Fades. Lerks can do alright too. Time your blink/flight to just after the 4th grenade goes off and head right for the grenadeboy. Beat him down and blink/fly away. If you wear down his armor with spores/AR before you go in for a focus bite you can take him down before he knows what happens.
Pay attention to the sounds you hear. Listen for where the grenades are firing from and where they land. The GL only has 4 shots, so when the 4th grenade explodes, rush him. If when you get there he's reloaded and spams his feet, blink/fly away and let him take damage from his own nades. Then blink/fly back and eat him.
The only real weaknesses to the GL are the small clip, the slightly delayed damage and the obvious sound. As such, rush when they're reloading, dodge them on the floor, and listen for where they are.
the best life-from against jps is definetly lerk <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> , fade is good too, however it takes a lot of practice, and without adrenaline or celerity, its hopeless. Onos is alright too, if the map is enclosed and the jping rines cant fly that high
<span style='font-size:8pt;line-height:100%'>gren spam is the counter for over-upgraded skulks, lerks, and gorges, since those are low health life forms. it also is a deterrant against any aliens really.
since catching the grenade guy is defined as falling above the skill level of the hypothetical alien player we're talking about, your choices are:
O get carapace and pray. this requires faith in divine intervention.
O upgrade to a higher life form, namely fade. This requires thinking ahead and planning your points.
O find an unspammed entry to marine base. this requires observational powers and map knowledge.
gren spam by many marines ?? toughie here..usually go fade and try to do blink slash to the marine...it is tough..but it wld be better than a fade doing acid rocket..
or mayb skulks with leap ..leap ard....high up..tryin ur luck that u wun get blasted and try to bite a few times prayin they wil die in ur hands or in others.
The thing what I hate the most is that a jp+grenade sneaker can take a undefended hive to 30% life in 10 sec. while onos can't fly and is easy to spot, but it can't even take a CC to 60% alone in 15 secs...
How do you deal with the fact that 2 Jet Packers can rape the hive about 2x faster than the entire alien team?
Try using fades. As they have double the health and 5x the armor of a regular lerk, it would be a shame not to use them. Just be sure not to die too quickly in Classic or byebye 50 res.
Lerks can also work, but they require much more precision, as they are MUCH more frail than Fades, and can't take much punishment. But of course, they work wonders for those JP+GL+Resupply players.
BUT....your best bet would be an extremely skilled celerity caraskulk. He should be able to time those grenades well, adn when the 4th ones explodes, he takes minimal damage and killes the GLer, provided that said GLer doesn't have covering fire. Add combat, he can get regeneration and gain back health from that scratch from the 4th grenade blast.
But overall, best bet would be Oni. Send them in to devour them, run away stomping marines along the way to avoid being shot by guns, at least some time to lessen some damage and let the devour's regeneration do its work while running anyway.
<!--QuoteBegin-Xenogearz+Mar 1 2004, 02:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xenogearz @ Mar 1 2004, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The thing what I hate the most is that a jp+grenade sneaker can take a undefended hive to 30% life in 10 sec. while onos can't fly and is easy to spot, but it can't even take a CC to 60% alone in 15 secs...
How do you deal with the fact that 2 Jet Packers can rape the hive about 2x faster than the entire alien team? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Learn to kill JP.
The huge imbalance between aliens and marines, imo currently is not grenades, it is that Lerk and fade got huge gap inbetween em, no lifeform to fill that gap. But Because of half lifes weapon limit chances to get new lifeform are slim cause that weapon cap is filling up fast...Aliens would imo need a mid-class alien lifeform. that is why grenades rule atm.
IMO, focus fades seem to be the best at taking down jps. I don't say this from experience of owning jps, I say it from the recieving end. Two swipes to kill a jp marine resupply or not. Owwie.
