Fling
01-30-2004, 07:18 PM
From what I have seen of the T:V so far, we KNOW there is an energy pack and a repair pack. I believe people have said(that thrax said this? hearsay?) that there will be 4 packs. That leaves 2 left to speculate about. My guess is that there will be a shield pack, possibly an ammo pack. Anyway, thats not important. This is to be about the jammer pack and how it rocks.
In t1 the jammer pack wasn't used because it had to be on to do anything, in which case it jammed a small area. However, it did this by sucking your energy at an alarming rate, basically sticking you to the ground and nerfing your movement. In t2 base it was the same way. In both it was used only as a novelty or rarely successfuly.
However, in classic mod the Jammer came into its own. It became what it always should have been. In classic the jammer, takes away your foe indicator passively and actively it creates a jammer field taking away the foe indicators of people around you, and stopping turrets. Its perfectly balanced too because it gives you no additional energy with which to work, so its like playing in spawn. You are definately stuck to the ground much more, so you are easier to kill in that respect. Turrets don't fire upon you which is nice. BUT! all of that aside the biggest advantage the jammer gives you is that you don't have a foe indicator on your head. You might say this isn't such a big deal but it is. It really helps with light offense because you aren't immediately a target unless the light D are highly aware. It allows you to slip by un-noticed through the defense and make that mine disc on the light D while he is watching your capper come in.
For vengeance, I realize we won't have a CC to avoid being on. However, if there were a jammer, it could passively take your foe indicator away(thats all I want) and actively do what its always done, or maybe even take just you off of the radar. I don't think it would be unbalanced, it probably won't even be used that much(atleast in T2 the E-pack is the dominating pack). Its better than the ammo pack. Please include the jammer. Its my favorite :)
Fling :D
In t1 the jammer pack wasn't used because it had to be on to do anything, in which case it jammed a small area. However, it did this by sucking your energy at an alarming rate, basically sticking you to the ground and nerfing your movement. In t2 base it was the same way. In both it was used only as a novelty or rarely successfuly.
However, in classic mod the Jammer came into its own. It became what it always should have been. In classic the jammer, takes away your foe indicator passively and actively it creates a jammer field taking away the foe indicators of people around you, and stopping turrets. Its perfectly balanced too because it gives you no additional energy with which to work, so its like playing in spawn. You are definately stuck to the ground much more, so you are easier to kill in that respect. Turrets don't fire upon you which is nice. BUT! all of that aside the biggest advantage the jammer gives you is that you don't have a foe indicator on your head. You might say this isn't such a big deal but it is. It really helps with light offense because you aren't immediately a target unless the light D are highly aware. It allows you to slip by un-noticed through the defense and make that mine disc on the light D while he is watching your capper come in.
For vengeance, I realize we won't have a CC to avoid being on. However, if there were a jammer, it could passively take your foe indicator away(thats all I want) and actively do what its always done, or maybe even take just you off of the radar. I don't think it would be unbalanced, it probably won't even be used that much(atleast in T2 the E-pack is the dominating pack). Its better than the ammo pack. Please include the jammer. Its my favorite :)
Fling :D