How Jetpack Could Easily Work in MP

The reason the jetpack was overpowered in Reach was because the height advantage also instantly gave the player an almost certain grenade kill simply from classic halo height advantage or sometimes headshot simply because of the time it takes a player to aim their reticle that high. Other than that it was an easy kill off a jetpacker. An extremely easy way to solve this problem would be lower the maximum height of the jetpacks lift and make it more comparable to halo 3 jumpack or remove a players ability to grenade or use their hip fire reticle while using a jetpack. if one of these balancing options were implemented I feel players would have no problem with the jetpack in competitive multiplayer. Or another easy alternative which could work with any seemingly overpowered or cheap armor ability such as.cough…active camo…cough cough is make it an ordinance drop therefore causing the player to actually earn their newfound power for a duration just like good ol fashioned pickups. I think any of these options could solve all of our problems and fears of unbalanced AA’s even if jetpack and active camo are in MP i still have faith in 343 what do you guys think

There’s honestly not too much you can do to make it less advantageous or more balanced to use the jet pack. No matter what, they’ve got the height advantage, and that can make all the difference in combat. As much as I get frustrated at the jet pack, rage when I get spammed by jet pack users, and pursue users of said armor ability vehemently, I don’t believe that there’s much you can do. It does what it does well without being overpowered, you just have to put yourself in the right position to combat a jet packer.

For example, when a jet packer gets his elevation, he’s not only eliminated his strafing capability, but he’s also exposed himself to fire from most, if not all of your teammates depending on the map layout. Not only are you able to strafe to cause him to miss his shots, but you’re also able to call for assistance from your allies. On top of that, he can’t effectively dodge most of your shots if you’re accurate, putting him out of commission hopefully without you dying as well.

If there’s more than one (and there usually is) then you have to ensure that you have control of the most defensible point on the map. That point in this case will usually have a roof, eliminating the advantage gained by jet packing into the stratosphere. Force them to fight more on your terms, and prioritize targets when team shotting based on the closest opponent. Jet packers can be shut down relatively easily by a well organized and efficient team.

Finally, learn to love the needler. This weapon gets avoided oftentimes because its finicky when you’re unfamiliar with it, and even occasionally when you are. While this weapon is horribly ineffective against vehicles (literally barely able to scratch them, as is the needle rifle), there was a good reason for it to be an anti-air weapon in Halo Wars. When used correctly, this weapon eats jet packers for breakfast. The key to using it successfully is learning how to compensate your aim for the needler’s own tracking ability. a pulsing jet packer is relatively easy prey for the needler. They’re going slowly in order to maintain the altitude, so you can pretty much fire and forget as they helplessly float around awaiting their doom. The tricky targets are the rapid drops and accelerations. You have to maintain a fairly steady lead on targets such as these, aiming ahead of them with the distance varying according to their speed. when done correctly, the needles will arc up into your target rather than trying to drift into the target from above as he safely zooms past.

Since a fateful game on enclosed where the needler made its appearance as my tool of destruction for the first time since the Halo 1 campaign, I have been picking that sucker up as my secondary nearly every time that I can. It’s a good shield popper in a pinch, and it’s advantage against targets moving in a relatively straight trajectory is what makes it so effective against jet packers.

I think that you shouldn’t be able to shoot or throw grenades while using JP. That makes it a simple moving tool that can’t be used like you explained. You should still be able to melee though, so that you can have cool assassinations.

EDIT: Actually, listen to the guy above me.

I think i was in your match last night on enclosed. GG if it was you that needler was such a pain and it almost lost me and my friend the match.

this topic has been discussed alot in the past…

my thoughts

JUMP PACK!

/thread

Take it out, along with all other armor abilities.

Profit?

Like already mentioned you shouldn’t be able to shoot while jetpacking.

It would make people think before doing it.

> Like already mentioned you shouldn’t be able to shoot while jetpacking.
>
> It would make people think before doing it.

nah, i think you should still be able to shoot, just jet-pack shakes you so much that its hard to be accurate, you’d have your entire screen or reticule vibrating all over the place dis-placing shots.

> > Like already mentioned you shouldn’t be able to shoot while jetpacking.
> >
> > It would make people think before doing it.
>
> nah, i think you should still be able to shoot, just jet-pack shakes you so much that its hard to be accurate, you’d have your entire screen or reticule vibrating all over the place dis-placing shots.

That just makes it random. Not a big fan of that. You can’t shoot while sprinting or using thruster pack so why should jetpacking be different?

> > > Like already mentioned you shouldn’t be able to shoot while jetpacking.
> > >
> > > It would make people think before doing it.
> >
> > nah, i think you should still be able to shoot, just jet-pack shakes you so much that its hard to be accurate, you’d have your entire screen or reticule vibrating all over the place dis-placing shots.
>
> That just makes it random. Not a big fan of that. You can’t shoot while sprinting or using thruster pack so why should jetpacking be different?

because jet-pack puts you into different situations, with sprinting your crossing the map horizontally through a lot if cover and such, not being able to fire really doesn’t do much, thruster pack is just a quick sudden boost forward again not being able to shoot doesn’t do much especially since it shoots you into 3rd person for a split secound.

jet-pack throws you up high and quite often pretty exposed so being able to defend yourself is more required, it just needs something to counter balance its advantage such as aim assist and bullet magnetism removed, vibrating reticle increasing bullet spread ETC, they can still defend themselves its just a lot harder.

I really think it would work best if you couldnt shoot/throw grenades during the process or using
jetpack.