As a lerk tap and hold the jump button to glide. Then while gliding all you have to do is line yourself up with the JPer using the mouse. Once near him start biting. If you slow down tap and hold jump again then keeping biting. It's very easy, you just need to follow him with the mouse look. Focus helps kill them in less bites, especialy if they have resuppy.
As a fade have quick weapon select on or last weapon bound. Then all you have to do is blink and swipe, swopping to swipe while in the air. Adrenaline and regen help you last longer, being that you are a bigger target.
Thats how I usally kill JPers, either that or web them as a gorge.
An obvious and useful tactic that many people fail to recognize is simply to choose the place of engagement. The jetpacker sacrifices armor for mobility, and you should use this to your advantage. If jetpackers are constantly attacking the hive and causing problems, have several aliens (focus fades are useful but this can work well with any if reasonably skilled) wait out in the hallways leading up to hive. These hallways are usually much more confined than the hive room itself, greatly simplifying the task of scoring hits on a jetpacker. Larger aliens such as fades and onos can often barricade entrance to the hive acting as a living wall if necessary.
As for grenades, the sound of nades being launched is quite loud and distinct. When you hear nades being fired at you, get the hell out of the way. You must also learn to recognize your limitations. Even as a heavily upgraded skulk or lerk you are still very fragile. As a light class your role is that of a skirmisher and support unit. You cannot expect to being able to take down a large group of skilled marines without the help of heavy assualt units such as the fade and onos.
I think it's easier to kill a jper with leap and focus, but that leaves you vulnerable to lots of other things.
I think the fade is the most useful class in combat overall. You can kill jps, heavies, la, get to where you're needed fast, and take a fair amount of a beating. Umbra and primal support from a lerk or two will help you get in, kill the GLer, get out before the nades explode, and let them drown in a wave of your skulk friends.
web is almost useless against jp/nade spammers. thus that elaves you with <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> & <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> ultimalty just pracice as any of these 3 taking down JPs. [on another matter.....also weapon count wise. 32 is the ammount the game can handle total. (so I think)so that means that all the alians weapons they use equals 20 weapon slots. reens have a total of. 8 diffetn weapons. turret, seiges, Ocs, and elect count as well I think and 8+4=12+20=32 no more weapons avalable]
<!--QuoteBegin-Gecko God Of DOOOM+Mar 1 2004, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Mar 1 2004, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> web is almost useless against jp/nade spammers. thus that elaves you with <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> & <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> ultimalty just pracice as any of these 3 taking down JPs. [on another matter.....also weapon count wise. 32 is the ammount the game can handle total. (so I think)so that means that all the alians weapons they use equals 20 weapon slots. reens have a total of. 8 diffetn weapons. turret, seiges, Ocs, and elect count as well I think and 8+4=12+20=32 no more weapons avalable] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 45 is the max(rumored),while most say its 35.
I would suggest that you spend a game or 2 as a gorge and practice webbing people out of the air. I've gotten pretty decent at it. I just try to put one on the ground and then hit either the ceiling (go for diagonals for the most coverage) or the back wall as a JPer flys through it. This works great if they've already unloaded their GL too. If you nab them, you can then switch to spit or heal and try to kill them, or just keep webbing them (floor to wall or floor to ceiling) until help arrives.
That mainly just works when they are coming to you. If they are just staying in their base spamming nades at the entrances, I would think they are just trying to lose slower.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for grenades, the sound of nades being launched is quite loud and distinct. When you hear nades being fired at you, get the hell out of the way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-TranquilChaos+Mar 1 2004, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TranquilChaos @ Mar 1 2004, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->An obvious and useful tactic that many people fail to recognize is simply to choose the place of engagement. The jetpacker sacrifices armor for mobility, and you should use this to your advantage. If jetpackers are constantly attacking the hive and causing problems, have several aliens (focus fades are useful but this can work well with any if reasonably skilled) wait out in the hallways leading up to hive. These hallways are usually much more confined than the hive room itself, greatly simplifying the task of scoring hits on a jetpacker. Larger aliens such as fades and onos can often barricade entrance to the hive acting as a living wall if necessary.
