I think silence is valuable because hit and run fading is based on capitaling on opportunities <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> . Silence provides you more openings. The fade is also one of the few units that can decide if he engages or retreat at will, making it powerfull. If silence lerking is good, silence fading should be good. Think Metal Gear Selection <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
Tip : When you go non-stop blink with adrenaline, tip your view a little down (so your horizontal axis is approximately at 80 degree (0 degree being your feet)). You go MUCH faster then blink-hopping.
<!--QuoteBegin--a civilian+Oct 22 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Oct 22 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't recall when a fade was faster moving then a skulk. I sitll remember that time I didn't pick celerity and the marine in front of me was running nearly as fast as me...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Blink.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Plus, sure, the fade's swipe does a whopping 5 more damage than a skulk's bite, but the fade actually attacks slower than a skulk. Thus, a skulk is more capable of dishing out damage to both marines and buildings than a fade is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes, swipe deals 160 damage per second and bite deals 180 damage per second.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The fade is practically a skulk with lots of hp and a little less offensive power (Besides Blink)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> But, because of its greater quantity of health and armor, and because of blink, the Fade is able to deal much more damage than a Skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Blink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Blink isn't very handy when you're two feet away from a marine but can't catch him. You'll fly right past him if he's hopping all over the place rather than Blinking INTO him and using him as brakes.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But, because of its greater quantity of health and armor, and because of blink, the Fade is able to deal much more damage than a Skulk.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I certainly hope so! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I don't doubt that the fade is better than a skulk.
Far from "BRIEF." <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> But i'd guess anyone who reads it will use the Adrenalin/Regeneration upgrades more often than before.
*[AR]fade means a fade with Adrenalin and Regeneration
This configuration is great in harassing marines -- Using this combination it's simple to get extra rez by blinking around the map searching for lone marines. A [AR]fade can easily take down one or even two standard marines (LMG+upgrades). Regeneration will heal you while you fly around the map or if you're hit badly you can metabolize to double the heal rate. If you happen to encounter a large group you could easily blink away and warn the team. -- Obviously this configuration is great for destroying electrified RTs. You'll have to move back only once to regain lost health and then you have the energy to finish of the RT. -- [AR]Fades can destroy TFs with relative ease (something not mentioned yet) by placing yourself so that only 2-3 Turrets can shoot you. Even if a marine comes to rescue you will still have enough health to kill him. -- Phase gates are a pain, but a [AR]fade can do the trick again. The turrets, which are usually placed around PGs, take a very long time to kill a regenerating fade. All depends if all the marines will quickly phase there, but even if they do you could still blink away and come back later... -- You don't need any help from team mates using these strategies. Just make sure you survive!
<i>Ahhhhh... The infinite blink...</i> ... become the fastest unit in the game! Its a lot of fun flying above the marine's base! The marines will start shooting at you, waste a huge amount of time, while your team takes the Resource nodes and hives <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> LMGs will not hurt you since you will regenerate the heath right back. Noone should be able to kill you, unless they have several people with great aim and shotguns. If they start ignoring you, just fly down to the armory and start slashing on the marines.
Now to the alternatives! <b>Carapace</b>: May be useful in late game when marines have lots of upgrades. I think it's inferior to regeneration because after each attack you will have to spend a lot of time metabolizing the health back. During that time you could have taken out another person... In long fights, the regeneration may regenerate as much health as the carapace bonus would have given you. <b>Redemption</b>: It may be useful when assaulting the main base as mentioned before: attack a building, then redeam and blink back into action. It takes too much time in my opinion. And forget taking out 2 marines, you will redeam before killing any of the two.
<b>Silence</b>: It can be a lot of fun, but useful? You don't need to be a fade, just do exactly the same thing while being a skulk. Skulk does the same demage and you will moslikely kill the Marine before he turns around and shoots! On the other hand, I can see how silence could be useful to take out lone HAs or marines with shotguns since you will mostlikely take a few hits before the kill. Silence is an interesting choice... but skulks are more fit for it. <b>Celerity</b>: Why have celerity if you have blink?-- It's difficult to use blink in close combat. If the marine jumps and runs from sided to side it can take quite some time to kill him. Celerity makes it easy toblink into a group of marines and start slashing. The problem is that you may run out of energy and you wont be able to blink away... Celerity is a good alternative to adrenalin, but i still prefere adrenalin because it takes a lot of energy to take out buildings.
<!--QuoteBegin--DrunkenSailor+Oct 22 2003, 12:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Oct 22 2003, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 22 2003, 08:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 22 2003, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DrunkenSailor+Oct 21 2003, 12:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Oct 21 2003, 12:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 21 2003, 07:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 21 2003, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Adren is by far the best for moving across the map. Celerity is NOT faster with blink hopping than is unlimited blink.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There's just simply no way man. If you think that, you're either not blink hopping correctly or you're catching on walls, because you should <i>not</i> be running out of energy between hops, ever. You only need a split second of pull for your hop, which you easily get from the one before. The only time you'll ever run out is in a lengthy vent, where blinkhops are mostly impossible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Dude. You missed my point.
