Fade: Smoke trails while in the ether
rhez
Join Date: 2005-05-14 Member: 51576Members, Constellation
First off I love the new fade blink!
I feel a major drawback, however, is that it will become far too frustrating and disorientating for marines if they are constantly dying without clues as to which way to face while in combat with fades. Getting killed multiple times by a skilled fade without landing a single shot on him will be no fun!
Therefore I propose smoke trails, similar to the awesome looking smoke particles you see when a fade blinks. This would give the marines a chance to quickly spot which way the trail of smoke was heading and spin in that direction. It would still take pretty fast reflexes and wouldn't nerf the fade too much IMO.
What do you guys think?
I feel a major drawback, however, is that it will become far too frustrating and disorientating for marines if they are constantly dying without clues as to which way to face while in combat with fades. Getting killed multiple times by a skilled fade without landing a single shot on him will be no fun!
Therefore I propose smoke trails, similar to the awesome looking smoke particles you see when a fade blinks. This would give the marines a chance to quickly spot which way the trail of smoke was heading and spin in that direction. It would still take pretty fast reflexes and wouldn't nerf the fade too much IMO.
What do you guys think?
Comments
As annoying as fades are, they really do rely on the invisibility that blink provides to get out of tough jams.
They're a hit and run attacker, able to take punishment long enough to destory a few buildings or a small squad of marines and then disappear in a flash to go heal at a hive somewhere.
Lather, rinse, repeat. That's Fade gameplay.
You are never supposed to be able to track their movements, as that takes the surprise out of it.
I wish I had the tools and know-how to mock this up...
<u>Basically</u>: <b>no smoke trails, just change the blink-out and blink-in effects to imply an initial and end direction</b> <i>(and a visual effect that would work well with the existing smoke for this purpose would be a 'vortex' or a 'warping' effect)</i>.
taking away, or limiting the ability to surprise marines seems a bit harsh.
First, why would you do that?
Second, why? I think it would look fine.
<!--quoteo(post=1855353:date=Jun 22 2011, 09:27 PM:name=endlesschange)--><div class='quotetop'>QUOTE (endlesschange @ Jun 22 2011, 09:27 PM) <a href="index.php?act=findpost&pid=1855353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This would be cool for a mod or maybe even in the stock game but idk if there really going to focus on little effects like that right now. But would be cool of the air like had distortion in it or something. So u see like fuzzy air where he goss during blink. Very hard to see but might help you know where he will blink out at.<!--QuoteEnd--></div><!--QuoteEEnd-->
My idea is the exact opposite to this... you won't know where exactly a fade will blink in at, but you'll at least have some general direction based on what direction his blink-out effect was pointing (and it would be reasonable to see - not flashing neon-sign obvious, but still not unreasonable). Plus I don't think an effect that is very difficult to see is worthwhile...
True... but then it's players like you that my suggestion is for... or rather, against. Short, linear blinks will be far easier to track.
<!--quoteo(post=1855615:date=Jun 23 2011, 11:37 AM:name=Chops)--><div class='quotetop'>QUOTE (Chops @ Jun 23 2011, 11:37 AM) <a href="index.php?act=findpost&pid=1855615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is actually something Charlie wants to try out. Look for this possibly in the next patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Smoke trails or a directional blink effect?
awesome awesome awesome
i've always thought there should be some subtle indication of the general area fades teleport to in order to make combat against them more intuitive and skill-based
the directional effect can be cool and I'm all for trying it, but if its too large or noticeable it might look funny in a blink spam.
I would hope that the effect would not be too large or noticeable (or, especially, persisting) - but always easily distinguishable.
I would hope that the effect would not be too large or noticeable (or, especially, persisting) - but always easily distinguishable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think an activation cost is in order. The blink spam can get pretty ridiculous. Plus with the double tap "quick blink", a fade player will be fine.
However instead of a smoke trail, I think it would be both more visually pleasing and easier to spot if the fade left a visual imprint. Similar to the whats seen in the <a href="http://www.youtube.com/watch?v=f0m28yz6kmg" target="_blank">WH40k: DoW2 trailer </a> (starts at 1:15 mark). The visual imprint could trail off in the direction the fade went to.
However instead of a smoke trail, I think it would be both more visually pleasing and easier to spot if the fade left a visual imprint. Similar to the whats seen in the <a href="http://www.youtube.com/watch?v=f0m28yz6kmg" target="_blank">WH40k: DoW2 trailer </a> (starts at 1:15 mark). The visual imprint could trail off in the direction the fade went to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you proposing basically the same thing I am, then? Not a trail of any sort, but instead, a modified blink-out effect that implies directionality. I was going with a vortex-looking effect, but a visual imprint would achieve similar results.