Build 216 fade and jetpack
Hunter.S.T.
Join Date: 2012-05-26 Member: 152596Members
<div class="IPBDescription">IS FREAKING AWESOME!</div>hi there, i just wanted to post about the recent change to the fade, i.e. shadow step costing energy, and the fades being forced to choose between regeneration and carapace.
These changes, are awesome, combat between fades and jp/sgers is an incredible ammount of fun, and whats more, a fully upgraded jetpacker with shotgun vs a fully upgraded fade, with even skill level between players, 1 vs 1, is a fair fight, more than that its an enjoyable one.
When you start to factor in things like distance to healing points, medpack spam, nano, team mates backing you up, the use of support attacks like flamers and gorge spit, its still anyones game. But for a 1 vs 1 its a fair fight between the two, at least until the late game fps problems cause an imbalance towards the better rig (im not complaining guys, i know ur optimizing like crazy right now).
Bravo UWE, awesome fun :D
These changes, are awesome, combat between fades and jp/sgers is an incredible ammount of fun, and whats more, a fully upgraded jetpacker with shotgun vs a fully upgraded fade, with even skill level between players, 1 vs 1, is a fair fight, more than that its an enjoyable one.
When you start to factor in things like distance to healing points, medpack spam, nano, team mates backing you up, the use of support attacks like flamers and gorge spit, its still anyones game. But for a 1 vs 1 its a fair fight between the two, at least until the late game fps problems cause an imbalance towards the better rig (im not complaining guys, i know ur optimizing like crazy right now).
Bravo UWE, awesome fun :D
Comments
have the armory destroyed by skulks (or any other way, which would involve team-play) and voilla.
have the armory destroyed by skulks (or any other way, which would involve team-play) and voilla.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was about to say that, a marine on home ground with structure support and wielding a specific anti-fade weapon should be difficult for a fade to take out. The flamethrower is quite expensive and the armory costs money too. You should need more than one fade to take out that setup.
have the armory destroyed by skulks (or any other way, which would involve team-play) and voilla.<!--QuoteEnd--></div><!--QuoteEEnd-->
In short, yes you are right.... I was not explicitly referring to 1v1s however, the point is a single marine can chill out by armory blindly flaming an entire room rendering the fades useless while his teammates cleanup the skulks.
That's why bilebomb was invented.
Shame you have to beg people to use it in pubs, eh?
Numerous alien games Ive played lately, the commander has had to end up buying 10 gorge eggs just to make people gorge.
These changes, are awesome, combat between fades and jp/sgers is an incredible ammount of fun, and whats more, a fully upgraded jetpacker with shotgun vs a fully upgraded fade, with even skill level between players, 1 vs 1, is a fair fight, more than that its an enjoyable one.
When you start to factor in things like distance to healing points, medpack spam, nano, team mates backing you up, the use of support attacks like flamers and gorge spit, its still anyones game. But for a 1 vs 1 its a fair fight between the two, at least until the late game fps problems cause an imbalance towards the better rig (im not complaining guys, i know ur optimizing like crazy right now).
Bravo UWE, awesome fun :D<!--QuoteEnd--></div><!--QuoteEEnd-->
jetpacker with shotty = 30 res
Fade = 50 res
It being a fair fight 1v1 means that the fade is too weak and marines are Imba.
Fade = 50 res
It being a fair fight 1v1 means that the fade is too weak and marines are Imba.<!--QuoteEnd--></div><!--QuoteEEnd-->
lvl 0 wep lvl0 armor marine don't have a chance 1v1, even if it has a jet pack shotty combo. So the price for a marine is much higher.
No, armor upgrades mimic alien upgrades, such as carapace / adrenaline etc etc. And that is Tres which is not comparable to Pres.
How? Cara slows you down. And marines don't have anything that makes you attack faster.....
Fade = 50 res
It being a fair fight 1v1 means that the fade is too weak and marines are Imba.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's more complicated than this. Fades are much better at hit and run attacks than jetpackers. If a Fade fights to the death it usually means he screwed up, there's no reason to commit to a 1v1 honor-bound duel. Admittedly wearing marines down doesn't work well in the presence of an armory though...
Exactly why focus needs to return. I was fine with a3 taking 4 swipes to kill marines from full with hit and run tactics as long as armories didn't repair their armor.
But if armory armor repair is here to stay, then I want my focus back.
But if armory armor repair is here to stay, then I want my focus back.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's just introducing another required upgrade to solve a persistent gameplay problem. Armories should not heal armor IMO. I think MACs repairing marine armor automatically was a reasonable compromise, but we never even got a single build to try that by itself before the armory got its armor-healing back.
It also solves the problem of jet packs being free survivability increases with no tradeoff.
They aren't free, and the tradeoff is that you can't get an exosuit.
except focus negatively impacts those without jp's too.
10 p.res is hardly a drop in the bucket.
Fades are suppose to counter jet packs, and they do a piss poor job at it as it takes too long to kill a single a3 jet packer.
<!--quoteo(post=1961341:date=Aug 11 2012, 06:58 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 11 2012, 06:58 PM) <a href="index.php?act=findpost&pid=1961341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->except focus negatively impacts those without jp's too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Remember how 1 upgrade per hive limit was just added in this patch?
That means the fade is giving up either adrenaline or carapace/regen for better killing power on two hives.
Fade = 50 res
It being a fair fight 1v1 means that the fade is too weak and marines are Imba.<!--QuoteEnd--></div><!--QuoteEEnd-->
i dont think its that simple, even if you look at it numbers wise, jetpacker with shotty = armory, shotty's researched, shotgun, 2nd commchair, protolab, jetpack research.
then the fade would have something similar too depending on what upgrades you choose etc
Fades are suppose to counter jet packs, and they do a piss poor job at it as it takes too long to kill a single a3 jet packer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not to mention a GLing Jetpacker in a large hive room *COUGH*GENERATOR*COUGH*.
I seriously believe Focus bite/swipe needs to return for this very reason. And the only time you can guarantee a hit is if they lose fuel or get in a tight spot. I've seen two instances so far (myself included) solo GLing and killing a Hive with a Jetpack while the Kharaa team couldn't nail a single hit in Generator Room on Docking.
It is just too easy as a Marine but frustrating to watch as Kharaa knowing a Jetpacker could've died with 2 Focus Bite's/Swipe.
To be honest, if Jetpacks are going to be this cheap, the Focus upgrade should be the very reason it's cheap considering the Jetpackers higher chance of death.
As for Fade Focus, it would totally define his "surgical strike" trait even more.
Skulks right now look like they've got a carrot dangling above their heads when it comes to Jetpacks.
<!--quoteo(post=1961130:date=Aug 11 2012, 04:53 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Aug 11 2012, 04:53 PM) <a href="index.php?act=findpost&pid=1961130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...Until you meet an armory humping flamethrower, who you cannot take down even with adrenaline.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1