(Un)Official Fade suggestion Thread
BCSeph
Join Date: 2005-02-24 Member: 42384Members, Constellation
<div class="IPBDescription">from the twitter</div>From the twitter today:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Charlie needs weapon/ability ideas for the Fade. In NS2 he'll be the "surgical striker" - blink in, take out GL or RT, then gone. Ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->
I know there is the twitter thread but I think this is big enough to constitute its own topic.
Anyway. I'll start off with my idea>
I believe the fade in 1.04 was amazing. For those of you who don't know about it: The fade used to literally fade in and out of existence. The blink ability would instantly teleport you to the wall you were facing on the other side of the room, or the closest object in the way. For instance, you walk into a room, look at the wall behind the command chair, click, and instantly you teleport behind it. Then you hit a few swipes on the CC and decide to leave, so you look at the wall of the exit hallway, and teleport out. (The bad part about this blink is that sometimes you would blink INTO a wall and get stuck, and die) It was much more cool than the current "flying" the fade does in NS1.
For NS2, I think an adaptation of this idea would be awesome. Say the fade could still instantly teleport, but the teleportation would take up stamina depending on how far you blinked. That way, you could either teleport somewhere far instantly and wait, or teleport a bunch of short distances really fast. This would make a very interesting scenario for marines.
Imagine a few marines putting up an RT. A fade teleports behind one from around the corner. He hits the marine, but they proceed to shoot him. So he does a few quick blinks in between the marines, confusing them and causing their fire to be spread out. This gives the fade the opportunity to either escape, or try for another hit. Depending on how much health he has left, he may be forced to already have to escape.
Now comes the question of controlling the teleport. I propose that it works in some fashion similar to this:
When the player has blink as the selected 'weapon', they first click down. This shows a line protruding out in the direction they are looking from their body that moves with them if they turn. The line continues to get longer and longer until either the player lets go, the line hits an object (wall, marine, etc, or maybe he could go through marines, who knows), or the line reaches the max distance based on how much stamina is left.
--When the player lets go, the fade instantly teleports to the end on the line, leaving a cool effect where it used to be. Stamina is reduced based on how far the jump was.
--The line would increase in length quickly enough so long teleports dont take forever waiting for the line to get there, but not too quick as to be too hard to make precise jumps.
--The line would start off a few meters or so from the player, that way for short jumps it's pretty much instantaneous between the mouse click and release, and because there's no reason to teleport 2 feet when you could just as easily walk or jump there.
--In a nutshell, short blinks are quick, and can be performed numerous times since they take little stamina. Long blinks take slightly longer since one must wait for the line to reach the destination, and cannot be perfomed numerous times, as they take much more stamina (based on distance).
The total amount of stamina the fade should have should allow one long teleport, a two or three short teleports, and a long teleport out. Or one really long teleport, and one really long exit teleport, provided the player is dead accurate with where they are wanting to go. The fade should NOT have much health, since it will be very hard to hit with this ability. They will essentially be paper-thin. This teleport control system is designed to be easy and intuitive, to prevent the infamous 'walker fades' you see currently in NS.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Charlie needs weapon/ability ideas for the Fade. In NS2 he'll be the "surgical striker" - blink in, take out GL or RT, then gone. Ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->
I know there is the twitter thread but I think this is big enough to constitute its own topic.
Anyway. I'll start off with my idea>
I believe the fade in 1.04 was amazing. For those of you who don't know about it: The fade used to literally fade in and out of existence. The blink ability would instantly teleport you to the wall you were facing on the other side of the room, or the closest object in the way. For instance, you walk into a room, look at the wall behind the command chair, click, and instantly you teleport behind it. Then you hit a few swipes on the CC and decide to leave, so you look at the wall of the exit hallway, and teleport out. (The bad part about this blink is that sometimes you would blink INTO a wall and get stuck, and die) It was much more cool than the current "flying" the fade does in NS1.
For NS2, I think an adaptation of this idea would be awesome. Say the fade could still instantly teleport, but the teleportation would take up stamina depending on how far you blinked. That way, you could either teleport somewhere far instantly and wait, or teleport a bunch of short distances really fast. This would make a very interesting scenario for marines.
Imagine a few marines putting up an RT. A fade teleports behind one from around the corner. He hits the marine, but they proceed to shoot him. So he does a few quick blinks in between the marines, confusing them and causing their fire to be spread out. This gives the fade the opportunity to either escape, or try for another hit. Depending on how much health he has left, he may be forced to already have to escape.
