets assume the same situation except the commander has chosen to get heavy armor instead. Lets assess the threats of heavy armor.

<i>Bite
Leap
Spikes
Swipe
Stomp
Devour
Gore
<b>UMBRA <- BIG one</b></i>


I put emphasis on the umbra because of the lack of mobility that Heavy armor have. The only real way to counter umbra unless you have a grenade launcher is by forcing the alien out of the umbra. As a heavy armor that is not an option, because your mobility is so low. Jetpackers do not have this problem. A well coordinated alien team simply sprays umbra into a whole train of heavy armor, and the onos roll in. There isn't much of anything any marine can do about that.

<b>What do I equip my Jetpackers with?</b>

Your first instinct will be HMG's. Resist that urge. When a skulk, fade or onos closes distance in on your jetpacker (and they will) you do not want that to become an advantage for the skulk, fade or onos. You want that to give advantage to your Jetpacker. The shotgun does an amazing amount of damage at level 3, killing a carapaced fade in two hits if all pellets connect, and a redemption onos in 5.

Grendade launchers will be very important of course, as they encounter offensive chambers along any path to your waypoints assigned. Other than that there should be no use for your upgraded armory.

<b>So in conclusion for the people who don't like to read.</b>

Jetpacks are not a waste of resources
Shotguns are better than HMG's

Comments

  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    tbh i have thinking of another use to the jp's .. chasing onos.. DC is usally equired only in the 3rd hive(MC-SC-DC) so they don't have cara ...u need to chase them to rescure your preicous HA..
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    That chamber order is deffinately not the norm on the servers i play on... we normally know now to get DCs on the 2nd hive unless we know we're getting 3 hives.

    I guess JP might be good if the player knows how to use them properly, but IMO it's largly a waste of 15 res. I've downed refinery hive on bast before with a jp/shotty (btw shotty or gl would probably be best for jp), but that was using very sneaky travelling.... everyone else was taken down on route.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i do find jetpack + shotgun a really nice strat. I preferr HA to Jpack but if there is a need to rush a hive, jpacks do the work.
  • gc_phillehgc_philleh Join Date: 2003-08-04 Member: 18898Members
    Jetpacks are really when used as support for HA, but shouldnt be relied on to take down a hive single handed.
    A couple of JP-Shottys are the ultimate anti onos tool, as shottys deal enough quick damage to counter redemp, while the jetpacks will counter all the other abilities.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Argh. COMBINED ARMS. 'Nuff said.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    The shotgun has always been the jet packers best freind, the shotgun is optimal in close quarters, and the jp brings you there quickly, i cant tell you the number of 1.04 fades that didnt even relize i was close enouph to be a threat untill it was too late. with the increase in sg fire rate, and the weekened fade hp, this is even more pronounced, (especly sense they dont get acid rocket till late now). so far several fades and ono have fallen to my shottie in 2.0, and when i manaaged to talk our com to given me a jp to go with it, there were some very unhappy kharra.
  • CBD-IkariyaCBD-Ikariya Join Date: 2003-01-05 Member: 11841Members
    The 2 hit fade kill with a shotgun is so awful. I experienced it first hand as a carapaced fade vs. a light marine.

    Blink right next to him, swipe, *shotgun blast*, swipe, *shotgun blast*, I'm dead.

    a 10 credit marine took out a 50 credit fade <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Never, will I go fade again before I have acid rocket.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    pick and choose your targets. You arn't immune to damage.


    As a marine, yeah, I can freakin wipe out that skulk running by, but I'll let him go, so I can wait for the following gorge.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    JP Rocks nonetihng will beat em
  • Da_Kine_GuyDa_Kine_Guy Join Date: 2003-03-11 Member: 14362Members
    Your threats for a jp'er are valid when the jp'er is in the air. The problem is that in 2.0 you're on the ground a whole heckuva lot more than in 1.04. You've only got a few seconds of air time now and when you hit the ground you're gonna have a lot of things with big, sharp, pointy teeth waiting for you. I consider the jp more as a Jump Pack then anything else. Also, fighting an Onos while in tight corners still puts you in his range. I've nabbed a flying JP'er with Devourer a couple times while in a tight corridor.
  • ChemChem Join Date: 2002-11-01 Member: 2555Members, Reinforced - Shadow
    edited August 2003
    The thing with jp's is you have to choose where you fight. Try to fight aliens where there's pedastals or rafters. Biodome or holoroom comes to mind. I've taken on 2 oni and a fade in biodome with just a shotgun and got the to onos to redeem and the fade to run away

    EDIT ALL F WERE R'S ARRRR
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--MeLeNkO+Aug 5 2003, 05:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeLeNkO @ Aug 5 2003, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> JP Rocks nonetihng will beat em <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Spikes and OC's really hurt, and are honestly better at hitting a jper in 2.0 (no funky arced animation for spikes, spit never hit jack, more reasonable jp physics). Neither do jack against HA. A combined force will allow you to use the jp when they are in an advantage, and back them off when they are not. A group consisting only of jp'ers will be forced to engage the enemy in unfavorable conditions, and can be slaughtered.

    HA is fairly good at everything. JP is extremely good at some things, and not nearly worth the res for others. Use both in at least a somewhat intelligent way, and it'll all work out.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    JPs are still useful, they're just not super effective anymore. When used correctly, you can own all sorts of stuff by yourself with a shotgun. Note that the new jetpack flight model does NOT allow you to gain more altitude after your initial thrust....They still recharge in flight, though.
Sign In or Register to comment.