I Must Just Suck But...
Bridger
Join Date: 2002-10-30 Member: 1761Members
<div class="IPBDescription">Jetpacks seem way overpowered...</div> In combat it's bad, when a JP gets into your hive and bounces around at 300 mph. Not only is he on the ground for .5 seconds, it's almost imposible to predict when/where he will land.
I've been told i just suck and fades/lerks counter him easy, so maybe i'm missing something. It seems like they move vertically WAY too fast to try to blink/hit them (do you guys use a script with blink+switch+attack or something?). And lerks spores only cover so much area, in a bigish room (like a hive room) the JPers can stay out of spores relitivly easy even if you spam them with adren.
JP with shotgun is especially powerful, just got out of a game with shotty lvl 3 dammage. Aliens had every resource node, plenty of guys going onos/fade all over the place. Lone JPers still kick our **** with shottys.
WTH am i missing?
I've been told i just suck and fades/lerks counter him easy, so maybe i'm missing something. It seems like they move vertically WAY too fast to try to blink/hit them (do you guys use a script with blink+switch+attack or something?). And lerks spores only cover so much area, in a bigish room (like a hive room) the JPers can stay out of spores relitivly easy even if you spam them with adren.
JP with shotgun is especially powerful, just got out of a game with shotty lvl 3 dammage. Aliens had every resource node, plenty of guys going onos/fade all over the place. Lone JPers still kick our **** with shottys.
WTH am i missing?
Comments
What you need to practice is Lerk Flight, Leap+Bite Kills and Blink+Swipe Kills.
It takes time, it takes practice.
-Leap/Bite Skulk
-Blink/Slash Fade
-Acid Rocket Fade
-Xenocide Skulk
-Bite Lerk
-Spores Lerk
-Web Gorge
Of course the most effective is webbing. A permagorge in combat is so extremely useful. Not only for killing JPs, but assisting in spawn camping.
It has nothing to do with you sucking, good JPs are hard to take down, even if you know how. I would suggest practicing leap/bite, blink/slash on normal marines. The key to leap/bite and blink/slash is using either hud_fastswitch 1 or a key bound to "lastinv". A script can be used, but offers no real advantage. I recommend using hud_fastswitch 1 because it can be more useful. Within no time, you will have it down, and be taking JPs out of the air with ease.
that's your problem there
Skulks - Leap/Bite, preferably with Focus (to quickly injure)
Gorges - Webbing
Lerks - Spore/Focus Bite
Chase around JPer
Fades - AR (if he doesn't get resupply)
Blink/Slash (focus helps here)
Onos - Timed stomp (tricky but works)
For example some of the hive rooms can be blocked off completely by 2 onos side by side or covering two entrances. Use the bulk to stop them getting in and as you are also near the hive you heal damage quite quickly.
Stomp makes things easier when heavies join the JP's but i find stomp requires too much concentration to nail a decent JP. I personally find devour to be the best anti JP when JP's are forced to enter a smaller hallway.
Learn the map from a JP perspective know the safe spots to sit from harm and where ceiling obstructions hinder movement. Then use this information to KNOW EXACTLY where the JP will land or where devour will reach the goon.
Leap and bite, blink and slash, web, gas and bite and xeno are best for the other lifeforms, but the worst one is people saying lerks are the JP nemesis which just doesnt seem true versus a decent JP. They learn to fly backwards and blast you when they know as a lerk you are following them to get a melee bite in (I find this fun and challenging as a lerk. Plus i hated spikes.)
Best advice I can give you is know the landscape from a JP perspective and then pre-empt his moves, where he will land, where he will be forced to land and where he is safe to land. Especially hives with comfy JP seats on them.
Hope i can help.
- RD
Lerk and Fade. Leap/Bite also works if you are skilled with it.
In 1.04 jetpacks were so powerful, that clanmatches were generally over when the jetpacks hit the hive(HMGs were also very good making a lethal combination)
Now jetpacks are more expensive and slower to get and the way you use them changed slightly to, but it doesnt remove the fact they are still far superior to anything in a lerge room, as none of the melee attacks can hit them(maybe the lerk) and they themselves have ranged attacks.
best tip: Intercept them in hallways and tight spaces, where you can be closer to them at all times. other than that;
OCs are nice, as they somtimes hit, especially if the jetpacker has to stop for a little while to recharge. In combat this dont exist. Gorges with webs can be a good counter, if you dont waste the maximum webs per area. While webbed, the JPer is finished. Fades have acid rocket, but medspam or resupply takes care of that. other than that....use the reload times, draw fire and heal up at DCs or the hive. When the JPer runs out...go for the kill, or at last try to hurt him. Even parasites help. At least hes wasting res on medpacks.
But in theory, a good jetpacker can alwyas survive for a very long time in a large room, and with a heavy weapons, even onos' and fades are in troubble.
Oh the good old days when HMGs did over 3k damage a clip and JPs could fly forever oh how i miss them.
Anyway as the others have said various diffrent ways i have to go with the gorge webbing, the sad problem is the poor gorge gets next to 0 points for all his hard work unless he manages to spit something to death..
Focus, focus, focus... much easier to kill a jp when u only have to hit him a few times, this includes fades and lerks.
Web... self explanitory.
Also get jp's b4 they get to your hive. A jp is easy to kill in a doorway, corner or sbend. Find them here and they wont make it to your hive.
One thing that wasnt mentioned was overkill. If 1 jp is in ur hive and ur whole team is bouncing around trying to get him, YOU WILL LOSE, esp in combat.
Why? Because you stop putting pressure on marine spawn and soon you will have 4 jp in ur hive pounding it. A skulk and a gorge can easily take a jp.
So my suggestion when the first person calls out JP'ers designate 2 skulks (and perhaps a lerk for spores) to stay at the hive and deal with the jp'er those people should generally be decent at dealing with Jp'ers..
The rest should head out and attack the CC, thereby drawing the JP'er away from the hive..
I know it makes you nervous to leave the hive when a JP'er is in it but when 6 people are all trying to kill 1 jp'er you are giving the marines the rest of the map and basically getting in each others ways.
-Z
No that would only serve to add another skill to using a jet pack, good jet packers would never go under the limit(e.g. that somewhere between 10 to 25 %) without landing unless they had too.
No that would only serve to add another skill to using a jet pack, good jet packers would never go under the limit(e.g. that somewhere between 10 to 25 %) without landing unless they had too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
...and to do that they would have to land, and more often...
Dead thread. :s
Enough counters to Jps have been mentioned. Let's see some nice big...
<b><span style='color:blue'><span style='font-size:9pt;line-height:100%'>***LOCKED***</span> </span> </b>
A skilled HMG or SGer will kill the lerk before he hits, since the lerk is melee, and the JP isnt.
<!--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-->Dead thread. :s
Enough counters to Jps have been mentioned. Let's see some nice big...
***LOCKED***
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, there are counters, but they are very weak. And this thread weas about how to stop them