Now comes the question of controlling the teleport. I propose that it works in some fashion similar to this:
When the player has blink as the selected 'weapon', they first click down. This shows a line protruding out in the direction they are looking from their body that moves with them if they turn. The line continues to get longer and longer until either the player lets go, the line hits an object (wall, marine, etc, or maybe he could go through marines, who knows), or the line reaches the max distance based on how much stamina is left.
--When the player lets go, the fade instantly teleports to the end on the line, leaving a cool effect where it used to be. Stamina is reduced based on how far the jump was.
--The line would increase in length quickly enough so long teleports dont take forever waiting for the line to get there, but not too quick as to be too hard to make precise jumps.
--The line would start off a few meters or so from the player, that way for short jumps it's pretty much instantaneous between the mouse click and release, and because there's no reason to teleport 2 feet when you could just as easily walk or jump there.
--In a nutshell, short blinks are quick, and can be performed numerous times since they take little stamina. Long blinks take slightly longer since one must wait for the line to reach the destination, and cannot be perfomed numerous times, as they take much more stamina (based on distance).
The total amount of stamina the fade should have should allow one long teleport, a two or three short teleports, and a long teleport out. Or one really long teleport, and one really long exit teleport, provided the player is dead accurate with where they are wanting to go. The fade should NOT have much health, since it will be very hard to hit with this ability. They will essentially be paper-thin. This teleport control system is designed to be easy and intuitive, to prevent the infamous 'walker fades' you see currently in NS.
Comments
To fix this, I think it'd be better to have the line 'jump' in increments of say 7-10 feet.
So if you tap the mouse button once after 1-second of inactivity you blink 8 feet.
If you tap it three times in succession your line has jumped 3 times and ends up 24 feet away from you. (hard-to-master for the bhop fanbois)
Each jump could cost a standard amount of energy and be reduced with celerity.
If you're in an 'oh ######' situation, you could right-click and alt-fire would keep you blinking 8 feet continuously until you're out of energy, possibly costing 50% more energy to stop it being over-used
-------------
As for the whole 'hit n run' idea, perhaps coupling the blinking with a sort of 'bomb' that you actually have to place.
so you can blink in, drop it and it will 'asplode' after 2 seconds, or it's a acid you drop on a building and it slowly corrodes it.
Perhaps could be an alternate mode for acid rocket (if still exist)
Suggested a very similar idea in the twitter thread.
+1
Edit: I have to say the suggestions of RT and GL are pretty strange. Fades are good at these things all ready. Blink in close to the GLer where his weapon is at a disadvantage. Anything other than swiping or an instant kill(lame) would make the fade slower/worse at killing GLers. If the fade is really to have a support role then a pure grab kinda makes sense since it's not as lame as an instant kill but just as effective as one in the right hands.
Similarly for the RT fade is good because of blink and the ability to move around the map. The only way i see the fade being more effective at these things is giving it gore, or a specific "disable building/rt attack".
<b>Primary Attack</b>
Swipe: can he held down to be charged or clicked repeatedly to do multiple attacks in succession. The charge persists when blinking. You can charge a powerful attack, maneuver yourself into position using blink, quickly kill a marine using that charged attack followed by some quick slashes then blink out.
<b>Abilities</b>
Blink: Turns the Fade immaterial (invisibility with invulnerability, but cannot attack) and allows him to move extremely quickly in any direction without the consent of gravity. You can maintain a blink for roughly 3 seconds before you are forced out of one.
Mark: A short range blast of pheromones that Increases the damage done to target player by 25% for 5 seconds. Only one player can be marked by the fade and a player can have a maximum of one mark on him or her. Marked targets are... marked on the screen of allied aliens.
Regenesis: Rapidly heals the fade and recharges all of his abilities. The fade is vulnerable during this, he is unable to attack or move. At the end of the Regensis, the fade is healed to 150% health and carapace, which slowly counts down to his normal maximum.
Give the Fade a flash bang. (Obviously not literately, but something that functions in a similiar way.) Acid rocket that blinds, a scream that paralyzes, or even just have it so when a Fade comes out of "blink" it disorients any nearby Marines. It'd make him a great asset for ripping apart trains and taking on the individual.
The fade could be able to do a crippling attack that <b>slows down</b> one marine while inflicting almost or no damage to him (spit/strike/bite maybe). This would have a huge strategic impact as the other marines either needs to leave their teammate (making him vulnerable to attack) or slow down themselves.
Divide and conquer baby!
