For me it's my attention span. Imo I can play well as fade from time to time, but overall during a round I get sloppy and get myself killed. You need to be ontop of your game all the time as a fade, if you relax even once you're probably dead. My guess is that when you get some experience this will become instinct, but to start with it is a major speed bump. Regardless of your skill handling the fade.
I would say it´s the weaponswitching thats the major problem.
I´m a terrible fade and almost never fade in ns unless we really need a fade. And all I can do then is blink around and look dangerous and generally get the rines attention away from the skulks.
And here is why. 2 rines, I blink in but I´m too slow swithcing weapons (even with lastinv) so I miss with the swipe. Most newbies will at this point curse and turnaround and start chasing the rine on foot.... and thats what gets them killed. These days, If I miss I just blink out again. But that was a hard habit to kick.
For newbies this means that their first encounter with rines will get them killed. And they probably wont try again in that match. So they never get any practice.
As for a fix, well. Thats not a topic here and I don´t have any ideas anyway.
- The importance of Blinking. Learning to blink instead of running, even for relatively short distances.
- Energy management. New fades drain their energy down and not leaving any left to blink away leads to a quick death. Learning to tap blink to conserve energy and using meta properly is a big hurdle.
- Weapon switching. You need to be able to switch between swipe, blink and metabolise very quickly compete againt the higher levels of marine tech. It doesnt help that by default, hud_fastswitch 0 is off.
- Getting stuck in map architecture. Learning the best 'line' through a room. Simple stuff like learning to blink over the tops of ramps so your not left stranded in a slow bounce.
Fading will be hard to play if you cann't bunnyhop. You need to understand how HL air control works to fade effectively and yes, after that it just boils down to practise.
Blink swiping, adrenaline management, it's all easy. You practise it enough then you will get good at it and it should stay that way, no point removing an element of skill and practise from what is imo the most enjoyable class in the game.
The thing about fading is this: it's not 100% technique, it's 25% technique and 75% brains. I've seen plenty of fades with good techniques just die straight away because they were stupid and i've seen plenty of **** fades survive because they made good judgement calls. Fading is all about decided when to attack and when not to attack, you have to create your own openings and be an opportunist or you'll never get anywhere. If a skulk attacks and opens up a group of shotgunners then that is your chance for a few cheeky swipes. You dont charge head first.
If you've got your head on your shoulders, a good understanding of how fast you can give and recieve damage, your exit route planned and situational awareness then you will do well as a fade. You can be the best blink swiper in the world but if you do none of the above then you're a waste or res.
a) getting blocked by bits of walls sticking out, marines, other smaller life forms, whatever. this sort of stuff usually gets me killed
b) switching weapons. changing between 3 types of weapons can be extremely stressful, especially in the middle of combat.
c) stress. look at b). also, your teammates are relying on you to win, and the amount of res investment in this relatively weak lifeform. you simply can't let yourself die.
d) lag. really, the reason why i'm so scared to fade in ns maps is because of lag. my router sometimes causes me to hang in the air for about 1-2 seconds and this has gotten me killed many times while i'm in the middle of combat.
e) watching your HP/AP points. you kinda get absorbed when whacking those marines, especially that last one, to really remember to look at your HP/AP points. before you know it, your AP is gone, next second you are dead.
f) advanced weapons. they take you by surprised. shotguns and HMGs appearing when you least expect it can take you off guard which can lose you that 50 res investment. put cat packs in to boot and you've probably got a dead fade.
g) your adrenline. don't watch your adrenline and you're dead. just like your HP/AP, fades can forget about their adrenline when too absorbed in whacking marines, which of course means that there is no adrenline left to blink away.
h) air control. some people just can't take controlling this extremely fast moving creature. you gotta turn around corners accurately, get away from marines fast, get into tight gaps quickly. all this can get very overwhelming which leads to stress and getting yourself blocked by walls
I've started playing this again and I've always had trouble with Fade. I usually go Lerk because 50 res for me would be better spent building a Hive.
