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Aerials should not be able to jump pack w/Cargo

TheDanimal28
1015 posts Member
edited May 2018
EDIT: Corrected title from Enforcers to Aerials. I got the terms mixed up. In any posts mentioning Enforcers below, I'm actually referring to Aerials

NP
Post edited by TheDanimal28 on

Replies

  • Blazur
    4468 posts Member
    edited May 2018
    Assuming you mean Aerials.

    I say keep it. Personally I really dislike the strike escort missions on offense. When I get the opportunity to boost the intel closer to the objective it's one of the few satisfying moments in this mode. Otherwise it favors defense a bit too much.
    The greatest teacher, failure is.
  • unit900000
    3823 posts Member
    one of the many reasons why strike is aids. removing the ability to use the jump pack while moving the cargo would be a step in the right direction to make strike more fun.
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • I spend about 90% of my game time playing Strike and I 100% disagree. It makes the mode a lot more fun, and it completely changes the dynamic of the rounds compared to the first round. The defenders always spawn closer to the package. The Aerial cannot reach the package before the defense sets up a perimeter. Even if I use both jump packs, the defense is always there first on every map. I know first hand, I sneak in and grab the cargo with the Aerial all the time. It's the most fun thing to do in the entire game to me. In my experience the defense will usually be dominating and push forward way too much which leaves the objective open.

    Your team failed to defend the Cargo, and your Aerials failed to fall back to stop them capturing it. I hate say it, but git gud.
  • I spend about 90% of my game time playing Strike and I 100% disagree. It makes the mode a lot more fun, and it completely changes the dynamic of the rounds compared to the first round. The defenders always spawn closer to the package. The Aerial cannot reach the package before the defense sets up a perimeter. Even if I use both jump packs, the defense is always there first on every map. I know first hand, I sneak in and grab the cargo with the Aerial all the time. It's the most fun thing to do in the entire game to me. In my experience the defense will usually be dominating and push forward way too much which leaves the objective open.

    Your team failed to defend the Cargo, and your Aerials failed to fall back to stop them capturing it. I hate say it, but git gud.

    Jump packing with the artifact makes Strike both uncompetitive and unbalanced. This game is ready casual enough as it is. The fact that many Cargo and DZ players from BF15 refuse to play BF15 should tell you something.

    Just about anyone is able to get an Enforcer in a match. Do you really expect two casual players at the bottom of the team playing as Enforcers near the end of the match to be able to gun down an enemy aerial player while they are jump packing in the air?

    Don't tell me to "git gud." I don't know you, but chances are that I am better than you at both BF15 and BF17.

    It should be kept. It's entirely a strategic move. I can't count how many times I've been an aerial and had a non-aerial teammate take the cargo anyway. A good team will know to let the aerial take it. A good defending team knows to account for aerials.

    Aerials have to be earned.
    Aerial players are not equal.
    They still have to get to the cargo and make it to the extraction point. Not easy with a good defense.
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  • JAREDUP
    1612 posts Member
    edited May 2018
    I agree, on Yavin a aerial jumps up in the ruin and hides in the wall, no fun, making the game last forever
    For the Greater Good

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  • @TheDanimal28

    Geez take it easy bro. No need to review my profile. Didn't mean to hurt your feelings. I'd be willing to bet you probably are better than me at both games. I'm not the one having problems with Aerials in Strike. Good luck to you.
  • Rook008
    896 posts Member
    edited May 2018
    Enforcers Aerials should not be able to jump pack w/Cargo



    Agreed.
    Better album: Achtung Baby or The Joshua Tree?
  • Jello770
    5592 posts Member
    Off-topic here, but we shouldn't have to wait for comments to be approved by moderators for them to appear. I mean, really? That completely ruins the continuity of the thread.

    I edited in a quotation mark in my reply to @Droids_and_Ewoks and now my comment has to await moderation. My post didn't contain swear words or anything.

    Yeah this is really annoying it happenens to me all the time
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  • Man, for a second I thought this meant they had reintroduced JP Cargo. Don’t do that to me.
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  • wwkingms
    862 posts Member
    Ways to not let that happen

    1.) Dont let an aerial pick up the package
    2.) Shoot them when they are on the ground
    3.) Shoot them while they are in the air
    4.) shoot them at the delivery site
    5.) Pick an aerial yourself and meander along-side them

    From someone who plays strike a lot... it's not as easy as you make it sound. Most aerials have 200-240 hp. That's still one 1 nt-242 head shot, that's still a 1 shot from vangaurd. Flash grenade immobilizes you, both turrets track through the air.

    Dont get me wrong they can be hugely advantageous but no worse than a jacked up wookie turtling an objective.
  • unit900000
    3823 posts Member
    wwkingms wrote: »
    Ways to not let that happen

    1.) Dont let an aerial pick up the package
    2.) Shoot them when they are on the ground
    3.) Shoot them while they are in the air
    4.) shoot them at the delivery site
    5.) Pick an aerial yourself and meander along-side them

    From someone who plays strike a lot... it's not as easy as you make it sound. Most aerials have 200-240 hp. That's still one 1 nt-242 head shot, that's still a 1 shot from vangaurd. Flash grenade immobilizes you, both turrets track through the air.

