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Jumpfac Discussion

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Date Editor Before After
5/26/2015 12:38:14 PMAUrankAdminAquanim before revert after revert
Before After
1 So far as I know, Jumpfac has not been played a great deal recently, and when it has been played it isn't meeting with a great deal of success. (Most of my knowledge is about 1v1.) 1 So far as I know, Jumpfac has not been played a great deal recently, and when it has been played it isn't meeting with a great deal of success. (Most of my knowledge is about 1v1.)
2 \n 2 \n
3 A couple of factors which might be causing this are: 3 A couple of factors which might be causing this are:
4 \n 4 \n
5 [img]http://manual.zero-k.info/unitpics/slowmort.png[/img] 5 [img]http://manual.zero-k.info/unitpics/slowmort.png[/img]
6 [b]Moderator[/b] 6 [b]Moderator[/b]
7 The Moderator is at best a finicky unit. Its damage is not particularly great, it is largely ineffective against units outside of the 100-300 metal range (due to overkill against smaller units or its slow being ineffective against larger ones) and it's easy to lose a lot of them while their weapon is recharging unless you're microing them very closely. 7 The Moderator is at best a finicky unit. Its damage is not particularly great, it is largely ineffective against units outside of the 100-300 metal range (due to overkill against smaller units or its slow being ineffective against larger ones) and it's easy to lose a lot of them while their weapon is recharging unless you're microing them very closely.
8 \n 8 \n
9 The Moderator also does not have a great deal of synergy with the Placeholder. While the Placeholder can keep some units from getting too close to the Moderator, the Moderator itself doesn't have the damage output to capitalise on the Placeholder all that well. 9 The Moderator also does not have a great deal of synergy with the Placeholder. While the Placeholder can keep some units from getting too close to the Moderator, the Moderator itself doesn't have the damage output to capitalise on the Placeholder all that well.
10 \n 10 \n
11 Moderator is also the factory's only light-weight counter to Venom, but doesn't have the movement capacity to actually keep up with Venom on a map where you'd expect Jump vs Spider to be played. 11 Moderator is also the factory's only light-weight counter to Venom, but doesn't have the movement capacity to actually keep up with Venom on a map where you'd expect Jump vs Spider to be played.
12 \n 12 \n
13 At the end of the day, while the Moderator does more-or-less fulfill its design goal of countering Zeus, it is [b]not very fun to play with[/b] due to its near-crippling weaknesses. 13 At the end of the day, while the Moderator does more-or-less fulfill its design goal of countering Zeus, it is [b]not very fun to play with[/b] due to its near-crippling weaknesses.
14 \n 14 \n
15 [img]http://manual.zero-k.info/unitpics/corsumo.png[/img] 15 [img]http://manual.zero-k.info/unitpics/corsumo.png[/img]
16 [b]Sumo[/b] 16 [b]Sumo[/b]
17 Sumo used to be super-good when it had heat ray, and pretty good when it had disruptor beams. Now it has the Newton beams, and it's not entirely clear (at least to me) why a unit like the Sumo would have them. It's now a gimmick unit which doesn't really do anything to defences, and outside of niche applications of its attract/repulse (see: bombers) it's a bit meh. It also requires incredible amounts of micro to use effectively. 17 Sumo used to be super-good when it had heat ray, and pretty good when it had disruptor beams. Now it has the Newton beams, and it's not entirely clear (at least to me) why a unit like the Sumo would have them. It's now a gimmick unit which doesn't really do anything to defences, and outside of niche applications of its attract/repulse (see: bombers) it's a bit meh. It also requires incredible amounts of micro to use effectively.
18 \n 18 \n
19 I feel like the combination of Sumo's 13.5k hp and its jump to stop it being swarmed is so strong that, if it keeps those two aspects, it almost has to have a non-weapon to keep it balanced. If it had less health maybe its weapons could be more effective? 19 I feel like the combination of Sumo's 13.5k hp and its jump to stop it being swarmed is so strong that, if it keeps those two aspects, it almost has to have a non-weapon to keep it balanced. If it had less health maybe its weapons could be more effective?
20 \n 20 \n
21 [img]http://manual.zero-k.info/unitpics/corhlt.png[/img] 21 [img]http://manual.zero-k.info/unitpics/corhlt.png[/img]
22 [b]Porc[/b] 22 [b]Porc[/b]
23 Jump's answers to porc aren't very good. Its artillery ( Firewalker) may be useful for pushing into porc lines but isn't able to do the heavy lifting, the Jack has to put itself well and truly in harm's way to accomplish anything, and the Sumo isn't very effective as an assault. 23 Jump's answers to porc aren't very good. Its artillery ( Firewalker) may be useful for pushing into porc lines ( kills repairing cons and supporting raiders, etc. ) but isn't able to do the heavy lifting, the Jack has to put itself well and truly in harm's way to accomplish anything, and the Sumo isn't very effective as an assault.
24 \n 24 \n
25 This is a problem which can be dealt with by a facswitch, but it doesn't seem entirely reasonable that Jump's answers are so much worse than those of other factories. 25 This is a problem which can be dealt with by a facswitch, but it doesn't seem entirely reasonable that Jump's answers are so much worse than those of other factories.
26 \n 26 \n
27 [img]http://manual.zero-k.info/unitpics/factoryspider.png[/img][img]http://manual.zero-k.info/unitpics/factoryshield.png[/img][img]http://manual.zero-k.info/unitpics/factorycloak.png[/img] 27 [img]http://manual.zero-k.info/unitpics/factoryspider.png[/img][img]http://manual.zero-k.info/unitpics/factoryshield.png[/img][img]http://manual.zero-k.info/unitpics/factorycloak.png[/img]
28 [b]Matchups[/b] 28 [b]Matchups[/b]
29 Jumpjet doesn't feel like it has particularly good matchups against factories it would commonly be matched against, either. If the terrain is such that Venoms can escape Moderators (not very difficult) then Jump seems to be in very difficult straits there. I don't know much about the Shield matchup but I've been told it's also bad for Jump. Jump vs. Cloak is playable, though I think you have to do a lot of work with Pyro before the Zeuses come out. 29 Jumpjet doesn't feel like it has particularly good matchups against factories it would commonly be matched against, either. If the terrain is such that Venoms can escape Moderators (not very difficult) then Jump seems to be in very difficult straits there. I don't know much about the Shield matchup but I've been told it's also bad for Jump. Jump vs. Cloak is playable, though I think you have to do a lot of work with Pyro before the Zeuses come out.
30 \n 30 \n
31 ---//--- 31 ---//---
32 \n 32 \n
33 Do you agree or disagree with any of the above? I haven't been especially active recently so it's possible I'm misrepresenting the current meta, and I don't play enough jump to be certain about a lot of the above. I'm not even sure that it's a problem that Jumpfac isn't played very often. 33 Do you agree or disagree with any of the above? I haven't been especially active recently so it's possible I'm misrepresenting the current meta, and I don't play enough jump to be certain about a lot of the above. I'm not even sure that it's a problem that Jumpfac isn't played very often.
34 \n 34 \n
35 (It does have some applications in 2v2 at least, early combos with another fac's skirmisher and Placeholder can be amazingly strong.) 35 (It does have some applications in 2v2 at least, early combos with another fac's skirmisher and Placeholder can be amazingly strong.)