The alien team has always and will always hate jet packs. If this new jetpack shows signs of being overused and overpowered would you consider starting with a slower moving jetpack when its first unlocked, then as confidence grows a permanent improvement to the jetpack so the game has more time to progress before the humans can easily achieve air dominance.
But I suppose the flying alien is a check for that. Just an idea.
Reducing combat use of the jetpack is as easy as increasing on-hit disable time (currently just 600 ms), increasing minimum fuel required to start from a jump (20%) or if that still doesn't help, change fuel usage and/or regeneration to decrease the maximum air to ground ratio even further. I don't think it's necessary to complicate the ruleset by making the jetpack change over time.
add different types of jetpacks in different stages like an fast but small fuel capacity then the normal one and a slow but large fuel capacity and something like this would be nice
Gotta say I'm really loving the new jetpack. Adds a whole new level of action to the painsaw.
Previously I was just buying it to waste creds / be a moron.
hi!
I find for lower level players it's way too hard, they get stuck in place... so I think from Marauder when the Marauder , ADV marauder , Dragoon , ADV Dragoon and Tyrants attack you don't lose not that a quarter of the fuel after it's just my point of view, the point of view of a person who is not yet very strong.
Have you tried to defend a base as alien against a jetpack user?
yes of course! and several times... But I find that by seeing the capacity of the weapons, the time of use of the jetpack and other criteria: it would be more logical to do that, Afterwards it is necessary to even with the others but it would be more logical moreover a tyrant is big and has a lot of Life, a mantis can jump on the walls and an adv Mantis can electrocute you... So I think with that...