    Dont get me wrong they can be hugely advantageous but no worse than a jacked up wookie turtling an objective.

    and as someone who used to play strike I can tell you its actually pretty easy to win as a jump trooper once you have the cargo you make it sounds simple to kill them but its not as by the time you get near em or even get close to killing em they all ready won.
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • unit900000 wrote: »
    and as someone who used to play strike I can tell you its actually pretty easy to win as a jump trooper once you have the cargo you make it sounds simple to kill them but its not as by the time you get near em or even get close to killing em they all ready won.

    Actually, it is simple to kill them. Provided your team is good. Conversely, if a defending team is not good, then yes, it is quite easy to win with a jump trooper.
    Unless you have good teammates...

    Right. That's true of most matches and what this game was centered on. So the real issue is not the jump troopers, but team quality.

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  • wwkingms
    862 posts Member
    It sounds like the problem here is your team, unfortunately that is across all game modes. A decent team will follow the carrier and run toward delivery site.
    A bad team just firefights and ignores the objective
  • TheScape
    2324 posts Member
    If you take the jetpack from offense most of the maps will be an instant win as defense. Try Kamino without Aerial with the whole defensive team locked inside the dome covering both entrances. The offense there has only two entrances which are guarded by automatic doors that can be easily guarded by turrets. At least with Aerial you can jump over them and land in the objective zone.
    May your heart be your guiding key.
  • TheScape wrote: »
    If you take the jetpack from offense most of the maps will be an instant win as defense. Try Kamino without Aerial with the whole defensive team locked inside the dome covering both entrances. The offense there has only two entrances which are guarded by automatic doors that can be easily guarded by turrets. At least with Aerial you can jump over them and land in the objective zone.

    I usually win most of my matches on offense without using the jump pack trick. Regardless, your post helps prove that Strike is inherently unbalanced. An infantry-only Cargo mode would be an ideal addition to this game.

    Indeed. No reinforcements just infanrty. I agree that the carrier shouldnt be able to jump pack aswell.
  • wwkingms
    862 posts Member
    TheScape wrote: »
    If you take the jetpack from offense most of the maps will be an instant win as defense. Try Kamino without Aerial with the whole defensive team locked inside the dome covering both entrances. The offense there has only two entrances which are guarded by automatic doors that can be easily guarded by turrets. At least with Aerial you can jump over them and land in the objective zone.

    I usually win most of my matches on offense without using the jump pack trick. Regardless, your post helps prove that Strike is inherently unbalanced. An infantry-only Cargo mode would be an ideal addition to this game.

    trick? its as intended.

    unbalanced? i find defense typically wins out and if not most deliveries are not made by an aerial.

    DICE is clearly ok with it, they allow Boba in HvV to be target so that doesn't bother them
  • wwkingms
    862 posts Member
    wwkingms wrote: »
    TheScape wrote: »
    If you take the jetpack from offense most of the maps will be an instant win as defense. Try Kamino without Aerial with the whole defensive team locked inside the dome covering both entrances. The offense there has only two entrances which are guarded by automatic doors that can be easily guarded by turrets. At least with Aerial you can jump over them and land in the objective zone.

    I usually win most of my matches on offense without using the jump pack trick. Regardless, your post helps prove that Strike is inherently unbalanced. An infantry-only Cargo mode would be an ideal addition to this game.

    trick? its as intended.

    unbalanced? i find defense typically wins out and if not most deliveries are not made by an aerial.

    DICE is clearly ok with it, they allow Boba in HvV to be target so that doesn't bother them

    If one side generally wins, the game mode is unbalanced by definition. I don't understand the confusion there.

    Not sure what your point is re: HvV. That's not comparable at all. I'm perfectly fine with him being allowed.

    fine. the point is if you cant stop the aerial from scoring its not setup balance its team balance, or you just plain stink

    they go down very easy, and everyone on the map knows a.) where they are and b.) where they are going
    and usually respawns will encounter this aerial when running from spawn

    idk man defense usually wins those maps, because its easier to turtle. and no 240hp aerial is tanking anyone

    what i suspect is people who normally dont play strike woefully play a couple to complete the daily, are completely taken off guard by teams that aggressively pursue the package and not just sit in the bottle-necked room on endor. so then the aggressive team scored WICKED FAST! so it WASNT FAIR! and BOOHOO that shouldnt be allowed! amiright?

    for god's sake just shoot them
  • UnacceptablePain
    2077 posts Member
    edited May 2018
    I agree, I liked them better b4 with 300 health and they literally ruin strike.
  • unit900000
    3823 posts Member
    Another game, another easy win for the team that jump packed with the artifact. What's more, our team was defending the objective. It's easy to win by jump packing with the artifact.