As for grenades, the sound of nades being launched is quite loud and distinct. When you hear nades being fired at you, get the hell out of the way. You must also learn to recognize your limitations. Even as a heavily upgraded skulk or lerk you are still very fragile. As a light class your role is that of a skirmisher and support unit. You cannot expect to being able to take down a large group of skilled marines without the help of heavy assualt units such as the fade and onos.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Agreed.
When you're scampering around as a skulk or lerk, you must, MUST listen for those jetpacks. I play as a superskulk simply because I'm not great at flying and biting at the same time, or else I'd be a lerk. I have basically decided that late in the game, it's my job to hunt down jetpacks. The fades and ohnos can take care of the HA, and the lighter lifeforms take out the tender ones <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
When you hear a jetpack, it's a mistake to let him go. There's only one place he's going: your one, and only hive. This is a bad thing, considering he can either attack the hive directly, or start nadespamming your spawn. Either of these gets really bad, really fast. Without even just skulks spawning to slow the advance of marines, they will push to the hive and flatten it. I've found that as a skulk late in the game, I will pick an area close to either the hive or the marine spawn that allows me to chase JP's a little more effectively. If I happen to be playing as a lerk, I stick around the hive to gas and umbra when the JP's start showing up(it's not if, simply when), unless I'm needed to give umbra cover at the CC.
It's my opinion that a group of jets is just as bad, if not worse than a group of HA. Anyone and their mother can bounce away from the average alien player with a jetpack, which makes them a dangerous upgrade.
Comments
Really, you only get mashed by gren spam as lerk gorge or skulk...
Pay attention to the sounds you hear. Listen for where the grenades are firing from and where they land. The GL only has 4 shots, so when the 4th grenade explodes, rush him. If when you get there he's reloaded and spams his feet, blink/fly away and let him take damage from his own nades. Then blink/fly back and eat him.
The only real weaknesses to the GL are the small clip, the slightly delayed damage and the obvious sound. As such, rush when they're reloading, dodge them on the floor, and listen for where they are.
since catching the grenade guy is defined as falling above the skill level of the hypothetical alien player we're talking about, your choices are:
O get carapace and pray. this requires faith in divine intervention.
O upgrade to a higher life form, namely fade. This requires thinking ahead and planning your points.
O find an unspammed entry to marine base. this requires observational powers and map knowledge.
check a bubble</span>
or mayb skulks with leap ..leap ard....high up..tryin ur luck that u wun get blasted and try to bite a few times prayin they wil die in ur hands or in others.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
How do you deal with the fact that 2 Jet Packers can rape the hive about 2x faster than the entire alien team?
Lerks can also work, but they require much more precision, as they are MUCH more frail than Fades, and can't take much punishment. But of course, they work wonders for those JP+GL+Resupply players.
BUT....your best bet would be an extremely skilled celerity caraskulk. He should be able to time those grenades well, adn when the 4th ones explodes, he takes minimal damage and killes the GLer, provided that said GLer doesn't have covering fire. Add combat, he can get regeneration and gain back health from that scratch from the 4th grenade blast.
But overall, best bet would be Oni. Send them in to devour them, run away stomping marines along the way to avoid being shot by guns, at least some time to lessen some damage and let the devour's regeneration do its work while running anyway.
How do you deal with the fact that 2 Jet Packers can rape the hive about 2x faster than the entire alien team? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Learn to kill JP.
Lerks/Fades can destroy them very easily.
If you slow down tap and hold jump again then keeping biting.
It's very easy, you just need to follow him with the mouse look. Focus helps kill them in less bites, especialy if they have resuppy.
As a fade have quick weapon select on or last weapon bound. Then all you have to do is blink and swipe, swopping to swipe while in the air. Adrenaline and regen help you last longer, being that you are a bigger target.
Thats how I usally kill JPers, either that or web them as a gorge.