Lets put it this way: An adren fade can go from one side of the map to the other faster than a celerity fade. This is a fact. Blink hopping (even with celerity) is not as fast as the non-stop blink power adren gives. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.
Speed while blinking does not matter as much as non-blink speed. It's hard to control blinking in small movements (like moving from one dead marine and onto his friend, or dancing with a marine in combat), or at least enough for the delay to make you a good shotgun target. I'd rather have celerity, because I don't have to worry about that in combat. I blink in, let my walking speed protect me and let me get the job done quickly, and then blink out.
No matter how fast you may be able to cover ground, it won't matter if you can't actually damage anything. Making marines waste bullets while blinking around is poor use of a fade.
Silence solved the problem in a different way: the surprise advantage gives you more time to blink correctly, and that extra level of forgiveness really helps.
<!--QuoteBegin--taboofires+Oct 23 2003, 01:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Oct 23 2003, 01:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Speed while blinking does not matter as much as non-blink speed. It's hard to control blinking in small movements (like moving from one dead marine and onto his friend, or dancing with a marine in combat), or at least enough for the delay to make you a good shotgun target. I'd rather have celerity, because I don't have to worry about that in combat. I blink in, let my walking speed protect me and let me get the job done quickly, and then blink out.
No matter how fast you may be able to cover ground, it won't matter if you can't actually damage anything. Making marines waste bullets while blinking around is poor use of a fade.
Silence solved the problem in a different way: the surprise advantage gives you more time to blink correctly, and that extra level of forgiveness really helps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Eh? It's quite possible to blink from one marine to his friend and kill them both.
<!--QuoteBegin--Forlorn+Oct 23 2003, 08:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 23 2003, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--DrunkenSailor+Oct 22 2003, 12:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Oct 22 2003, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm sorry Forlorn, but repetition != fact. I disagree from my own experiences using both (just like you), and the only thing that's really going to convince me is some sort of demo actually showing fast adren blinking, because otherwise I know firsthand that I am correct. In light of this thread I have made numerous full-map runs using both in lan games, and you get there faster with celerity, period.
<!--QuoteBegin--afratnikov+Oct 23 2003, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (afratnikov @ Oct 23 2003, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Regeneration will heal you while you fly around the map or if you're hit badly you can metabolize to double the heal rate. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You don't regen hp while using metabolize. However, both regen and metabolize heal you at the same rate (if you don't get tired). At two hives, a fade gets metabolize which is basicly its own regeneration. That frees up its defense chamber slot for redemption or carapace. (or, if onos regen wasn't so powerful, a 2 hive fade could get movement and sensory upgrades, and basicly have all 3 upgrades avaible to it at hive 2).
If you take regen as a two hive fade, you have the advantage of healing in battle. In a pitched battle this often isn't as good as the extra hits that carapase lets you take. But if you are at a damage equlribulm, for example, you are going to be smashing an elect resnode, or a turret farm, regen is better, since you won't have to duck out of the *fight* to heal.
However, the disadvantage of metabolize, is that to use it constantly fades need adren, or they need to be by a movement chamber.
When I am using an ambush fade (think of him as mr big skulk <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) I often take silence and redepmtion. Silence because it meens that marines can't use their ears, which if you have headphones like me, is very important. Also, thanks to blink, fades can hide almost anywhere skulks can. My choice to use redemp is a bit ify, and feel free to change to suit your own tastes, but here is my logic. As an ambush fade I use blink to set myself up in an ambush spot. Once the marines walk past me, I sneak up on them via silence. Once the marines know I'm there I have to run, because a fade is a big target, and I won't heal myself thoughout the battle (this meens any damage delt to me stays). While carapase gives you more time to get away, I like redemption because it handles running away for you. This meens you can just go bezerk on the marines without panicing because you fear of dieing. Also, since you have silence, and redemption makes you just disaprear, marines who didn't directly see you redemp, or missed it because of the heat of battle, while keep firing. This meens that if you are attacking them with teammates, the marines will empty their clips trying to kill the hurt fade that already redempted instead of shooting the skulks biting at their feet.
While the ability to go bezerk may seem to be unimportant, it matters more then you may think. Ever been marine and <i>knew </i> you were about to die? The onos/fade attacking didn't make any retreat actions so you didn't know how hurt it was. Ever has a really good game where you killed a bunch of enimies? Maby it was because they were all new, or maby it was because you were relaxed and wern't panicing.