The fade could be able to do a crippling attack that <b>slows down</b> one marine while inflicting almost or no damage to him (spit/strike/bite maybe). This would have a huge strategic impact as the other marines either needs to leave their teammate (making him vulnerable to attack) or slow down themselves.
Divide and conquer baby!<!--QuoteEnd--></div><!--QuoteEEnd-->
This sparked an idea for me, I love the idea of each of the classes having special abilities that don't do the user of that ability much good on their own but for best effect require teamwork between classes. In some respects we already have this with the parasite ability of skulks which let everyone else know where the para'd marine is, you wouldn't go about killing someone with para but it's a great weapon for teams.
Off the top of my head I can't think of anything very creative for actual attacks, perhaps something like acid rocket and lerk defence cloud combining and igniting to be like a team molotov/flamethrower type thing?
Just my 2 credits worth
When I think of surgical strike, I think of the spy in TF2 and the smoker in L4D. To this end, I support these three similar suggestion given in this thread and others -
1) <b>Fading</b> - Where the Fade 'fades' out of existence. Early stories of the Fade had marines in the fiction thinking they would come out of the walls. To this end I suggest that Fade be able to use a teleport that is based on going in to surfaces and coming out of them, like Portal only don't worry about seeing through the portal and the two ends can only be in line of sight of each other. Very similar to BCSeph's suggestion. Suggested also to avoid being stuck in walls. Plus if you played Portal, you would have an idea of the crazy multi directional flanking moves a Fade could make, in addition to some pretty gravity defying jumps.
2) <b>Blinking</b> - Where the Fade grabs a marine and pulls him through his 'fading' with him back to where he came from. Great for setting them up for an ambush and separating the individual from their allies. Better than a insta kill move.
3) <b>Acid</b> - Attach a damage over time acid object to a structure. If it is not destroyed, it will keep going till the structure is destroyed. Great idea Killkrazy. Can't get much more surgical than that. Also have this damage welded objects to undo the weld.
4) <b>Swipe</b> - Have the Fade main attack do piercing damage (passes armor slightly) and a little bit of knockback to the left or right, so as to throw off the marine's aim every so slightly. (Had this idea inspired by L4D too, when hit by a zombie your aim gets thrown off a bit).
In the right hands, I think this could be more powerful and fun to play as (and against) then the current type of Fade by far. No more flying fades please, but a return to the 'teleport' of a sorts aka whatever isn't buggy.
Then again you could change the fade totally and give it abilities like nightcrawler from x-men. lol grabing people and teleporting them to different parts of the map.
Nightcrawler is something we've talked about a lot with regards to the Fade blink. The current model is sort of Nightcrawler meets the dude from Chronicles of Rid######.
agreed, only difference is that until now we called it "hit&run"... of course the fade could get even more surgical, but then he could become very difficult to play.
Grabbing marines sounds like fun, fade could use the rine as backpack to not be hit when running away <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> (a bit crazy ^^)
The fade could be able to do a crippling attack that <b>slows down</b> one marine while inflicting almost or no damage to him (spit/strike/bite maybe). This would have a huge strategic impact as the other marines either needs to leave their teammate (making him vulnerable to attack) or slow down themselves.
Divide and conquer baby!<!--QuoteEnd--></div><!--QuoteEEnd-->
hmm yes i like that idea, kind of like putting a marine or two on "pause" while you concentrate your attack on one person - maybe the marines that aren't "paused" can press "E" o there "paused" team mates to wake them up.
like..example.. 1st hit: 50%slowdown, 2nd hit: 80hp DMG over time, 3rd and every following hit: 150 instant damage.. if target is not hit by <b>you</b> for 10 seconds, it resets
Looks like the grab idea has been mentioned.
Push? A push can work instead of a grab. Blink in, Knock a marine far out of the way(preferably to an area infested with skulks), Blink out.
Something simpler can work as well. Maybe a 2x Damage marine debuff that the alien commander enables for a fade one shot kill?
While I love the idea of the fade being able to 'fade out' a marine, it's very powerful. Like devour, it instantly and unstoppably removes one marine from combat.
I wonder how a stunning function like that would work in a natural selection game, where your enemies are most likely going to be more horrific(with the claws and skittering and all that) <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
If blink is something that would be bound to right mouse, maybe have it set up so that you blink in the direction you're moving, rather than the one you're facing (unless standing still)? One of the problems I tend to run into when I try to run circles around the marines in NS1 is that I tend to confuse myself more than them. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
But i wanna get a little technical and visual
Each surface in most fps games are defined as a certain surface, so that when interacted with it, say shooting a wooden create you get the correct bullet holes and sounds.
