Closed yyzsong closed 3 days ago
be honest with me, did you lose out on a kill because somebody had a jetpack
If you are serious, you might as well kill refueling with flamer canisters. 2 of those can fit in general armor storage and they refill around the same amount. While at the same time you can refill those canisters with kits that you can dump in a pile on the Tad. And at this point its better to just kill jetpacks altogether. So all in all I think its a bad change that doesn't solve the issue you describe and only removes the quality of life for those who actually use them. (Keep in mind those jepacks were already nerfed before to reduce the flight distance depending on your armor slowdown so maybe try something similar?)
literally change nothing, most jetpack enjoyer carry flamethrower tank to refill on the move. Just another cope PR.
literally change nothing, most jetpack enjoyer carry flamethrower tank to refill on the move. Just another cope PR.
easily fixable
Seems kinda giganerf for a item that eats your entire back slot.
Seems kinda giganerf for a item that eats your entire back slot.
reasonable nerf for the multi-use get out of jail free card
and it deserves it anyways. It's not like you can't take it off.
reasonable nerf for the multi-use get out of jail free card
and it deserves it anyways. It's not like you can't take it off.
..And you haven't solved that period? All you've done is make it a tiny bit harder to logistically run beyond a 'get out of jail free card'. Nothing you've actually done (beyond flamer tank removal which seems out of scope really) has solved that issue as you've infact made it probably worse as it is now useless as a movement tool due to being so utterly limited. Go actually change something that matters and would solve the entire thing (like removing the pass through) and you'll actually do something that fixes that part of jetpack being stupidly designed.
make it a tiny bit harder to logistically run
reduces the 'free' aspect of 'get out of jail free'
cooldown
you don't get into dangerous situations often enough for a cooldown restriction to be worth pursuing, unless you make it something absurd like 5 minutes, and even then you can probably cycle jetpacks or something stupid (and you could reduce the jetpack count/increase the cost but w/e)
removing the pass through
At that point i'd just kill it entirely (which I'm not opposed to)
just toss it back to req hell (like the old times) (on a other note won't this kill the offense use of jetpacks?)
Ided salt pr
Given the fact its a "get-out-of-jail free card" and it takes the backpack slot and its limited i feel like this change is very overkill 15 to 5 is a huge leap for something thats not used 24/7.
Sometimes marines need a safetynet and the jetpack is one. If you made it for example a channel it would be more understandable but even then.
(on a other note won't this kill the offense use of jetpacks?)
Unless you are managing to jetpack 6+ times per engagement, you will still be able to use jetpacks offensively. You will just have to go back to refuel it like any other weapon.
15 to 5 is a huge leap for something thats not used 24/7.
I mean if you aren't using it 24/7 then a fuel reduction would effect you less than if you were using it 24/7
marines need a safetynet and the jetpack is one. If you made it for example a channel
You do not use jetpack. The jetpack has a windup/channel. The jetpack can still be used as a safety net after this PR. It ONLY places logistical requirements on its constant use.
Given the fact its a "get-out-of-jail free card" and it takes the backpack slot and its limited i feel like this change is very overkill 15 to 5 is a huge leap for something thats not used 24/7.
Sometimes marines need a safetynet and the jetpack is one. If you made it for example a channel it would be more understandable but even then.
If it were a lengthy channel it probably would loose any appeal it had for using it to both get out and get in.
If it were a lengthy channel it probably would loose any appeal it had for using it to both get out and get in.
Fair enough but yeah thats what i meant i guess i worded it wrong
My issue is that this does not solve anything for a determined player and instead will be either a mild annoyance at most or a death knell for a normal player. Like, sure, you can put a fuel tank on the TAD, but how often will someone not fuck up and throw it off? Determined player gets annoyed babysitting it but ultimately is able to use it just as often before. Normal player loses track of the fuel tank and has to rely on scavenging the map which sucks.
All the while, the determined player that is probably the one in your iron sights with this PR is only more mildly annoyed but ultimately is going to make just as much use of the jetpack. I’m not sure there’s even enough of an issue to merit this PR with how few jetpacks marines get anyhow.
Seems like this pr is overwhelmingly disliked, and since idc too much about jetpacks...
About The Pull Request
reduces jetpack max fuel from 75 to 25. (15 uses -> 5 uses)
Why It's Good For The Game
giving marines a get-out-of-jail free card is already problematic given that they're supposed to be the more numerous, more fragile faction, but letting them get fifteen uses out of it without going back for a resupply is just baffling
Changelog
:cl: balance: reduces jetpack max fuel from 75 -> 35 (15 uses -> 7 uses) balance: jetpacks may no longer be refueled from flamer fuel tanks /:cl: