Ok, I take back the gg thing. I was kinda distracted at the time >_> I guess what I mean is, though it isn't a game-winning tactic, there's just something wrong with having an upgrade that prevents a player from being killed.
I also disagree with them being useless. In one game I was in, the aliens had us pinned down (how they were still s2 I couldn't say) in our base, and we were just doing good old human camping. Then a guy snuck out in a jetpack during a lull, got up high, and proceeded to pulse rifle all the forward structures the aliens had built up. We got another jetpacker out, too. I'm pretty sure we still lost, cause they just ran through the jetpackers with tyrants, and they ran out of ammo somewhat, but we still delayed the game by a good 10 mins.
Another game, a jetpacker was just out there chaingunning dretches. That might not have changed the game by itself, but the creds from that dretch-raping probably earned him top equipment. Even for bigger aliens like Dragoons, you can't exactly do much damage to the human base if you know your return journey's going to involve getting slowly chaingunned. It'd just mean that that player would need to spare that much more hp before retreating, doing less damage to the enemy.
Even if it were utterly useless, there just should never be a situation where there are two equal teams and one can't take out the other's units.
(heck, a coordinated team could just reach s2 before the aliens, all buy jetpacks, and sit up there until the game ended)
note: I know I'm making this sound like a huge issue, but it really isn't. If advanced dragoons were stage 2 (it bugs me now dragoons are the best aliens for the first 2 stages, lol), that would solve this oompletely. Even so, it's not horrible as it is, I just figure it could be better.