Image Of The Fade
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">How I think it could be changed...</div> I realize this all really is a radical idea, but while the next version is still in beta, I suppose people wouldnt mind giving a listen.
I always saw the fade as a shock trooper, the aliens mainstay of the front that could have a head on battle against a marine without having to preform hit and runs and still win. I'd honostly like to see that fade back! A fade at the moment is honost just a really big skulk that walks on two legs, thats it. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
I'm not going to give any specific numbers on where to change what, but I'd like to see the following tried if the time were given:
-Increased health and armor
-Increased use of acid rocket
-Less use of blink
-Decreased cost
I'm not sure how this would have to go about being done, but I imagine if acid rocket was moved to an earlier hive, the overall durability increased, and the decreased cost, we'd see more of a fade shock trooper than the hit and run as it is now. This would also give NS a bit more up front battles with aliens instead of it all being brief hit and runs, and a class that is slightly different to play.
I realize this is a radical idea and I doubt heavily that it will even be considered, but lets keep our minds open! ^^;
I always saw the fade as a shock trooper, the aliens mainstay of the front that could have a head on battle against a marine without having to preform hit and runs and still win. I'd honostly like to see that fade back! A fade at the moment is honost just a really big skulk that walks on two legs, thats it. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
I'm not going to give any specific numbers on where to change what, but I'd like to see the following tried if the time were given:
-Increased health and armor
-Increased use of acid rocket
-Less use of blink
-Decreased cost
I'm not sure how this would have to go about being done, but I imagine if acid rocket was moved to an earlier hive, the overall durability increased, and the decreased cost, we'd see more of a fade shock trooper than the hit and run as it is now. This would also give NS a bit more up front battles with aliens instead of it all being brief hit and runs, and a class that is slightly different to play.
I realize this is a radical idea and I doubt heavily that it will even be considered, but lets keep our minds open! ^^;
Comments
lol before i ever played the game, i thought blink was a teleport skill instead of a real fast movement skill, then when i played my first game (ns_siege007) the fades blinked by us and to our base and i didnt see them go by (thought they teleported by us)
...of course, with all of the real small corridors and rooms in NS maps, acid rocket kinda looses its appeal and most fades go to the guerilla tactics, which is now what i use fades for
But acid rocket isn't the way to go imo "Shock trooper" and "Ranged attack" don't belong together. I have always felt that fades should have a melee attack that can damage more than 1 enemy at a time. I mean, it has 3 foot swords for arms for crying out loud!
lerk - skulk with wings
fade - skulk on two legs
gorge - fat skulk
onos- really fat skulk
see, so thats just kinda the way they evolved I suppose
I'd like to see the fade be more of an ambush ninja, and less of a "I can shimmy along with my blink and run around killing and runnign and killing again" I really hate that
I hate the stupid way the fade looks when it blinks around.... it bugs! but yeah
I always enjoyed games where the marines are moving down the corridor and they begin exchanging fire with the aliens instead of being up close and personal. Like in 1.04, the lerk had its spikes, and they had fades at time verses heavies, you could have some really cool shootouts in the halls. Hell just with lerks and shooting was fun. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i don't think there's any real need to make the fade a more agressive lifeform, at the moment it fills the role of a hit and run predator style creature, and in clan play at least the mere presence of a skilled fade can often hold off marine groups that lack hmgs.
i was under the impression that the idea for the fade was that it was this deadly predator killing marines one by one and attacking when you're least prepared, not some sort of mini onos.
i don't think there's any real need to make the fade a more agressive lifeform, at the moment it fills the role of a hit and run predator style creature, and in clan play at least the mere presence of a skilled fade can often hold off marine groups that lack hmgs.
i was under the impression that the idea for the fade was that it was this deadly predator killing marines one by one and attacking when you're least prepared, not some sort of mini onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
agreed, a fade both provides distraction, and needs it to be effective against more than 2 good marines, it is definitely not the game-winning ultimate rambo unit.
Anyways, in order for the fade to EVER stop using blink as much as it does now, its walking speed needs to be doubled or even tripled. It's just too damn slow and huge to get anywhere near marines w/out blink. So if you want a different image of the fade, you gotta start with replacing blink as the primary means of transportation. And the fade's jump height should be chargeable or something, so if you hold down the jump button you charge up and then leap up really high.
