IAmDuncanIdaho II wrote:Daemonn Adima wrote:
The players who tell noobs to just stop playing if they aren't having fun are a serious detriment to any game. Instead, help them get better or point them in the right direction.
That offer stands here, anyone who wants to play with a good squad who will help you please add me.
I'm not a noob but am an average (or worse) player. Every time I see jumpy suits talked about and ppl defending them, I hear that I should counter them. But it's like a secret or something, because I've never once seen someone actually state how to counter that crap.
I leave battles now when confronted by proto-jumpers - it irks me soo bad.
So you're here to help - tell me what the counter is? Coz right now it's the one thing that spoils my fun to the extent I quit battles.
Well it can depend on the situation, fit etc. But if it's a jumpy scout/assault fit. The ones who jump real high and run fast they tend to have very little health. I find assault mass drivers work wonders since the explosion tends to go higher than they can jump, especially if you aim it as their landing. For pretty much the same reason assault scrambler riffles work well as those fits have very little health and usually have more shields than armor. Having a high RoF it makes connecting with some what wildly aimed shots easier. If your at anything but directly under them they die pretty easy.
A decently skilled heavy jumper is perhaps the hardest to kill given their higher HP and dmg varied dmg resistances. Obviously explosives like mass drivers won't work on them to well, the average heavy can take a full clip of splash dmg without dying, even with sacrificing some HP to jump mods. That said it's a pretty short burst fit without proper support. Honestly best thing to do with them is just stay away from supply depots and/or large concentrations of enemies. Sentinel based fits have no nano hives for ammo and Mass drivers empty their clips pretty quickly. They have to rely on their team to for resupply.
As for commando fits, meh. They tend to reload faster and have better dmg than a scout fit while still having a nano hive available. On the other hand they have far less slots to devote to jump mods, speed, stamina or additional armor and reps. I tend see most of them better off not jumping around but meh.
Of course this is against MD jumpers. Other jump fits take other reactions. Mostly though moving fast and erratically as possible usually helps. Against a lot of jumpers simply jumping yourself helps a ton. Even if you don't have any jump mods on that extra foot or two from the ground helps prevent the splash dmg from near misses that jump fits rely on so much from things like flay locks and PLC's.