Take the burrowed lurker evolved from the hydrolisk in the starcraft expansion brood wars it shoots a row of spines through the ground tearing the ground up.
now take the algorithm from the famous drunken flash game HomeRun
<a href="http://www.wagenschenke.ch/site/index.htm" target="_blank">http://www.wagenschenke.ch/site/index.htm</a> for marine disoriented hard aiming.
You now have a steely looking fade that blinks to a door way has the auditory perception that rines are building a RT, he looks at his ambushing skulks ether side of the door they Nod to signal their ready.
the fade strafes out and tears his little acid rocket fetus off his shoulder and rams it into the ground, aimed to wards the enemy the fetus fires off a harpoon and tether that tears along the ground shredding steel or cracking cement in its wake, one marine manages to barely jump out of the way, it grabs another marine by the ankle he goes down like a sack of bricks to his arse then is promptly dragged along the ground over the VFX shredded terrain as his aim is hindered he sees skulks rush in as a black ghostly blur flys over the top of him some of his buddies take aim at the fade trying to anticipate its next move one lmg'er aims at the skulks while another trys to take out the tether dragging his mate near helplessly towards the fresh skulks, the dragged marine clips a skulk the shot needed to kill it before trying to use the last few seconds of his life to get a shot gun round off into the harpoon like tether as he fights against his aim while being dragged. his shot gun round shatters the once carapace covered harpoon luncher as he struggles to his feet, ammoless looking at hungry skulks surrounding him, his last glimmer of sight is of the fade standing in a pool of surplus marine limps controlling a harpoon that is lashing like a guitar string as it rips the newly built RT from its foundations, his comrades carved up with swipe, all hope is lost.
the room lays silent now, the bloods drained through the grill, its discolored and dried to the walls the bloodied limbs carted away, the skulk carcass a puddle of growing infestation that slowly glides over the tears in the floor the up rooted steel plating creeks as the infestation slides over it, it fills the gaps in the cement and hides the bullet shells by consuming them in a indistinguishable glutinous green maw as the brace cases are filtered through the sift like steel grill. heavy hardened foot steps are heard with a increased pace and timing of a solders coordinated march, the new clones, fresh from the vat still with mucus like skin pealing from there baby skin hardened adult faces. "This way" The crunching of foot steps is heard the up rolled steel plating is stamped down in their wake, as a single solider stops to clean up the mess and a light show of napalm pyrotechnics the hiss of bubbling green goo is quelled with the sound of licking flames, the marine smiles to him self and books it back to his formation.
the sound of licking flames begins to dull, a blue electric haze shimmers over the room evaporating the charred infestation and restoring the room to its exact programed look from the complexes saved data, the nanites seal and clean up the once war torn room hiding all evidence there was ever a battle there.
To the two long didn't reads
swipe and its charged variant
blink new version
its metabolize
then harpoon
fire mod one plants harpoon on ground fires a tether dead strait if it hits a enemy player deals damage if it doesn't hit a player harpoon reaches max length then reels back in lashing about in a swivel motion on its way back in if it snaggs a marine drags it with it and drags them back to harpoon, marine targeting is hindered
Pro's
its a distraction
it assist other aliens in kills
takes a marine partly out of action
Con's
marine have a chance of dodging it
other marine can help snagged marine escape
snagged marine can still escape and or shoot
fire mode two fade anchors its self to ground fires harpoon at building and begins to reel it in like a fishing rod attached to a pole driver dealing massive damage to the building
Pro's
a building damaging attack that is a viable option
allows kharra fluent progress 3rd hive on
frees up other kharra to reposition them selves
Con's
temporally takes fade out of the game
he needs to be stationary
uses a wad of energy
basically even though it's a surgical strike class doesn't mean you want it pissing off and leaving a bunch of weak classes to fend for their self, far too often have i seen a fade assist in culling a room then flee to find more kills to enlarge their epean when the task at hand is to get this RT down and secure this room or run out of res and die. far too often have i seen a fade flee a room to save his own tail and leave other aliens to die, when if the fade was killing the RT instead of blinking around the room and metabolizing when hes already at full health, and the weaker classes like the skulks were set up to ambush instead of aimlessly chew a RT too no avail, while the fade watched we all could of have our cake and eat it too.
