Use Jetpacks

XandoXXandoX Join Date: 2003-08-19 Member: 19957Members, Reinforced - Gold
<div class="IPBDescription">its very effective against Onii!!!!!111</div> Hello guys..

I'm playing NS now since v2.0. And I never saw a commander who equipped us marines with jetpacks, just HMG and HA.
I wondered if a squad of jetpack'rines would kill aliens more effective.
"Effective" in my eyes: Killing aliens fast without dying.
So when I was playing with a couple of friends on LAN I gave everyone jetpacks and HMG. And my rines were flying over an Onos and kept shooting. The Onos couldnt do any damage to my marines because the Onos wasnt able to reach them.
Thats a very easy way to kill Onos and its cheaper than buying HA and Welder(+ Weapon).
The only way to stop the jetpack squad is that more aliens go Lerk and use spores but they're also easier to kill then.

If anyone is going to try that, please state your results here.

Comments

  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    just JPs will suffer when they reach a room full of OCs...
    maybe JP HMGs covering HA GLs?
    combinations are the key!
  • XandoXXandoX Join Date: 2003-08-19 Member: 19957Members, Reinforced - Gold
    Mh..If you have enough res you may give it a chance.
    According to the room of OC's you are right.
    But if the Onos wanna attack they have to come out there. And of course noboby walks into a room of OC's. I prefer killing them with sieges.
    With jetpack you also can move faster to your waypoint. I forgot that in my post above.
  • OdaOwnzYewOdaOwnzYew Join Date: 2002-09-04 Member: 1275Members
    in my opinion, gorges shouldnt be able to fit a large ha in his mouth
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    They say JPs are the counter to onos, but due to the nature of NS maps it's not; tight corridors make JP marines nothing more than very tall enemies. Only in certain rooms (hive rooms most often) they work.
  • cid1cid1 Join Date: 2003-04-17 Member: 15592Members
    edited August 2003
    Maybe it's just me, but in my opinion a lot, if not most of the rooms have ceilings that aren't high enough to effectively dodge an onos. True, in most places you can easily fly over an onos. But on my clan server, any half competent onos will simply jump at the jetpacker and gore in mid air (I once even managed to devour a jetpacker in mid air <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ). Of course places like powersilo are a deathtrap for an onos if theres 1 JP/SGer waiting for him.
    My $.02

    my bad i just read the post above me...i think im just restating it lol
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    With the way many maps are designed, there isn't much room above an onos' head in many corridors. If your jp'ers are smart enough to realize that, and not engage the onos while at a disadvantage, they can be very powerful. However, jp is not forgiving of mistakes. You die all at once, rather than slowly like with HA.

    I would generally avoid giving everyone a JP. On a team of 7, I'd say 2-3 JP and 3-4 HA. You'd be pretty well covered then.

    If you are going to go all out-jp, make sure someone has a GL. They aren't going anywhere otherwise, because OCs are wicked snipers now.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    jp/hmg is better than HA/hmg simply because it allows you to out maneuver and retreat quicker. but only against onos. is also prevents the stomp/devour/stomp/devour/stomp/devour attack that HA are too slow to get away from. i usually end up eating the HA that is lumbering away from me once he realizes that i have celerity instead of adrenaline, and he doesn't have enough time to kill me before i get into stomp range. ultimately, jp are better than HA for killing onos, but thats about it. i would suggest a ratio of one jper to 2 HA in an assault, and a 1gl to 3 shotty ratio. but that's just me.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--r3dsk4r3+Aug 19 2003, 07:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (r3dsk4r3 @ Aug 19 2003, 07:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> jp/hmg is better than HA/hmg simply because it allows you to out maneuver and retreat quicker. but only against onos. is also prevents the stomp/devour/stomp/devour/stomp/devour attack that HA are too slow to get away from. i usually end up eating the HA that is lumbering away from me once he realizes that i have celerity instead of adrenaline, and he doesn't have enough time to kill me before i get into stomp range. ultimately, jp are better than HA for killing onos, but thats about it. i would suggest a ratio of one jper to 2 HA in an assault, and a 1gl to 3 shotty ratio. but that's just me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    why are you using hmg's?

    GoGo Shottys!
  • SuddenFearSuddenFear Join Date: 2003-06-21 Member: 17571Members
    Players have learnt how to utilise the Fade in 2.0, so isn't it about time us marines rediscovered the jetpack?

    When controlled correctly, it's still rather easy to dodge through a room filled with a dozen OCs. You'll get hit a couple of times, but when I had a good go at the jetpack last night, OCs only killed me after I fell from the top of a destroyed hive. ;P So after ramboing their first hive, I survived a few more OC-filled roomed to get just outside their second. The commander dropped a phasegate, and three HAs with GLs and shotguns came through. We won. :D

    Seriously, commanders.. Pass out a couple of jetpacks and shotguns next time. It could very well save you the match.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    When I command if I am doing very well I will research jetpacks and hand them out.