As for grenades, the sound of nades being launched is quite loud and distinct.
When you hear nades being fired at you, get the hell out of the way. You must also learn to recognize your limitations. Even as a heavily upgraded skulk or lerk you are still very fragile. As a light class your role is that of a skirmisher and support unit. You cannot expect to being able to take down a large group of skilled marines without the help of heavy assualt units such as the fade and onos.
I think the fade is the most useful class in combat overall. You can kill jps, heavies, la, get to where you're needed fast, and take a fair amount of a beating. Umbra and primal support from a lerk or two will help you get in, kill the GLer, get out before the nades explode, and let them drown in a wave of your skulk friends.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> & <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> ultimalty just pracice as any of these 3 taking down JPs.
[on another matter.....also weapon count wise. 32 is the ammount the game can handle total. (so I think)so that means that all the alians weapons they use equals 20 weapon slots. reens have a total of. 8 diffetn weapons. turret, seiges, Ocs, and elect count as well I think
and 8+4=12+20=32
no more weapons avalable]
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> & <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> ultimalty just pracice as any of these 3 taking down JPs.
[on another matter.....also weapon count wise. 32 is the ammount the game can handle total. (so I think)so that means that all the alians weapons they use equals 20 weapon slots. reens have a total of. 8 diffetn weapons. turret, seiges, Ocs, and elect count as well I think
and 8+4=12+20=32
no more weapons avalable] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
45 is the max(rumored),while most say its 35.
/sarcasm
And an onos can destroy a CC before a GL will kill the hive.
That mainly just works when they are coming to you. If they are just staying in their base spamming nades at the entrances, I would think they are just trying to lose slower.
As for grenades, the sound of nades being launched is quite loud and distinct.
When you hear nades being fired at you, get the hell out of the way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-TranquilChaos+Mar 1 2004, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TranquilChaos @ Mar 1 2004, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->An obvious and useful tactic that many people fail to recognize is simply to choose the place of engagement. The jetpacker sacrifices armor for mobility, and you should use this to your advantage. If jetpackers are constantly attacking the hive and causing problems, have several aliens (focus fades are useful but this can work well with any if reasonably skilled) wait out in the hallways leading up to hive. These hallways are usually much more confined than the hive room itself, greatly simplifying the task of scoring hits on a jetpacker. Larger aliens such as fades and onos can often barricade entrance to the hive acting as a living wall if necessary.
As for grenades, the sound of nades being launched is quite loud and distinct.
When you hear nades being fired at you, get the hell out of the way. You must also learn to recognize your limitations. Even as a heavily upgraded skulk or lerk you are still very fragile. As a light class your role is that of a skirmisher and support unit. You cannot expect to being able to take down a large group of skilled marines without the help of heavy assualt units such as the fade and onos.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Agreed.
When you're scampering around as a skulk or lerk, you must, MUST listen for those jetpacks. I play as a superskulk simply because I'm not great at flying and biting at the same time, or else I'd be a lerk. I have basically decided that late in the game, it's my job to hunt down jetpacks. The fades and ohnos can take care of the HA, and the lighter lifeforms take out the tender ones <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
When you hear a jetpack, it's a mistake to let him go. There's only one place he's going: your one, and only hive. This is a bad thing, considering he can either attack the hive directly, or start nadespamming your spawn. Either of these gets really bad, really fast. Without even just skulks spawning to slow the advance of marines, they will push to the hive and flatten it. I've found that as a skulk late in the game, I will pick an area close to either the hive or the marine spawn that allows me to chase JP's a little more effectively. If I happen to be playing as a lerk, I stick around the hive to gas and umbra when the JP's start showing up(it's not if, simply when), unless I'm needed to give umbra cover at the CC.
It's my opinion that a group of jets is just as bad, if not worse than a group of HA. Anyone and their mother can bounce away from the average alien player with a jetpack, which makes them a dangerous upgrade.