Fade attack energy
Floodinator
[HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
<div class="IPBDescription">1.att equal2.att</div>I played some Fade today and it was really fun trapping Marines and doing some psycological terror :-D.
I realised that the First attack of the Fade uses almost the same energy as the alt. Attack of it.
It should be a bit higher because it is 80% of time a mid-ranged 1hk.
Many Marines complained today about it in the game (the range of stab).
Or do a blurry vision for it, so the Fade can almost only se the focused Marine. Would also prevent Fades from destroying buildings.
<img src="http://www.rettungsdienst.de/news/wp-content/uploads/2008/08/img_0343-tunnelblick-2_283015.jpg" border="0" class="linked-image" />
Like this but in NS2 style and not as much as shown.
Greetings
I realised that the First attack of the Fade uses almost the same energy as the alt. Attack of it.
It should be a bit higher because it is 80% of time a mid-ranged 1hk.
Many Marines complained today about it in the game (the range of stab).
Or do a blurry vision for it, so the Fade can almost only se the focused Marine. Would also prevent Fades from destroying buildings.
<img src="http://www.rettungsdienst.de/news/wp-content/uploads/2008/08/img_0343-tunnelblick-2_283015.jpg" border="0" class="linked-image" />
Like this but in NS2 style and not as much as shown.
Greetings
Comments
2 or 3 rines are fresh meat for a good Fade with Stab (even with SG).
The ne blink is so nice that a marine can't get a shot out of a gun when he uses Stab (1hk).
Just think aboult a Fade with Silence...omg! Cant wait for the new Upgrades!
You should be able to damage a fade even when he is blinking.
the 2nd attack is useless at the moment, and I've never seen it actually used in combat. Is it meant for camping IPs?
You should be able to damage a fade even when he is blinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
Then the delay between exiting blink and swiping should be removed. And be able to swipe to exit blink.
the 2nd attack is useless at the moment, and I've never seen it actually used in combat. Is it meant for camping IPs?<!--QuoteEnd--></div><!--QuoteEEnd-->
You need 2 slashes to kill 1 Marine.
You need (often) 1 stab to kill a Marine.
2 slashes need more time than 1 stab, and you have a longer range.
That are some reasons why I almost only use stab, as long as it is a 1hk!
And don't forget that with frenzy you will get more HP back with Stab.
<!--quoteo(post=1861608:date=Jul 19 2011, 03:45 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jul 19 2011, 03:45 PM) <a href="index.php?act=findpost&pid=1861608"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is part of the problem: <a href="http://www.youtube.com/watch?v=JHZ03gaqvms" target="_blank">http://www.youtube.com/watch?v=JHZ03gaqvms</a>
You should be able to damage a fade even when he is blinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
That isn't a Problem it is a playstyle! That Fade didn't attack 1 Marine! And those rines are reallly bad players, Ahh it isn't there anymore lets shoot somwhere!
He was a really good distraction and with a gorge that may never stop :-D.
and the stab is a way slower attack...it should be a 1 hk if you can aim it.
the fade has been chopped a bit and we should leave him be.
I personally would rather see him detached from 2nd hive.
marines are too focused on dropping 2nd hive now.
Bilebomb
The us of stab is easy. Blink in MS and get up from the ground till you are near a Marine when you stop blink. As soon as you get out of blink and use Stab now you will fall down and when you reach the ground Stab's done.
And if you have Frenzy as a Fade you will get way more health back with Stab, but it drains as much energy as slash does!
F.e. Melee 3 stab does 208 Puncture DMG. A Marine has a max of 190 HP & Armor. So Stab is always a 1HK and if a Marine is low on health and armor, f.e. 40 health 20 Armor, and the Fade Stabs him the Fade will get 148 health back. So even 1 Point blank SG shot doesn't really hurt sometimes.
The us of stab is easy. Blink in MS and get up from the ground till you are near a Marine when you stop blink. As soon as you get out of blink and use Stab now you will fall down and when you reach the ground Stab's done.
And if you have Frenzy as a Fade you will get way more health back with Stab, but it drains as much energy as slash does!
F.e. Melee 3 stab does 208 Puncture DMG. A Marine has a max of 190 HP & Armor. So Stab is always a 1HK<!--QuoteEnd--></div><!--QuoteEEnd-->
Just a correction there. A marine with 100 health and 90 armor takes 280 hits to kill (health + armor * 2). Stab is 160 pts base, with puncture bonus (30%) it's 208, with melee three (30% more on top of the puncture bonus) it becomes 270.4. So, if a marine has lvl 3 armor, PERFECT health and a shining, unblemished 90 armor pts, stab will NOT not be a 1 shot kill - it will leave the marine with 9.6 health left.
A few steps through a spore cloud, or a single parasite will make all the difference.
Again, making sure that you and your buddies are welded up and fully med-packed will make the Fades job twice as hard.
A few steps through a spore cloud, or a single parasite will make all the difference.
Again, making sure that you and your buddies are welded up and fully med-packed will make the Fades job twice as hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmmm... Interesting. Two Swipes would be sufficient to kill a Marine with full upgrades though. Swipe deals 85 damage (110.5 puncture damage), 110.5 when fully upgraded (143.65 puncture). Two Swipes would deal 287.3 damage to a Marine. I guess Swipe will be clearly superior against multiple Marines, as well as lone Marines, since the first Swipe will be instant, followed by a killing blow 0.7 second later.
IMO Stab should be a one-hit-kill, if it puts Fade in such a vulnerable position. Either make it less risky, or more rewarding.
A way to do it would be to have a fade-in/out when the fade enter/exit blink (yes it's confusing). Both visuals and damage would fade in/out as the fade blinks, such that you can do maximum damage if you get the right timing, but still do some if you're late.
Also in order to make the rifle more potent against fade you could add a block, like the skulk knock-back. It would make sense visually that the marine can block the fade attack by putting his gun in the way.
You should be able to damage a fade even when he is blinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
Notice the fades energy chunking down while he is doing that and he is still taking damage, he isn't using any swipes, if we was swiping while doing that his energy would be dropping fast, I know because I play fade quite often, just as often as I've played marines playing against them and I kill them fairly often, just don't be a baddie work with your team play together, the marines strength is their numbers.
It's really easy to drop the energy to zero. 10 energy takes about 3?-5? seconds to regenerate. ... a fade that goes that low on energy just can't flee, have to stay and fight.
That wouldn't fix fades being "overpowered" in your eyes. All it would do is make people play even MORE conservatively. Fades are already boring as ###### to play... It's just too hard to balance right-click-for-invincibility. You can't change it back to the NS1 fade either since everyone has shotguns.
The problem is having fades be as powerful as NS1 doesn't make much sense since the entire team can go fade. Making them weaker would make things more boring though since you'd have to wait for 50 res to go fade just to play a slightly better skulk. Making them cost less res as well would just turn the game too symmetrical (IMO) as you'd just have equal tier on both sides.
Sigh, just thinking about this makes me wonder why UWE didn't just remake NS1 first, would have been loads easier and would have taken quite a bit less time. Oh well, hopefully in a future patch!
You should be able to damage a fade even when he is blinking.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nah, that doesn't really fit the storyline.
Just make starting blink take some activation energy, maybe 1/8, and maybe reduce the energy drain then a bit to compensate so your longest blink stays the same distance. That way you can't spam blink, fading in and out multiple times per second.
the 2nd attack is useless at the moment, and I've never seen it actually used in combat. Is it meant for camping IPs?<!--QuoteEnd--></div><!--QuoteEEnd-->
pretty much agree with this statement lol... i find it useful for IP camping actually