Also another teched ability could be to increase damage/attack speed when there are several consecutive hits by the fade (I know this was suggested). Also adding a techable long range projectile that does some damage but also effects the marine some how (i.e. slow down, "flashbang" "armor eater" or a similar effect that does not directly damage the marines, BUT provides a tactical advantages to the aliens).
The draw back to the fade would be that he would have to be significantly weaker then he is now. I can't see the 3.2 blink/metabolize for the fade and having the fade be the surgical striker. So the 1.04 blink would be appropriate (perhaps with techable upgrades that make it more effective or draw less energy).
Basically if the fade gets caught by a squad, it will in most instances get dominated by the firepower.
As far as the fade being able to "kidnap" other marine to take them to far off places, I can't see that being viable as it will be necessary for marines to split up atleast once and a while to make a come back. Adding a L4D type incap model (i.e. when a hunter or smoker gets you, you are powerless to defend yourself) could be a problem for the mid-game/late-game when the marines are down but not out and have a shot at a come back.
I'm a little confused as to what you mean because 1.04 blink was more of a teleport than a cloak. And do you mean to have the fade charge while he's cloaked or is that a separate feature?
<!--quoteo(post=1703234:date=Mar 22 2009, 10:02 AM:name=Firewater)--><div class='quotetop'>QUOTE(Firewater @ Mar 22 2009, 10:02 AM) <a href="index.php?act=findpost&pid=1703234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also another teched ability could be to increase damage/attack speed when there are several consecutive hits by the fade (I know this was suggested). Also adding a techable long range projectile that does some damage but also effects the marine some how (i.e. slow down, "flashbang" "armor eater" or a similar effect that does not directly damage the marines, BUT provides a tactical advantages to the aliens).<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea of multiple hit bonuses. I'm not a big fan of "status effects", but I see how they could be balanced and useful.
<!--quoteo(post=1703234:date=Mar 22 2009, 10:02 AM:name=Firewater)--><div class='quotetop'>QUOTE(Firewater @ Mar 22 2009, 10:02 AM) <a href="index.php?act=findpost&pid=1703234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the fade being able to "kidnap" other marine to take them to far off places, I can't see that being viable as it will be necessary for marines to split up atleast once and a while to make a come back. Adding a L4D type incap model (i.e. when a hunter or smoker gets you, you are powerless to defend yourself) could be a problem for the mid-game/late-game when the marines are down but not out and have a shot at a come back.<!--QuoteEnd--></div><!--QuoteEEnd-->
How about something like this?
<!--quoteo(post=1703080:date=Mar 19 2009, 10:19 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Mar 19 2009, 10:19 PM) <a href="index.php?act=findpost&pid=1703080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><ul><li> Does no damage</li><li> Marine can fire, but has limited turn radius(meaning the fade really needs to pick up from behind or get a faceful of bullets)</li><li> Can carry marine with you as you blink</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Cloaking in 1.04 was the complete disappearence (i.e. no model shown) of a cloaked player.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I like the idea of multiple hit bonuses. I'm not a big fan of "status effects", but I see how they could be balanced and useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
Multiple hit bonuses would actually in a way entice the fade to stay in combat longer, thus making it a great risk (i.e. marines can fire more bullets) at the fade. BUT make the benefits great enough, it might be a viable tactic.
Ah okay. I was thinking you were talking about 1.04 blink, not 1.04 cloak.
<!--quoteo(post=1703331:date=Mar 23 2009, 06:33 PM:name=Firewater)--><div class='quotetop'>QUOTE(Firewater @ Mar 23 2009, 06:33 PM) <a href="index.php?act=findpost&pid=1703331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Multiple hit bonuses would actually in a way entice the fade to stay in combat longer, thus making it a great risk (i.e. marines can fire more bullets) at the fade. BUT make the benefits great enough, it might be a viable tactic.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just to be clear, the part of my post about status effects was referring to the "flash bang" suggestion. I view any "hit combo powerup" as separate from that.
Has anyone seen the film Daywatch? Its a russian action movie with vampires etc. Some of the characters in the film move in and out of a sort of other dimension. Sometimes they have a black smoke residue when they move in and out. (actually looks remarkably similar to the blue german in X men 2)
I thought it would look cool if the fade had something similar to this when he fades in and out. If he/she faded into a squad delt one swipe, then faded out leaving a cloud of some sort of gases or particualtes. He could also carry off a rine at this point. The rines would then probably be confused, and also each have to decide whether they wanted to get out of the smoke and scatter or stay together but loose some vision. Either way if the skulks timed their leaps down teh corridor well they'd be at an advantage. Obviously if the lerk still has a gas attack then this maybe prefered, but the lerks attack didnt reduce visibility that much in ns1.
