Blink tweak: Fades lose armor as they blink

TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
edited December 2011 in Ideas and Suggestions
An idea I had to make fade blinking more of a tactical decision than it is now. Currently, when you blink, you use adrenaline, which is useful for attacking and blinking, but not really needed to survive (other than for blinking away); as a consequence, we get fades blinking all over the place (which is a good thing for them, but can be annoying for marines) and being a damn pain for marines to kill (which isn't as good a thing for balance at the moment).

Once we see Craig get phased out as a healing source and find the Kharaa transition into a more heal-anywhere kind of team, I wonder if having blink slowly strip away some of the Fade's armor would be a beneficial game effect to introduce. Probably a % of total armor, to scale blink cost with armor upgrades and stop it from being either debilitating at armor1 or useless at armor3. This change won't prevent fades from blinking as much as they do now, but it will reward people who manage to ambush retreating fades, and it will punish blink-spamming fades who do not take the time to plan out their movements before they make them.

What are your thoughts on this matter? I'd expect to see a reduction of adrenaline usage for either attacking or blinking if this was implemented.

Comments

  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Make marines lose armor as they shoot and/or die as they run
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    edited December 2011
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1890484:date=Dec 16 2011, 09:39 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Dec 16 2011, 09:39 AM) <a href="index.php?act=findpost&pid=1890484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make marines lose armor as they shoot and/or die as they run<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't see marines routinely getting 20+ kill streaks in one life or routinely breaking 100 pres.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1890212:date=Dec 14 2011, 06:28 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Dec 14 2011, 06:28 AM) <a href="index.php?act=findpost&pid=1890212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Once we see Craig get phased out as a healing source<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah that ###### Craig has been healing way too much lately, time to get rid of him.

    For reals this is a terrible idea. Not much more to say about it.
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I don't see marines routinely getting 20+ kill streaks<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah but you dont see marines spend a minute in an egg, spend 54 personal res on an upgrade, and move out completely independently of team support....

    its fine... and relitlvly balanced no need to change the game like this, the aliens are superior creatures thats fine but rines have superior tech: phase gates, beaconing, gl spamming, soon Jp's and heavy....

    the only way in this stage for aliens to win a marine turtle is with fades and you want to take that away? brilliant!

    and yeah its a work in progress think NS1 what happens when they start getting fades.... oh thats right you start a heavy train, and when they get onos you get JP's.... the methodology behind NS2 is proven in NS1 this thread shouldnt be about making it easyer it should be about introducing new elements....
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