Fade play
beyond.wudge
Join Date: 2012-10-19 Member: 162731Members
Recently I have been trying out the Fade more. I've been trying him out more as a super-skulk and had some results. I also have been trying him out with supporting chambers and getting some good defence done.
Specifically, I have gotten shifts and crags set up at whip-defended chokepoints. With the shift I have had the energy to blink in and out constantly. With the crags I have been able to heal the small hits I've taken going in and out.
Previously I only tried crags and this did not really work. Shifts really give you the room to blink constantly and exploit 'roof-walking' style attacks. You take less damage and are far more effective.
I'm starting to wonder if current Fade's need to revolve around smart chamber use rather than being treated as one man armies. I am also starting to wonder if a Fade is more of a super-skulk in how it should be played rather than an Onos assault-maker lifeform.
What do you guys think?
Specifically, I have gotten shifts and crags set up at whip-defended chokepoints. With the shift I have had the energy to blink in and out constantly. With the crags I have been able to heal the small hits I've taken going in and out.
Previously I only tried crags and this did not really work. Shifts really give you the room to blink constantly and exploit 'roof-walking' style attacks. You take less damage and are far more effective.
I'm starting to wonder if current Fade's need to revolve around smart chamber use rather than being treated as one man armies. I am also starting to wonder if a Fade is more of a super-skulk in how it should be played rather than an Onos assault-maker lifeform.
What do you guys think?
Comments
Specifically, I have gotten shifts and crags set up at whip-defended chokepoints. With the shift I have had the energy to blink in and out constantly. With the crags I have been able to heal the small hits I've taken going in and out.
Previously I only tried crags and this did not really work. Shifts really give you the room to blink constantly and exploit 'roof-walking' style attacks. You take less damage and are far more effective.
I'm starting to wonder if current Fade's need to revolve around smart chamber use rather than being treated as one man armies. I am also starting to wonder if a Fade is more of a super-skulk in how it should be played rather than an Onos assault-maker lifeform.
What do you guys think?<!--QuoteEnd--></div><!--QuoteEEnd-->
i think it's better used as like a rogue in an mmo, when the marines are looking elsewhere or shooting someone else, roll in and kill them, then gtfo, then come back etc
Obviously when opportunity presents itself i rack up kills left and right as fade, they are quite fun to play. But in public games i find the distraction role helps out much more, since many new aliens tend to skulk run right at a marine making themselves easy targets, and if i draw fire these same players actually see results. This also helps more people play and enjoy aliens which i believe have a higher learning curve.
Specifically, I have gotten shifts and crags set up at whip-defended chokepoints. With the shift I have had the energy to blink in and out constantly. With the crags I have been able to heal the small hits I've taken going in and out.
Previously I only tried crags and this did not really work. Shifts really give you the room to blink constantly and exploit 'roof-walking' style attacks. You take less damage and are far more effective.
I'm starting to wonder if current Fade's need to revolve around smart chamber use rather than being treated as one man armies. I am also starting to wonder if a Fade is more of a super-skulk in how it should be played rather than an Onos assault-maker lifeform.
What do you guys think?<!--QuoteEnd--></div><!--QuoteEEnd-->
Part of the problem with the current fade is exactly the "one man army" ideology you're bringing up. The problem is that you can't really just fix 5 marines moving across the map, and fades are actually quite bad at dealing with that scenario. What fades do extremely well is take down nodes. If you have a fade attacking a res node, a marine cannot be sent to go save it, they will simply die. Marines are forced to invest res to defend their resources at precisely the same time they are losing resources.
The general marine strategy is rather to force the fade to not attack nodes by pressuring something and forcing the fade to respond there... but I'm really starting to think that aliens should think of themselves more like zerglings. If marines want to take out our hive, fine, but they're going to lose their obs, armslab, armory, and 2 res nodes while they do it. Especially with there now being 5 tech points on most maps, I feel that aliens are much much more able to afford base trade scenarios in NS2. As even if a marine team locks down a tech point, there are still 2 others for the aliens to take. And marines have to lock down 3 tech points just to force the aliens to stay on hive 2. Lockdowns just aren't as realistic to accomplish for the marine team anymore. Aliens lose very little in scuttling a hive to do massive damage elsewhere.
That is infact almost always not the case.
A fade is only slightly quicker at killing an RT than a skulk.
The skulk is much better at hiding behind the RT.
RT's are normally always put in cramped places to avoid them being sniped by marines.
Fades fight better when they take a marine by suprise.
Due to this a marine attacking a fade on an RT gets a HUGE advantage vs the fade, firstly because he knows he is there, secondly because the fade has low energy because SWIPING A RES NODE tires a fade down to 0 energy if done long enough and thirdly because the RT is probably in a cramped place causing the fade to come at the marine in a predictable way.
IF this marine coming to save the res node has a shotgun the fade has literally no option but to leave, if the marine coming to get the fade has some back-up your fade is actually walking into a death trap by chewing on RTs...
Bring back hypermutation and our fades can be Seal Team Marine badasses of Gorge-bilebomb-back-to-fade-finish-off-res-node-######-off-ness... but then so could a skulk.
Actually I can't tell if you're a troll, since everything you said is completely wrong. If you're not just ###### around, you need to play the game a lot more before you make these types of comments on the forums. You have absolutely no idea what you're talking about.
<!--quoteo(post=2012169:date=Nov 5 2012, 08:43 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Nov 5 2012, 08:43 PM) <a href="index.php?act=findpost&pid=2012169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A fade is only slightly quicker at killing an RT than a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
fades are actually way slower at taking down buildings then skulks, their attacks deal less dmg and are slower. Also i can win duels as skulks, i don't need to spend 50 res just for that (and i'll actually be at disavantage vs a shotgun due to the huge hitbox of the fade)
<!--quoteo(post=2012174:date=Nov 6 2012, 04:49 AM:name=Garfu)--><div class='quotetop'>QUOTE (Garfu @ Nov 6 2012, 04:49 AM) <a href="index.php?act=findpost&pid=2012174"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wrong, fades do half damage to buildings AND their swipe is slower than skulk bites.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lolz... so Fades do 40.5 dmg vs a skulks 70... xD (and its slower)
I always did feel trying to kill buildings as a fade was ###### retardedly slow.
I pretty much gave up killing anything but phase gates.
I would quite like to see what Swiftspear thinks the use of a fade is then if it has now been proved as totally ###### useless at everything.
Speaking of speed. A fade is good for hitting rt's. Marines need at least two marines to go save the rt, plus you are faster to get to and from the rt's.
Actually I can't tell if you're a troll, since everything you said is completely wrong. If you're not just ###### around, you need to play the game a lot more before you make these types of comments on the forums. You have absolutely no idea what you're talking about.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is inaccurate. A skulk takes 28 seconds to kill a res node, a fade takes 38. Per a swipe a fade does 65 damage to a res node where a skulk does 75 damage. Fades seem to have a better ability for taking down the res nodes armor... but I'm not positive about that. Fade has puncture damage type (+25% damage to players), where as skulks have normal damage type (every armor point absorbs 2 damage points dealt)
Skulks are better in terms of pure time spent destroying structures... but fades get to the structure faster, they get away faster, they kill marines that try to defend the structure more effectively and easily. It requires somewhat more time and army power investment to deny a fade than to deny a skulk. This also makes fades extremely annoying when kharra decide to add one into a rush on a tech point.