However, in most pub games I still will take regen / adren because most of the time I spend as fade is smashing lone electrified nodes or killing ramboing light marines with lmgs.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Machiavelli+Oct 23 2003, 08:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Oct 23 2003, 08:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You don't regen hp while using metabolize.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It <i>is</i> possible to stack metabolize and regeneration. To do it, use metabolize right after each regeneration tick. The reason they don't nomally stack is that metabolizing resets the regeneration timer, and the rate of fire of metabolize is shorter than the interval between regeneration ticks (1.5 < 2).
<!--QuoteBegin--DrunkenSailor+Oct 23 2003, 05:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Oct 23 2003, 05:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Oct 23 2003, 08:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 23 2003, 08:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--DrunkenSailor+Oct 22 2003, 12:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Oct 22 2003, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm sorry Forlorn, but repetition != fact. I disagree from my own experiences using both (just like you), and the only thing that's really going to convince me is some sort of demo actually showing fast adren blinking, because otherwise I know firsthand that I am correct. In light of this thread I have made numerous full-map runs using both in lan games, and you get there faster with celerity, period. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Word of Caution:
Don't test with 2.0. I just tried, and I found out that adren in 2.0 does NOT give unlimited blink that you normally get in 2.01.
This is extreamly odd. I have no clue of why you can't do unlimited blink in 2.0 with adren.
I'm gonna DL 2.01 tomorrow and test it on a LAN then.
Comments
Blink.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Plus, sure, the fade's swipe does a whopping 5 more damage than a skulk's bite, but the fade actually attacks slower than a skulk. Thus, a skulk is more capable of dishing out damage to both marines and buildings than a fade is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, swipe deals 160 damage per second and bite deals 180 damage per second.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The fade is practically a skulk with lots of hp and a little less offensive power (Besides Blink)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But, because of its greater quantity of health and armor, and because of blink, the Fade is able to deal much more damage than a Skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Blink.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Blink isn't very handy when you're two feet away from a marine but can't catch him. You'll fly right past him if he's hopping all over the place rather than Blinking INTO him and using him as brakes.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But, because of its greater quantity of health and armor, and because of blink, the Fade is able to deal much more damage than a Skulk.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I certainly hope so! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I don't doubt that the fade is better than a skulk.
*[AR]fade means a fade with Adrenalin and Regeneration
This configuration is great in harassing marines
-- Using this combination it's simple to get extra rez by blinking around the map searching for lone marines. A [AR]fade can easily take down one or even two standard marines (LMG+upgrades). Regeneration will heal you while you fly around the map or if you're hit badly you can metabolize to double the heal rate. If you happen to encounter a large group you could easily blink away and warn the team.
-- Obviously this configuration is great for destroying electrified RTs. You'll have to move back only once to regain lost health and then you have the energy to finish of the RT.
-- [AR]Fades can destroy TFs with relative ease (something not mentioned yet) by placing yourself so that only 2-3 Turrets can shoot you. Even if a marine comes to rescue you will still have enough health to kill him.
-- Phase gates are a pain, but a [AR]fade can do the trick again. The turrets, which are usually placed around PGs, take a very long time to kill a regenerating fade. All depends if all the marines will quickly phase there, but even if they do you could still blink away and come back later...
-- You don't need any help from team mates using these strategies. Just make sure you survive!
<i>Ahhhhh... The infinite blink...</i>
... become the fastest unit in the game!
Its a lot of fun flying above the marine's base! The marines will start shooting at you, waste a huge amount of time, while your team takes the Resource nodes and hives <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> LMGs will not hurt you since you will regenerate the heath right back. Noone should be able to kill you, unless they have several people with great aim and shotguns. If they start ignoring you, just fly down to the armory and start slashing on the marines.
Now to the alternatives!
<b>Carapace</b>: May be useful in late game when marines have lots of upgrades. I think it's inferior to regeneration because after each attack you will have to spend a lot of time metabolizing the health back. During that time you could have taken out another person... In long fights, the regeneration may regenerate as much health as the carapace bonus would have given you.
<b>Redemption</b>: It may be useful when assaulting the main base as mentioned before: attack a building, then redeam and blink back into action. It takes too much time in my opinion. And forget taking out 2 marines, you will redeam before killing any of the two.
<b>Silence</b>: It can be a lot of fun, but useful? You don't need to be a fade, just do exactly the same thing while being a skulk. Skulk does the same demage and you will moslikely kill the Marine before he turns around and shoots! On the other hand, I can see how silence could be useful to take out lone HAs or marines with shotguns since you will mostlikely take a few hits before the kill. Silence is an interesting choice... but skulks are more fit for it.
<b>Celerity</b>: Why have celerity if you have blink?-- It's difficult to use blink in close combat. If the marine jumps and runs from sided to side it can take quite some time to kill him. Celerity makes it easy toblink into a group of marines and start slashing. The problem is that you may run out of energy and you wont be able to blink away... Celerity is a good alternative to adrenalin, but i still prefere adrenalin because it takes a lot of energy to take out buildings.
