Are Fades meant to be that strong?

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Comments

  • BriligBrilig Join Date: 2009-01-01 Member: 65938Members
    I agree we should wait for exo, mini gun, and jetpacks before we worry about nerfing the fade. The only real issues I have with them now are even if your running with a flamethrower buddy and a shotty buddy the fade can still hit you and get away without any real trouble. I believe a jet pack would cure that issue because a fade with low energy and on fire wont be able to outrun the jetpack. Also Ive played a match where we had a base full of turrets, and 3 marines with flamethrowers and shottys, and 3 fades and a gorge had their way with us doing hit and runs. Gorge sat around a corner and healed, fades blinked in and out murdering everything. Exo suit aught to handle that, assuming its like heavy armor from ns1 and can take some damadge. With a little support exos should be able to walk around the corner and engage 3 fades and a gorge and at least run them off. Counters are coming, I think the new content will balance it all out.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    edited June 2011
    I played NS1 again the last days and medium skilled fades get still about 40/10 ratio, good fades about 90/5. Even in a losing team. And I always liked it that way. The goal for marines is to hurt him until he needs to leave for healing. That gives the marines a minute.

    Edit: And yes, wait for minigun etc..
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2011
    <!--quoteo(post=1851785:date=Jun 11 2011, 09:40 PM:name=danshyu)--><div class='quotetop'>QUOTE (danshyu @ Jun 11 2011, 09:40 PM) <a href="index.php?act=findpost&pid=1851785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just cut down the blink spam and it'll be fair. Let Fade keep their good HP/Armor/Melee damage. Just force them to play a bit more cautiously. At the moment, Fades can pretty much be as reckless as they want and still get away with it most of times. Even with the flames supposely slowing down their stamina regeneration.

    Forcing a whole squad of marines to concentrate on one single Fade isn't a counter. Cause Fades can group up with his teammates, too. What then? Does the whole squad still focus on the Fade when there are skulks leaping at the flamethrower guy and spores being spammed all around them? What if there are 2 Fades? What's stopping the Fade from using teamworks as well?

    Nobody's saying a lone marine with a rifle should be able to beat a Fade. The biggest problem at the moment is that even when marines group, a Fade can still blink spam around and kill a good number of marines before blinking away again. And even when the squad was able to fend off a Fade, they usually suffered some significant damage that requires medpacks. possibly even lost a couple men along with their purchased weapons. While the said Fade simply retreat into creeps and get his free regeneration.<!--QuoteEnd--></div><!--QuoteEEnd-->
    luns is obviously biased towards aliens, so you might want to keep that in mind when you read his posts (if you couldn't see for yourself).

    Anyway, I don't get why you think the fade should keep all of its good HP/Armour when by reducing it, you solve the situations you've outlined in your post. I think it's good that the fade blinks so much, since that's kind of its point.

    But of course, if you reduce fade HP or Armour (which is just another form of HP), then shotguns will be able to drop fades so much easier, when currently, fades are pretty much the only things that can take shotgun marines on. But shotguns are too strong as it is, as they can drop pretty much everything too quickly, so you nerf that as well (say, by half), and now the shotgun is not too strong against fades (or anything else) any more.

    Maybe give the aliens the toggleable ability to redirect damage to energy if they need the extra hit points, and can sacrifice their ability spam.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1851121:date=Jun 9 2011, 12:28 PM:name=Agiel)--><div class='quotetop'>QUOTE (Agiel @ Jun 9 2011, 12:28 PM) <a href="index.php?act=findpost&pid=1851121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think they should do anything drastic before proper counters on the marine side are implemented. Just give blink an activation cost in addition to the continuous energy drain so it can't be spammed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is the solution! I posted a similar reply in one of the similar threads. Its too easy to predict when the next shotgun blast is gonna come, and atm. its too easy to just tab mouse2 to dodge it.
    Blink activation cost could be around 10-15% of max energy.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I think an activation cost is fine and we need to take a look at the fades hitpoints, but that's for later in the beta.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    An activation cost also sounds reasonable to me.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    I also like the addition of an activation cost to Blink, or Fades will be really out of control come next patch, when they no longer drops straight down after each Blink.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited June 2011
    Agreed on activation energy cost. I would like to see Blink to be used for precise positioning (with its higher energy consumption, you won't make too many trips to the parallel plane) and Quick Blink for actual combat (lower energy requirement, instantaneous but much more predictable and short distanced)

    The problem is that Blink can be spammed for invulnerability on demand, so activation energy should take care of that.
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