fade's blink
luns
Join Date: 2010-12-05 Member: 75502Members
what if we trash the current blink, to replace it with ns1 blink but with better changes.
transparent blinking: this blink should work like ns1 fade blink but with added special effects
1. while you are in this phase you cannot be damaged
2. once your feet touch the ground blink phase stops - in this phase you can be damaged only
the reason I called it transparent blinking, it should look like person is running so fast you can't make out what it is, but you can see through.
Visual effect is a cross between what superhero flash looks like while running with appeal from predator transparent stealth.
its the best I can describe it.
this isn't set in stone, it can be changed. Unless you have better idea.
current blinking system fade has only great special effects - we either find better idea or change the current blinking method.
transparent blinking: this blink should work like ns1 fade blink but with added special effects
1. while you are in this phase you cannot be damaged
2. once your feet touch the ground blink phase stops - in this phase you can be damaged only
the reason I called it transparent blinking, it should look like person is running so fast you can't make out what it is, but you can see through.
Visual effect is a cross between what superhero flash looks like while running with appeal from predator transparent stealth.
its the best I can describe it.
this isn't set in stone, it can be changed. Unless you have better idea.
current blinking system fade has only great special effects - we either find better idea or change the current blinking method.
Comments
we might as well accept the teleport (i actually like it). they really only need to rework the direction stuff (like auto facing away from a wall that you blinked into would be extremely helpful)
right now blink offers only great special effects and lacks direction, it needs to be tweaked or changed. I just know at this current state, fades are just very slow compared to ns1. I hope we can tackle this problem now before it goes out live like this.
if you have better idea, i say speak up before it goes live!
Especially if you can blink VERY fast, but then are blinded by the smoke effect which will obscure your view of the Fade ghost orientation model...
Especially if you can blink VERY fast, but then are blinded by the smoke effect which will obscure your view of the Fade ghost orientation model...<!--QuoteEnd--></div><!--QuoteEEnd-->
Its slower than it needs to be. I'd like to see it work in one mouse click. For example,
mouse2 down = show blink fade model
mouse2 up = blink
rather than
mouse2 click (down + up) = show blink fade model
mouse2 click (down + up) = blink
The one click model still shows where your going to blink (just hold down mouse2 as long as you like), but does so in half the clicks.
But then again, I usually play Skulk...
Try this mini-mod (no canceling yet): <a href="http://rapidshare.com/files/436759144/mod_fade.zip" target="_blank">http://rapidshare.com/files/436759144/mod_fade.zip</a>
But then again, I usually play Skulk...<!--QuoteEnd--></div><!--QuoteEEnd-->
Then maybe let people select which method they want as an option? Personally, I don't care about canceling, since I don't see blinking when I'm not expecting it as a big problem. As fade I want to blink a lot.
mouse2 down = show blink fade model
mouse2 up = blink<!--QuoteEnd--></div><!--QuoteEEnd-->
In addition, you could allow it to be canceled by hitting some other key before you release mouse2.
For example, the +use key, or perhaps the +movement key.
I've enjoyed skulk and rine. Fade is just frustrating atm. Only the reorientation has bugged me tho.
right now blink offers only great special effects and lacks direction, it needs to be tweaked or changed. I just know at this current state, fades are just very slow compared to ns1. I hope we can tackle this problem now before it goes out live like this.
if you have better idea, i say speak up before it goes live!<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that the new blink (even with the double click) is faster than the old because you had to switch weapons after blinking before (please correct me if that's incorrect). Now you can blink and instantly be slashing marines in the face.
current blink in ns2 is slow compared to ns1, and has poor aim. Plus, catching moving target is out of the question.
we either change double clicking needed to blink, or we change how blinking system works.
Although we do have third option, which we can keep two types of blinks which can only enhance the class further.
One type of blink would be more stealthy, appear from one place to another without being seen.
The second blink would be what we had in ns1, quickly jump towards his target split of second.
So, "leap" then.
Changing Blink to activabe on RClick release makes the Fade feel a lot more robust. I think Blink should provide a one-second invisibility for the Fade to look around, broken by movement or attack, so it is less disorientating. This change will also remove the need for the controversial auto-orientation feature.
With a few more tweaks, like adding a minimum range, a flood tracking aiming reticle (like the predator leap in AvP), I think Blink would be perfectly polished.