Height advantage plus grenades is just lame. Also its easier to get headshots when your above
hence “height advantage”.

this is how it should be:

-Long recharge
-Cant shoot or throw grenade
-Height lowered

I think thats about it lol

Really it should only be use top navigate.

I would love to be using the BR against someone with a jet pack and they think
it still functions the same as reach causing them to jetpack without being able to aim.

This would result in a very easy kill lol

Keep Jetpack the same. Just don’t make it an AA, make it a pickup. It works perfectly in MLG.

I know that’s never goi to happen outside of MLG though…

> There’s honestly not too much you can do to make it less advantageous or more balanced to use the jet pack. No matter what, they’ve got the height advantage, and that can make all the difference in combat. As much as I get frustrated at the jet pack, rage when I get spammed by jet pack users, and pursue users of said armor ability vehemently, I don’t believe that there’s much you can do. It does what it does well without being overpowered, you just have to put yourself in the right position to combat a jet packer.
>
> For example, when a jet packer gets his elevation, he’s not only eliminated his strafing capability, but he’s also exposed himself to fire from most, if not all of your teammates depending on the map layout. Not only are you able to strafe to cause him to miss his shots, but you’re also able to call for assistance from your allies. On top of that, he can’t effectively dodge most of your shots if you’re accurate, putting him out of commission hopefully without you dying as well.
>
> If there’s more than one (and there usually is) then you have to ensure that you have control of the most defensible point on the map. That point in this case will usually have a roof, eliminating the advantage gained by jet packing into the stratosphere. Force them to fight more on your terms, and prioritize targets when team shotting based on the closest opponent. Jet packers can be shut down relatively easily by a well organized and efficient team.
>
> Finally, learn to love the needler. This weapon gets avoided oftentimes because its finicky when you’re unfamiliar with it, and even occasionally when you are. While this weapon is horribly ineffective against vehicles (literally barely able to scratch them, as is the needle rifle), there was a good reason for it to be an anti-air weapon in Halo Wars. When used correctly, this weapon eats jet packers for breakfast. The key to using it successfully is learning how to compensate your aim for the needler’s own tracking ability. a pulsing jet packer is relatively easy prey for the needler. They’re going slowly in order to maintain the altitude, so you can pretty much fire and forget as they helplessly float around awaiting their doom. The tricky targets are the rapid drops and accelerations. You have to maintain a fairly steady lead on targets such as these, aiming ahead of them with the distance varying according to their speed. when done correctly, the needles will arc up into your target rather than trying to drift into the target from above as he safely zooms past.
>
> Since a fateful game on enclosed where the needler made its appearance as my tool of destruction for the first time since the Halo 1 campaign, I have been picking that sucker up as my secondary nearly every time that I can. It’s a good shield popper in a pinch, and it’s advantage against targets moving in a relatively straight trajectory is what makes it so effective against jet packers.

Assuming the user mindlessly flies straight up into the sky in the open.

On smaller more confine maps the jetpack provides such a major advantage to the players that chose it and it fundamentally breaks maps designs b/c players are moving in ways that were never intended and thus not balanced for. The handful of maps in Reach that accommodate jetpack in a balanced manner can be counted on one hand.

You’d be surprised at how many jet packers do just that. The amount of players who are well versed in using the jet pack are outnumbered by those who aren’t. Confined maps like the ones you speak of are a gift and a curse to jet packers and coordinated teamwork is all it takes to overcome them. If you’re getting stomped on by someone with a jet pack, it’s not just the jet pack alone that’s beating you.

I do agree with you on the point of there being maps where the jet pack can give you an unfair, unintended advantage. Areas that should be blocked off by soft kill zones are often left alone.

The jetpack should be a quick sudden vertical burst just as the thruster is a sudden horizontal burst. It’s height boost should be nearer H3’s grav lift along with the possibility of going into third person when using it rendering the user unable to shoot. I think nerfing the jetpack to a vertical thrusterpack is a fair compromise as the jetpack would still have it’s uses but would no longer be exploited as it is now. I think such a change would put it more in line with the other AA’s, useful but not overpowering. I don’t want to see jetpackers exploiting some fault in a map to gain an advantage in H4. One jetpacker isn’t much of a threat, it’s when there is a coordinated team of competent jetpackers that the advantages of the ability become quite clear and annoying.

I didn’t mind jetpack, to me they were just a big floating target and an easy kill.

> You’d be surprised at how many jet packers do just that. The amount of players who are well versed in using the jet pack are outnumbered by those who aren’t. Confined maps like the ones you speak of are a gift and a curse to jet packers and coordinated teamwork is all it takes to overcome them. If you’re getting stomped on by someone with a jet pack, it’s not just the jet pack alone that’s beating you.
>
> I do agree with you on the point of there being maps where the jet pack can give you an unfair, unintended advantage. Areas that should be blocked off by soft kill zones are often left alone.

I’m not concerned about the 99%. I’m concerned about the 1%. If it completely breaks gameplay on either side of the spectrum then it should not be in the game period.

Why should I be subject to unbalanced gameplay which favors worse players when I myself have worked hard to be skillful at the game? At high level play it turns into who can cheese the other team first/harder. It makes no sense at all.

I guess thats the future of gaming. Devs lost their integrity and would rather make a quick buck than release anything properly designed and tested.

No, just get it out. I dont want that crap who messed reach up.

Well, what if you just made it so that the jet pack never recharged? I mean, it would have more than 5 seconds’ worth of fuel, but once it was gone, it’s just gone. You can use it for whatever you need to use it for before you die, but then you’re on your own until you respawn. Maybe there’s something I’m overlooking, but I feel like that would balance it out pretty well.