Good luck fragging as fade
-- afratnikov
There's just simply no way man. If you think that, you're either not blink hopping correctly or you're catching on walls, because you should <i>not</i> be running out of energy between hops, ever. You only need a split second of pull for your hop, which you easily get from the one before. The only time you'll ever run out is in a lengthy vent, where blinkhops are mostly impossible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude. You missed my point.
Lets put it this way: An adren fade can go from one side of the map to the other faster than a celerity fade. This is a fact. Blink hopping (even with celerity) is not as fast as the non-stop blink power adren gives. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.
No matter how fast you may be able to cover ground, it won't matter if you can't actually damage anything. Making marines waste bullets while blinking around is poor use of a fade.
Silence solved the problem in a different way: the surprise advantage gives you more time to blink correctly, and that extra level of forgiveness really helps.
No matter how fast you may be able to cover ground, it won't matter if you can't actually damage anything. Making marines waste bullets while blinking around is poor use of a fade.
Silence solved the problem in a different way: the surprise advantage gives you more time to blink correctly, and that extra level of forgiveness really helps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Eh? It's quite possible to blink from one marine to his friend and kill them both.
No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm sorry Forlorn, but repetition != fact. I disagree from my own experiences using both (just like you), and the only thing that's really going to convince me is some sort of demo actually showing fast adren blinking, because otherwise I know firsthand that I am correct. In light of this thread I have made numerous full-map runs using both in lan games, and you get there faster with celerity, period.
You don't regen hp while using metabolize. However, both regen and metabolize heal you at the same rate (if you don't get tired). At two hives, a fade gets metabolize which is basicly its own regeneration. That frees up its defense chamber slot for redemption or carapace. (or, if onos regen wasn't so powerful, a 2 hive fade could get movement and sensory upgrades, and basicly have all 3 upgrades avaible to it at hive 2).
If you take regen as a two hive fade, you have the advantage of healing in battle. In a pitched battle this often isn't as good as the extra hits that carapase lets you take. But if you are at a damage equlribulm, for example, you are going to be smashing an elect resnode, or a turret farm, regen is better, since you won't have to duck out of the *fight* to heal.
However, the disadvantage of metabolize, is that to use it constantly fades need adren, or they need to be by a movement chamber.
When I am using an ambush fade (think of him as mr big skulk <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) I often take silence and redepmtion. Silence because it meens that marines can't use their ears, which if you have headphones like me, is very important. Also, thanks to blink, fades can hide almost anywhere skulks can.
My choice to use redemp is a bit ify, and feel free to change to suit your own tastes, but here is my logic. As an ambush fade I use blink to set myself up in an ambush spot. Once the marines walk past me, I sneak up on them via silence. Once the marines know I'm there I have to run, because a fade is a big target, and I won't heal myself thoughout the battle (this meens any damage delt to me stays). While carapase gives you more time to get away, I like redemption because it handles running away for you. This meens you can just go bezerk on the marines without panicing because you fear of dieing. Also, since you have silence, and redemption makes you just disaprear, marines who didn't directly see you redemp, or missed it because of the heat of battle, while keep firing. This meens that if you are attacking them with teammates, the marines will empty their clips trying to kill the hurt fade that already redempted instead of shooting the skulks biting at their feet.
While the ability to go bezerk may seem to be unimportant, it matters more then you may think. Ever been marine and <i>knew </i> you were about to die? The onos/fade attacking didn't make any retreat actions so you didn't know how hurt it was.
Ever has a really good game where you killed a bunch of enimies? Maby it was because they were all new, or maby it was because you were relaxed and wern't panicing.
However, in most pub games I still will take regen / adren because most of the time I spend as fade is smashing lone electrified nodes or killing ramboing light marines with lmgs.
It <i>is</i> possible to stack metabolize and regeneration. To do it, use metabolize right after each regeneration tick. The reason they don't nomally stack is that metabolizing resets the regeneration timer, and the rate of fire of metabolize is shorter than the interval between regeneration ticks (1.5 < 2).
No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll say it 3 times now. Blink hopping isn't as fast as the unlimited blink adren gives you. Yes, even if you have celerity.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm sorry Forlorn, but repetition != fact. I disagree from my own experiences using both (just like you), and the only thing that's really going to convince me is some sort of demo actually showing fast adren blinking, because otherwise I know firsthand that I am correct. In light of this thread I have made numerous full-map runs using both in lan games, and you get there faster with celerity, period. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Word of Caution:
Don't test with 2.0. I just tried, and I found out that adren in 2.0 does NOT give unlimited blink that you normally get in 2.01.
This is extreamly odd. I have no clue of why you can't do unlimited blink in 2.0 with adren.
I'm gonna DL 2.01 tomorrow and test it on a LAN then.