    I stopped playing along time ago do to cheap jump trooper wins and do to the fact everything thats annoying in GA is 10x worse in strike plus some maps feel unbalanced. if I want to play a trash game mode ill play HvV at least that modes fun.
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • wwkingms
    862 posts Member
    9 times out of 10 when someone jetpacks with the package

    they fly and manage to get close to the delivery where they get mowed-down by everyone spawning.

    defensive team turtles and offense cant score the package. it resets.

    never had a problem shooting them, pay attention, they should be near dead just taking the package itself... if not they you're probably on a bad team.

    but strike, imo, beats GA and Blast by a decent margine.

    GA is too nuts, battlepoint focused, random, vehicle abuse, griefing type gameplay and is most often a landslide victory/loss .
    Blast is just not fun, as its just mayhem with terrible spawning with no rhyme nor reason to it.

    strike is smaller scale, objective base with just as much firefights but not from random **** directions or from right behind you 2 second after you spawn. there are no vehicles, no heroes and so the reinforcements are that much more important... pretty sure each team can only have 1 if not 2 aerials at a time tops and contrary to what im reading, theyre not invincible... just shoot them like you would any other class

  • Another game, another easy win for the team that jump packed with the artifact. What's more, our team was defending the objective. It's easy to win by jump packing with the artifact.

    Wait... Artifact? As in Takodana? Even a passable defending team should win that one. They start spawning behind the delivery point as soon as the artifact is outside.

    Still sounds like a team quality issue.
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  • rollind24
    5969 posts Member
    edited May 2018
    I preferred how in Cargo in 2015 you weren’t able to jump pack with the Cargo. I’d prefer it that way in this game but it’s an odd situation since it’s a class called Aerial. The chase was much more intense due to the time it actually took to deliver it
    #infantrylivesmatter
  • Another game, another easy win for the team that jump packed with the artifact. What's more, our team was defending the objective. It's easy to win by jump packing with the artifact.

    Wait... Artifact? As in Takodana? Even a passable defending team should win that one. They start spawning behind the delivery point as soon as the artifact is outside.

    Still sounds like a team quality issue.

    Artifact, Cargo, whatever you want to call it. It's the same thing really. Takodana isn't the only map with one. In fact, that's probably one of the harder maps to win via jump packing.

    Right. In fact there are only 3 maps where jump troopers present a strategic concern:
    Yavin 4
    Jakku
    Death Star 2
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  • TheScape
    2324 posts Member
    Another game, another easy win for the team that jump packed with the artifact. What's more, our team was defending the objective. It's easy to win by jump packing with the artifact.

    Wait... Artifact? As in Takodana? Even a passable defending team should win that one. They start spawning behind the delivery point as soon as the artifact is outside.

    Still sounds like a team quality issue.

    Artifact, Cargo, whatever you want to call it. It's the same thing really. Takodana isn't the only map with one. In fact, that's probably one of the harder maps to win via jump packing.

    Right. In fact there are only 3 maps where jump troopers present a strategic concern:
    Yavin 4
    Jakku
    Death Star 2

    Death Star 2? Most of it it's just tunnels so the jetpack isn't going to help until you are close to the delivery zone and by then the defense team is already respawning close to it.

    Yavin 4 is a bit better, but you still have an open field between the artifact spawn point and the delivery zone. Ion turrets usually help a lot. In fact, this and Takodana play in a similar way (with the advantage of having some more obstacles on Takodana). You start in a "closed location" (the castle or the base) to then go into an open field where everything can gun you down (usually ion turrets).

    About Jakku, I don't remember playing strike there so I can't comment :|

    Kamino is the worst of the bunch as an attacker with the last two choke points and the defense team spawning inside the dome.
    May your heart be your guiding key.
  • TheScape wrote: »

    Death Star 2? Most of it it's just tunnels so the jetpack isn't going to help until you are close to the delivery zone and by then the defense team is already respawning close to it.

    Yavin 4 is a bit better, but you still have an open field between the artifact spawn point and the delivery zone. Ion turrets usually help a lot. In fact, this and Takodana play in a similar way (with the advantage of having some more obstacles on Takodana). You start in a "closed location" (the castle or the base) to then go into an open field where everything can gun you down (usually ion turrets).

    About Jakku, I don't remember playing strike there so I can't comment :|

    Kamino is the worst of the bunch as an attacker with the last two choke points and the defense team spawning inside the dome.

    I agree. The 3 maps I mentioned are the ones where I've had the most success with the jump pack. If you're good at taking advantage of the dash maneuvers, you have a shot at getting through the Death Star 2 corridors quickly and with a minimum of spawning enemies.

    But this also relies on your team keeping the enemy occupied.

    Yavin 4 is all about speed and hoping your team has your back at the pick up point.. Jakku is about taking the right path and taking advantage of cover.

    Kamino- enemies are spawning right behind the delivery point- good luck.
    Takodana- same thing.
    Endor- good luck even getting outside if the enemy team is in any way decent.

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  • GenxDarchi
    7933 posts Member
    Nah, Aerials get gunned down simply because everyone focuses fire on them if they jump pack to the objective. I find it easier to use Specialist with Bubble shield. That scores the most.
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