If you want a "ninja" image for the fade, might I recommend a wall-cling kind of ability where the fade can jump up to the ceiling/wall, press crouch or something, and stick to the wall with his claws. Yay for ambushing. Combine this with silence and the improved cloak from b6, and you have a whole lot of paranoid marines. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
No REAL power just psycological
teamwork hacks > fade.
As for radical changes, I don't think that the fade needs any.
Also the HMG should do DOUBLE damage to armour, but only do 10 damage. This would mean it wouldn't so compleatly pwn skulks, but would still masacre fades and onos.
Does anyone else think this could help to make the game more interesting with the HMG not being the absolute god weapon against everything?
I like the ideas on the weapon changes for HMG and shottie
but heres the real question... should a THIRD HIVE abillitie have to be nothing but "support" for reals.... right now the best third hive skill is with the gorgies and skulks, charge is decent and primal scream is just annoying, why should acid rocket suck too?
but heres the real question... should a THIRD HIVE abillitie have to be nothing but "support" for reals.... right now the best third hive skill is with the gorgies and skulks, charge is decent and primal scream is just annoying, why should acid rocket suck too? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
'Too' implies that the Acid Rocket hasn't sucked for the past year and a half.
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
I still like fade somewhat how it is now. The blink annoys me a ton, just because it looks so unfinished and disgusting. He flies through the air like jesus, no fancy effects, just all of a sudden gains massive speed. You think he could at least become 50% invisible and have a cool little trail behind him, but I guess thats out of the question.
Anyways, I just miss the old image of fade. He used to be the acid rocket machine and more of a shocktrooper than a hit and run attacker. I'd love to see a return of the fade where its not the mainly used creature, but way more often, and is more of a front line holder than anything else, where he sits at the end of the hallway exchanging fire instead of getting in, killing, and getting out.
Oh well. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This idea makes the fade less dependent on blink, and focused more on combat than hit-and-run.
First off, boost his health and armor considerably.
Second, swap the blink and acid rocket slots.
Third, raise footspeed to 500-600 units a second without celerity. (That's 2.5 to 3 times a marine's run speed)
Fourth, slightly boost blink's speed and dramatically cut it's adrenline useage.
Here is how this fade should play: whenever it finds marines at a distance, it blasts them with AR to weaken them and maybe kill one or two. Then he runs at them at a blistering speed and hacks them to peices. Please note that he can do so because he now has the HP to take a few shots. When things get too dicey, he can fall back much faster than the marines can follow and use metabolize to heal. Once the aliens get the third hive, he can blink about the map at insane speeds, ripping pretty much everything to shreds. This will help speed up alien-win endgames and make turtling far harder.
Before anyone cries out 'unbalanced' please realize that all these ideas are up for heavy-duty tweaking. If something works, great. If it doesn't, it can be changed for something that does. Also, for those of you who think this would be insanely overpowered in co_ maps, please note that in combat a blink-fade will run you 6 points; leaving only room for 3 upgrades (2 if you want focus).
Plus Fade can be described as disappearing. With its hit and run tactic, running in and disappearing, it fits the dictionary.com's discription pretty well. Also acid rocket is from what I heard double in damage now? Or 25% boost in damage? Can't remember. Fade will be alright this next beta even though I havent played it yet :o
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
I still like fade somewhat how it is now. The blink annoys me a ton, just because it looks so unfinished and disgusting. He flies through the air like jesus, no fancy effects, just all of a sudden gains massive speed. You think he could at least become 50% invisible and have a cool little trail behind him, but I guess thats out of the question.
Anyways, I just miss the old image of fade. He used to be the acid rocket machine and more of a shocktrooper than a hit and run attacker. I'd love to see a return of the fade where its not the mainly used creature, but way more often, and is more of a front line holder than anything else, where he sits at the end of the hallway exchanging fire instead of getting in, killing, and getting out.
Oh well. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree with the fact that blink looks horribly stupid. it looks like a little mid-air shimmey it does and flys around magically.... I think it needs a cool trail behind it that'd look cool. and it should move its arms in maybe a wing position or something, maybe tilt forward a bit... so it looks more arrow dynamic.... and maybe it could do flips or arials while its add it just to throw in a flare of style
Fade is fine as it is just leave her alone. Practice makes perfect to become this 'shocker trooper'