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Jetpack assault feedback thread

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3 hours ago
Feb 25, 2025, 10:21:03 AM

  • because the jetpack seems to lock you onto an area it can end up forcing you to run into warrior venom cannons, i suggest a change that makes warriors miss or stop charging when a jetpack launches. it's just very frustrating to be aiming to try and avoid the venom cannon and the game on-rails me into it. this happened 2 times in a row
  • sometimes the assault is teleporting or doing wrong movements when you go to weird topography. this often feels like you dont end up where you want to be unless its on a flat surface. often the jetpack falls short on a slope upwards 
  • the assault jump pack feels unintuitive and many people ive seen are saying that the jetpack should go on space and count as a dodge regardless. it's a shame you can't really use it to cover ground ever because you have to save up it's charges to use the groundpound which the class sort of relies upon. the thing is with the jetpack that if you come from space marine 1 it feels very offputting where sm1's jetpack play was comfy and gave you plenty of time to chill out in the air and didn't particularly game-ify your recharge speed, and because of how the perks work you have to reduce your ranged damage by 40% just to have a chance at restoring your jp charge properly
  • more generally it's odd that there is little consistency between classes with how one gains armour back. with the assault class it seems to be that my character doing swing attacks with the thunder hammer causes gun strikes to become available, but blocking a melee attack doesn't. it seems like the vanguard can just dodge and press f to farm gun strikes where the assault is stuck actually running from melee and using the massive damage bonus on the pistol if there's anything going on after first strikes since parrying reduces your damage to 0 and is a bit inconsistent. i would suggest that all classes should be able to get gun strikes in similar ways. tactical also seems to suffer for regaining armour 
  • its also weird feeling that the jetpack has 2 charges not 3. to a player from the previous game it feels like primarisizing the marines made their jetpacks worse by 1/3 
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3 hours ago
Feb 25, 2025, 10:24:50 AM

also the JPA and bulwark should have a combo move that makes a column of electricity shoot upwards so they can more effectively melee zoanthropes. IE short attack, hold attack then a short attack will cause a bolt to shoot upwards damaging zoanthrope rather than just starting a second light combo

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