Early Fade Counter?

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Comments

  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Early upgrades, especially armor 1. Pressuring the alien res nodes so they're barely holding on. If they don't have enough money to refade if they die they'll be less likely to take out all your stuff in attacks because they don't want to risk it. Every scrim I've played in I've seen early fades. The top killer always gets it at about 4 minutes. The trick is to holding their res down so the rest of the team fades a lot slower. One fade is managable, three fades is impossible.

    Once you know they have fades you need to travel in groups. The lmg does a theoretical 500 damage a clip but the best people only have like a 30% hit ratio. Blocking them in when they're in a hallway or a room with one door is the most successful way to finish them off I've ever seen. Or chasing them into another marine which is pretty much the same thing. Don't bunch up your mines. If it gets a fade you're really lucky but most likely you'll waste 10 res on a skulk. Spread them around your structures and use them to buy yourself time, not to get kills. Shotguns are great but not necessary.

    In other words, use the marine early-game advantage to spread out and dominate the map, then collapse where ever you encounter resistance. It's wierd how sun-tzu that sounds.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited September 2003
    Being honest, groups of over 3 marines (yes over) will give a skilled fade a hard time, part of the easy of fade is that the marine tend to stand far away from eachother, so u easilly take one, then the next, then the next. Where this works for skulks, fades need concentrated fire. Mines are not an issue, no matter how many are placed, if your always looking and listening for them as

    1: you send in a skulk first to die for you
    or
    2: you simply crouch blink past them

    *edit* no disrespect intended toward sej and his clan :/ didnt read that part

    Thing about fades is, becasue of early 2.0 misconceptions, people underestimate them, and limiting res isnt really going to work in this case, as this is skilled players were talking about, and generally they always find the res to get what they want <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And you think the lerk supporting the fade is bad, wait till more people use fades and skulks to support lerks <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> - that owns something harsh.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--evilops+Sep 24 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (evilops @ Sep 24 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HMGs turned out to be not so great (the marines got shredded), but they weren't upgraded. It's just too hard to track the blinking fades. And the main problem with early fades besides them owning stock marines, is that they're flexible in their strategy - they can either attack spawn (with the rest of the team) or, if the marines are ready for that rush, wipe out the rest of the marine nodes and contain them while the gorges have a field day.

    After playing a few more clan games, and playing as an early fade... it deffinately comes across as a form of the 1.04 marine jp rush <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Don't shoot at the fade while he's blinking! You won't damage him, and you'll have an empty clip when he's actually vulnerable, and he'll merrily kill you as you reload. Go after whatever skulks/gorges/whatever are with the fade until he runs out of energy.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    <!--QuoteBegin--taboofires+Sep 25 2003, 08:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Sep 25 2003, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't shoot at the fade while he's blinking! You won't damage him, and you'll have an empty clip when he's actually vulnerable, and he'll merrily kill you as you reload. Go after whatever skulks/gorges/whatever are with the fade until he runs out of energy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    CURSE YOU

    You have revealed the secret of the fade.

    This is so true. Most of the time when I'm flying around I'm just trying to get people to waste their ammo on me. Then once the fire has stopped I start moving in and swiping.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    if your sneaky about your mine trap, and you set them in a place a skulk wouldn't run but a fade would blink you *can* catch the fade 75% of the time

    10 res vs 50

    and you have to set all the mines on top of oneanother so it only looks like one mine, and then cap all skulks who come at you, and circle strafe around the mines in an attempt to get the fade to hit them

    a stock marine + 5 mines < the cost of a fade
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