My problem with the Fade in ns1 atm is on pubs hes bascially a tool for better players to rack up huge kill scores against noobs. Whilst i dont think the fade should be 'forced noob friendly' id like to see him as more of a team player on pubs.
i expect to see the skulk as the general soldier ant of ns2 with the other aliens providing more specialist or support roles rather than superior kill collectors.
p.s. if you give the fade a flash bang, they ought to be limited. In CS flash bang artillery strikes can become very annoying very quickly.
HELLY JEAH!!
sorry, but i just couldnt keep that for me. AWESOME.
ehem.
I really like the ideas here, and all of them could be implemented, I only played the last NS version, but i was always disappointed in the fade, he was just a big, armoured skulk.. look at leap and then 3.2 blink.
I assume that NS2 has 4 abilitys for each lifeform and whit the new additions also secondary firemodes.
<b>1. swipe</b>
primary: the good old slash we learned to fear.
secondary: grab attack, only executable from behind and victim can be blinked, only holds for 3 seconds, but we all know thats enough time.
<b>2. Blink</b>
primary: the return of teleportation, its simple, you teleport directly on the thing you look at, the longer the distance, the more adrenaline is needed. the effect in teleporting is that the Space look bended, like the matter is sucked in a tiny hole. the fade will appear blurred and grey for a split second after coming out.
secondary: for all you "skillz", a nerfed version who teleports you instantly a short distance, costs low adrenaline and you get the chronicles of rid###### effect from your old position to you. (if you know what i mean.)
now, you ask me why this ChroniclesOfRid###### effect.. simple: you teleport right into the group of marines, do some swipes, and as you blink around the gun blazing marines, this blue afterimage will couse confusion and higher chance of escaping, they will keep hunting your blue illusion when you already teleported normaly out of the room, which doesnt couse this effect. this will leave a big window open for skulks to rush in, but for this to be balanced the fade HAS to have less Hp and armour. (which shouldnt be hard to do if you want him to be a surgical striker)
<b>
3. acid
</b>primary: you spray acid infront of you, which has a short range, blurres the vision and makes it hard to shoot. high adren cost
secondary: releases a explosive liquid on the floor, will explode when: bullets/xeno/welder/flamer/GL or any other kind of explosion, spark or fire is near it. high adren cost.
this ability could bring teamplay into fading, and allows him to be more surgical and more of an ambusher, laying traps is always fun, and blinding, then grabbing, and then dropping a HA directly in a explosive gelee while a skulk whit xeno is ready will be one of the best moments of win in NS2. this ability could also hamper Rambos, who will learn to not fire wildly at everything. other tactic: 360° acid spray in middle of group -> get outa there and let the skulks clean up.
<b>4. regen</b>
primary: like NS1. but you have to stay still
secondary: you trigger a 15 seconds, weaker regen that allows you to do other things, like swiping or spraying acid or if you want to pick your nose. in 15 seconds you heal completely, but it is slow. sooo slow.
"Charlie needs weapon/ability ideas for the Fade. In NS2 he'll be the "surgical striker" - blink in, take out GL or RT, then gone. Ideas?"
What is exactly a surgical striker? Atleast in the current NS, fade is the big hitter, which always blinks in, hits, blinks out - rince and repeat. Only low-level greedy fades (like me in the last official lol) don't retreat after 1-2 hits. If you are going to decrease HP and increase damage, thus making it more risky and demanding, NS will require more gorge teamwork to support (heal) fades, unless there are closer options for healing than hive. This is problematic on public servers where teamwork is more limited. However what I'm curious is that which lifeform is going to take out the HMGs? Are you pushing for early onos or making lerk more of an attack than support lifeform. Thirdly, is RT a resource tower in this context? I don't know about NS2 but atleast in current ns fades should never take out RTs (okay there are some special cases when aliens cant get a hive but have lots of fades). I hope you are aware that investing in high-cost lifeform to do a low-cost lifeform's job is unwise. Of course game mechanics can be changed in terms of res attacking (give them more hp later in game etc.) lifeforms but imo. fading against jetpacks marines, especially jphmgs is just one of the best things NS has to offer. I hope it won't be changed to some kind of RT hunting.
Changing the blink itself may not be a bad idea (bring on the Game&Watch fade). Though with high pings a telportative blink is even more annoying.