    Sadly, few of the marines have used them before and aren’t that terrific with them.

    Also many of them take on the attitude of, "HEy look! I can fly! Lets see the world!" (Your marines haply fly out of base and buzz around the map.) It can quickly become a management nightmare.

    One game it took me twice as long to kill the last hive as the previous since few of my marines would go where I wanted them as they were having too much fun playing with their jetpacks. :-/

    (Research jetpacks on NS_nothing. You would be surprised at the number of times aliens neglect to defend red room.) Few things are more satisfying than building four or five siege cannons in red room, typing "Hi aliens" and losing a sensor sweep. *Snicker*)I would probably research weapons 2 & 3 before focusing on armor again.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I've given out jetpacks a couple of times, but like someone already said, jetpackers go down pretty fast. A jetpack cost 9 res, thats already about 4 medpacks, I'd rather spam medpacks and welders than give out medpacks. Also jetpackers tend to demand alot of attention, ie, 'Commander need medpack and ammo now!!', I don't have the time to babysit every single jetpacker.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Jetpacks cost 15res... At least I think they do...
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    You just need to trick the Onos into a very high room that has no OC's or lerks in it, and just maybe, that wasn't 15 res down the drain.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    lol I played a game yesterday on nothing where due to reasons beyond their comprehension they lost 2 hives and ended up with just cargo. It was full of dcs and some scs. Flying around the little vent parts and bouncing round the middle whilst killing groups of 5+ skulks was a laugh, the hive just didnt seem to die though.
  • Jigga_what1Jigga_what1 Join Date: 2003-08-15 Member: 19773Members
    Jetpacks own. Honestly.

    You dont need to fly above stuff also. You can easily dodge onos with a jetpack.

    They only time that HA is more useful is when you have an HA train with welders, thats good stuff.
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    IMO, you should start out with jetpacks...then work your way up to heavyarmor once you get the res. An entire team with heavy armor, heavy weapons, and welders are essentually a tank mowing down hives.
  • Lead_MessengerLead_Messenger Join Date: 2003-08-10 Member: 19385Members
    has any one learned how to skate with the jet pack i have done it once or twice but never perfected it
    Skateing= sliding across the floor but never really airborn
    fastmovement and control <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Yeah, I agree with Marq, jetpack is more of an early-mid game upgrade rather than a mid-end game upgrade.
  • SuddenFearSuddenFear Join Date: 2003-06-21 Member: 17571Members
    The only thing that can keep up with a good jetpacker are lerks and Skulks on celery.

    Use your observatory to find a good route to a weakly defended hive (won last night via the fusion to waste vent), then get your marines to base. Drop down a bunch of jetpacks and shotguns (don't give out HMGs), tell them to <i>stick together</i>, and send them to the hive of your choice. Do be specific about going through a vent or taking the long way around.

    Gorges on publics often make the mistake of putting all of their eggs in one basket - or all of their offence chambers at one hive. If you're lucky enough to have this opportunity, just send your jetpackers straight in and tell them to go straight for the hive. At pointblank range, it takes about thirty shotgun shots to kill a hive if you have level 3 weapons. With five marines pumping lead, they won't even have to use a whole clip. Now quickly get that turret factory and phasegate up while the aliens are all going "WTH?" in beautiful succession.

    The second hive is probably stuffed with defences, so you can either use your still-equipped jetpackers to quickly put a seige up nearby, or go with the familiar wall of heavy armour. Alternatively, use both. Get a single jetpacker to put a phasegate as close to the hive as he can and have the rest of your marines ready to go through it with heavy armour and grenade launchers/shotguns. :D The speedy offence of a jetpack combined with the pure force of a HA.

    A winner should be you.
  • ArchangeLCNArchangeLCN Join Date: 2003-08-17 Member: 19876Members
    Using Marine Jetpacks is best merged with Grenade launcher/Shotgun (not hmg)
    well, in my experience, Jet packs are fast reaction tool, and for a momentary flight only.

    Average players would have problem controlling the Jetpack's flight control and aiming with HMG would simply a waste of bullets.

    Shotgun & Jetpack.
    Jump and release shots at the area of where the alien is.

    Grenade Launcher & Jetpack make a good run away from Aliens when you are reloading. The problem with GL users are reloading period (takes too long) so using a jet pack (exit/fly away) would solve the problem even though GL is not a direct combat, still this would perfect the force against the Aliens.

    Combination is what we need in Marine team and it is called TEAMwoRk!
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