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Mild Concern With Jump Packs From Livestream...

Discussion in 'Ask the Team' started by Jaysen, Aug 7, 2014.

  1. Trovanus Abize Arkhona Vanguard

    I'm glad we can agree on something =P
    So what do you think about having the assaults have more 'air-time' and less forward speed, making them floaty targets, instead of restricting their number of jumps?
  2. Bladerunner Bladerunner777 Well-Known Member

    Hmm, I dunno actually, haven't thought much about this one, I'll have to chew this idea and do a little simulation in my mind :D.

    The first thought however is negative, why?: jump packs are not 'floaters', they are fast, they're from the Fast Attack section after all and I'd like to see them this way as I feel it's a good representation of the lore\TT and a general concepts about them.

    Their lower speed wouldn't also limit their 'traveling' capabilites, the distance and that's what I'd like to see (meaning I'd like them to be unable to cover long distances).
    No matter from what angle I look at the refuelling issue, it stays valid and the best solution imo all the time.
  3. Trovanus Abize Arkhona Vanguard

    They don't have to spend several seconds caught up in the air, it's to make them a slightly easier target for heavy bolters and the like, cause as they are now, they go up and down in a single motion if they want. An extra second of airtime will keep them still much faster at assaulting than other classes but also give devastators (and the like) to get a bead and fire on them in mid-air.

    Lowering their forward speed may not completely remove their ability to travel long distance but it does make it a bigger investment of time which means they are more likely to get in the much faster rhino. It is going to be a fine balance because I still want them to be viable in the field, as scouts and skirmishers, but keep long distance travel the domain of vehicles.

    I think you see refuelling as the best issue because you don't seem to understand how frustrating it would be to run out of juice mid-battle. Yeah it makes them more vulnerable and forces them to work with other classes but it's only going to piss players off that they have such limited capability for what is meant to be the cornerstone of the class.
  4. Bladerunner Bladerunner777 Well-Known Member

    Just a subject to play testing during alpha\beta, nothing special :). I'm sure it could be tweaked so that nobody would be pissed including jump packers. They should be vulnerable and cooperate with other classes, definitely otherwise they will be OP flying gods, and we don't want that, do we?
    Jaysen likes this.
  5. Tarl68 TARL68 Arkhona Vanguard

    people avoided the "floating" moment in THQ SM by jumping and then almost immediatly jinking or ground-pounding, they will just do the same in EC
  6. Trovanus Abize Arkhona Vanguard

    Eh, it isn't that black and white. Like I said you only see light assaults around bases with verticle space to exploit, you want them to excel at a certain environment but do very poorly (or provide nothing special) in another. Limiting their jumps affects all parts of their game but my suggestion will be much more noticable in open areas and out in the field without drastically affecting their ability to control more built up areas and facilities.

    Just add a half second/full second delay before they can boost/ground pound. problem solved
  7. Grigdusher Grigdusher Arch-Cardinal

    in space marine a good devastator with deplyed heavy bolter can learn how to hit and kill/damage a fling assault in open space.
    In EC there is a lot more of open space BUT
    The difference in EC than make all harder is the double jump, if a devastator learn the fly arc is all harder because an assaulter under fire can tap again and change the arc.

    the quadgun of the last livestream with the rate of fire and explosive ammo can be effective for defend a base from assault troop. But a quadgun can stop 1-2 assault and the other will jump over the wall.

    a solution maybe can be the suppression: if used against assault troops make them "lose control" and fall in a fixed arc (and avoid them to use the landing attac)

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