Bot October 27, 2013 Share Bot Member October 27, 2013 I found this topic: http://gamrs.co/forums/index.php?/topic/40724-l4d2-buff-jockey/?hl=%2Bjockey+%2Bbuff About how the jockey had a jump before the server was reinstalled. Should it be brought back or should the jockey be buffed. Maybe a buff for health or speed when they're on or off a survivor. Out of all the infected, I only see the jockey seriously being used like twice a map. Being able to shoot through walls combined with the jockey's weak health makes it pretty underpowered. I heard gc likes to keep it vanilla, but a vanilla jockey in a 10v10 setting doesn't seem to work very well. Does anyone agree? Link to comment Share on other sites More sharing options...
BlackYoshi October 27, 2013 Share BlackYoshi Member October 27, 2013 (edited) I think its good the way it is. However, more often then not I find that the jockey is one of the hardest infected to work with. The only way to really get good hang time is if you have charger cover, if you don't then you're as good as dead. Not sure if that warrants a buff or not but I've always said that the jockey should be able to jump. Edited October 27, 2013 by BlackYoshi Link to comment Share on other sites More sharing options...
Biggs October 27, 2013 Share Biggs GC Alumni October 27, 2013 With good teamwork, a jockey can be extremely effective as he can isolate a survivor and gain a huge amount of points pretty quickly. Don't think any of the SI have any 'buffs', aside from gaining more or less points for specific actions. Link to comment Share on other sites More sharing options...
JackieChan October 27, 2013 Share JackieChan GC Alumni October 27, 2013 Jockey is the most situational infected out of them all. Smokers and Chargers have their spots, Hunters have their high pounces which are infinitely useful, Spitters are chokepoint creators and can screw up a team royally if used in the right situation. Jockeys are by far the hardest to compensate for. Link to comment Share on other sites More sharing options...
FacePalmSmash October 27, 2013 Share FacePalmSmash Member October 27, 2013 1 Link to comment Share on other sites More sharing options...
Bot October 27, 2013 Author Share Bot Member October 27, 2013 I think its good the way it is. However, more often then not I find that the jockey is one of the hardest infected to work with. The only way to really get good hang time is if you have charger cover, if you don't then you're as good as dead. Not sure if that warrants a buff or not but I've always said that the jockey should be able to jump. I think the jockey should be able to jump as well, and that's what the old thread was about. It was originally there but wasn't put in after the server updated (or something). I think it'll be fair because like you said, the jockey needs to have good cover. Plus, it's pretty fragile so I think that balances out the ability to jump. With good teamwork, a jockey can be extremely effective as he can isolate a survivor and gain a huge amount of points pretty quickly. Don't think any of the SI have any 'buffs', aside from gaining more or less points for specific actions. I think that the same thing can be said with the charger and smoker in regards to isolation. The amount of points you get for the jockey is pretty meager in comparison to the other SI's when considering how much more difficult it is to use. I believe a 6.5s ride was only 4 points. Landing high pounces can easily net you 14 pts. Bowling over ~2 survivors while charging nets you more than that 6.5s ride. Etc. Maybe just the pt system for the jockey should be adjusted? Jockey is the most situational infected out of them all. Smokers and Chargers have their spots, Hunters have their high pounces which are infinitely useful, Spitters are chokepoint creators and can screw up a team royally if used in the right situation. Jockeys are by far the hardest to compensate for. Does this mean you're considering on adding a buff or readding the jump ability? Link to comment Share on other sites More sharing options...
JackieChan October 27, 2013 Share JackieChan GC Alumni October 27, 2013 The jump ability will most likely not come back. Link to comment Share on other sites More sharing options...
FacePalmSmash October 27, 2013 Share FacePalmSmash Member October 27, 2013 speaking of jockey buffs, how about we get to control the witch walking around that we buy? had that ability once on a server that otherwise sucked in comparison to gc, but it was nice. Witches spawned in bad areas could be manually walked over to a more tactful and useful position. Link to comment Share on other sites More sharing options...
ValenAlvern October 28, 2013 Share ValenAlvern Member October 28, 2013 Like what you did with the Boomer. Jockey has 1% to "Buck a Survivor on 'Pounce'", Deals an extra 25 damage. Slightly increase his movement speeds, I think he should be the fastest since hes short and has a lower gravity or what have you. Link to comment Share on other sites More sharing options...
Biggs October 28, 2013 Share Biggs GC Alumni October 28, 2013 I would welcome anything that can add more fun to the game that doesn't add confusion or unwanted complexity--because you're right, we like to keep it vanilla. If jockeys are really such a bad option compared to other SI, you could increase the points gained/amount of time, but as it is right now a perfect jockey (incaps a suvivor from 100hp) gains around 40 pts? It's a lot. Link to comment Share on other sites More sharing options...
MrBojangles November 2, 2013 Share MrBojangles Member November 2, 2013 I think jockeys are ok as the situational infected they currently are. I can think of a few maps where they're used extensively, which is in keeping with the norm for infected picks. Teamwork is also key to consistent jockey success, which I like and think this server consistently encourages. For all these reasons, I would say keep it as is. Link to comment Share on other sites More sharing options...
swatfishy November 2, 2013 Share swatfishy Member November 2, 2013 I would welcome anything that can add more fun to the game that doesn't add confusion or unwanted complexity--because you're right, we like to keep it vanilla. If jockeys are really such a bad option compared to other SI, you could increase the points gained/amount of time, but as it is right now a perfect jockey (incaps a suvivor from 100hp) gains around 40 pts? It's a lot. rocket jockeys +3 on landing, or +5 but as an achivement Link to comment Share on other sites More sharing options...
Lookback November 2, 2013 Share Lookback Member November 2, 2013 Nobody expects the jockey!!! Link to comment Share on other sites More sharing options...
MrBojangles November 2, 2013 Share MrBojangles Member November 2, 2013 I would welcome anything that can add more fun to the game that doesn't add confusion or unwanted complexity--because you're right, we like to keep it vanilla. If jockeys are really such a bad option compared to other SI, you could increase the points gained/amount of time, but as it is right now a perfect jockey (incaps a suvivor from 100hp) gains around 40 pts? It's a lot. rocket jockeys +3 on landing, or +5 but as an achivement This, I like... Link to comment Share on other sites More sharing options...
JackieChan November 2, 2013 Share JackieChan GC Alumni November 2, 2013 I made jockeys a tiny bit better. Their damage was increased by 1, and they should be a bit easier to control while jockeying survivors. 1 Link to comment Share on other sites More sharing options...
Leonebluen November 3, 2013 Share Leonebluen Member November 3, 2013 I use jockeys almost every campaign, if not every map. They have to be fragile; you can use them to put a survivor anywhere you want. If they had any more health you could spam heals and be 100% sure you'd get the survivor where you wanted. Link to comment Share on other sites More sharing options...
PeanutButterNJelly November 4, 2013 Share PeanutButterNJelly GC Alumni November 4, 2013 I used jockey a few times today, seemed better, glad they got a little help Link to comment Share on other sites More sharing options...
Bot November 15, 2013 Author Share Bot Member November 15, 2013 I made jockeys a tiny bit better. Their damage was increased by 1, and they should be a bit easier to control while jockeying survivors. Thanks for the buff! Link to comment Share on other sites More sharing options...
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