All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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Jetpack trooper (Groups : Tiberium Essence Fans : Forum : GDI Ideas : Jetpack trooper) Locked
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Aug 12 2013 Anchor

I've been having some problems when fighting against GDI JetPack Troopers. The AI amasses them by the hundreds, and goes on a slaughtering spree with the swarm. Since they're infantry, they appear to take very miniscule damage against missile AA, and their chain guns utterly shred anything they focus fire on, which lets the big guns like Mammoth Tanks move in and clean up. Is there a counter to these that I'm failing to see, or are they just obnoxiously OP?

Also, is there a program I can use to edit Tiberium Essence on my own? I'd like to make a few tiny changes to my game, and neither BIG Editor or the MOD SDK is letting me do what I've got in mind.

Damn this board is dead....Guessing no one gives enough of a damn about this game anymore to answer my question?

Aug 15 2013 Anchor

I'm sure Carnius will be re-balancing the jumpjet troopers for the next release, it's been brought up many times before. Currently, the best units to counter them with (at least what I use) are Goliath APC, Razorback, or Raider Buggy.

TE isn't editable until the source code is released (I believe), which Carnius has stated he will only do after he is completely done with TE.

I give a damn about this mod :) Like always, the boards will light up again soon after his next release.

Edited by: .Mac.

Aug 16 2013 Anchor

.Mac. wrote: I'm sure Carnius will be re-balancing the jumpjet troopers for the next release, it's been brought up many times before. Currently, the best units to counter them with (at least what I use) are Goliath APC, Razorback, or Raider Buggy.

TE isn't editable until the source code is released (I believe), which Carnius has stated he will only do after he is completely done with TE.

I give a damn about this mod :) Like always, the boards will light up again soon after his next release.


Well, let me tell you. Re-balancing? NECESSARY. I just got utterly slaughtered for the 8th game in a row by a jetpack trooper swarm. The fact that normal AA doesn't seem to work, like, AT ALL on those guys is just crippling. Just played a game as the Scrin and was doing pretty well. They had Mammoth tanks a little earlier than I had tripods up, but nothing that couldn't be handled with base defense spam.

Then, the sky darkened, and GDI's personal swarm of flying monkeys arrived to destroy EVERYTHING. I could practically hear the AI laughing and saying "Fly, my pretties, fly!". Razorbacks all died within seconds and I don't think they got a single kill. As far as I've seen, a massive investment in plasma missile towers, racing for planetary assault carriers and a whooooooole lotta prayer seems to be the only way to hold out against a Jetpack Trooper swarm.

However, as far as Nod goes, the Harpy outfitted with laser capacitors and microwave pulse generators seems to be a good counter in similar numbers for a similar cost. Extremely well balanced. IMHO, Nod doesn't need a thing done to it beyond tiny bug fixes.

Nov 16 2013 Anchor

Zataku88 wrote: Then, the sky darkened, and GDI's personal swarm of flying monkeys arrived to destroy EVERYTHING. I could practically hear the AI laughing and saying "Fly, my pretties, fly!". Razorbacks all died within seconds and I don't think they got a single kill. As far as I've seen, a massive investment in plasma missile towers, racing for planetary assault carriers and a whooooooole lotta prayer seems to be the only way to hold out against a Jetpack Trooper swarm.


This post made my day. I'm glad that it's not just me who thinks that the Jetpack swarms are OP in this version. On several occasions, I have been capable of defending my almost completely destroyed base from countless Scrin assault carriers and GDI Orcas with just a small handful(5-8) of the Jetpack infantry. Also, it seems to be almost impossible to defend against them as Nod without Harpy spam.

In my opinion, a decent way to balance them out would be to make them considerably more vulnerable to AT/AA damage(same basic weaknesses as other air units), and an overall slight armor cut. At least then, they wouldn't be able to put the most expensive and advanced units to shame repeatedly.

Dec 11 2013 Anchor

Jetpack trooper balancing and bugs:

Balancing:
Need its armor to be reduced atleast by 25%
Trying to kill JJT with Missile/Rocket squads,Shock troopers,Seekers,Stealth tanks,Attack bikes,Cyborg reapers is really an utter pain in the "rear entrance".
I am thinking that JJT's AA could be removed so he will not shoot down your Ravager gunships,Devastator Warships,PACs,Leviathan Mothership,Scourge bomber,Vertigo Bomber,Kodiak ever again.
Instead giving AA to Ravager and Leviathan.

Bugs:
When in high altitude mode it goes to heal itself in barracks just by flying right above it, then suddenly dissappearing and appearing again above barracks.
Cannot enter Combat Hospital or be garrisoned when in low altitude mode which is pity.
Airfield/Hangar/Gravity stabilizer are counting him as an air unit-plane when it high altidude mode-which means he tries to landing on it, he starts blinking and repair drones start to "repair" him.
I would like to have Barracks hatch roof again,and him to be defaultly in high altidude mode. And being unable to enter and heal in air production structures and infantry production structures when in high altitude mode of course.

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