I agree with them that a Fade in ns maps are a big morale boost to aliens and scares the daylights out of the rines. I've seen one effective Fade turn the entire course of the map upside down.
How?
I'm thinking these are what are needed: 1. Know when to run. 2. Know how to blink. (I'll try tap blink and crouch. That sounds like a good idea.) 3. I've never gotten Metabolize because I trip and fall off my chair trying to do too much. I'll try working something out, it seems that Metabolize is needed. 4. Lastinv. I don't use it in any other mods but it is one of the best buttons in NS.
I think playing CO maps are a great way to practice aliens. I can effectively kill as a skulk now on ns_maps. I've been chicken to try Fade because I'm one of those that die very effectively with a noob rine with a pistol.
Thanks for the thread, it has helped seeing others' problems and hearing what good Fades do.
I'm terrible at switching between weapons in order to blink and then attack. It would be much easier if "jump" meant blink for a fade.
I also tend to hold down blink, and I hear that good fades tap it. Why doesn't blink just strobe itself if this is the optimal behavior? Forget bunny-hopping.
I think these are UI failures and that players shouldn't have to learn strange keystroke patterns or scripts to play the game well.
Pressure. It's a lot of pressure being the fade. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Matrix: Sometimes you do have to hold down blink, like if you want to blink straight up into a vent or something. Tapping blink doesn't give you enough speed to get you much height, it just launches you pretty far horizontally. Also, you can tap for different lengths of time, which means more control over distance, arc of travel, speed, etc. If blink were a "strobe" movement ability (like leap) you'd lose a lot of this control. And I hardly think tapping an attack button to blink is strange, or at least, not that much more strange than a lot of other things you have to do in this game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Generally I somehow manage to hit every single piece of geometry on my way out.
I think the biggest problem is knowing that I can die to 3 LMG marines in under 3 seconds, 3 shotty marines in under 2 seconds, or 3 HMG marines in under 1 second.
The hardest part to learn the fade was dropping my old FPS mindset of 2D thinking when I saw one of the pr0-fades come into the server back in NSF2.0ish. Seeing a fade blink away into the sky and twirl around behind cover only to spring into the sky and crash into our marines made it click.
At this point I've given up fading. I just don't do it anymore. Blinking around and bhopping and pancaking and the movement skills are easy, since as the fade you do them ALL THE TIME. Nobody walks anywhere as fade. If you don't do all the movement tricks, of course, you're slower and in danger. Maybe I just learned them quick. The buttonswitching and precision needed for actual combat and not scouting are the parts that are too much for me. I've devoted all my alien effort to planning the game and being a support skulk and lerk. Playing the fade makes me feel like an overgrown, bumbling skulk that gets stuck on walls too easy. Besides my connection is always laggy so I die a lot when I shouldn't anyway regardless of what I'm playing. Stupid shared internet.
For me, it's the huge res investment for a fragile creature. (For the rare occasions that I lerk, I almost exclusively spore/umbra support). I would rather stay as a disposable skulk, benefit the entire team by gorging and putting up a hive or chambers, or by saving a little more and going onos (which I CAN handle fairly safely and effectively)
Also, I've never quite gotten down the constant weaponswitching needed for a fade. I can handle [activate xeno], [leap], and quick [bite] before xeno, but I can't seem to get [blink] in, [swipe] once or twice, [blink] out, quick [metabolize], repeat, repeat, repeat down smooth enough to be an effective fade. I'll flub up either by switching to the wrong weapon or blink into some damned architecture on the doorway; worst case is death and the best case is being so damaged, it'll almost be faster to retreat to the hive to heal than sit there regening.
I think it would be really nice for blink to be a key <i>like</i> jump. Two options: 1) The jump key activates blink when aliens have 1 or more hives. If the aliens have 0 hives, then the fade does its normal jump. (I'm not entire sure I like this idea, since I like using a single blink at the beginning, then bhopping down the rest of a long hallway for maximum energy conservation)
2) Make blink its own key. (Not sure if I like this is the best solution either, it doesn't seem very intuitive for newcomers. Walker Fade, Texas Nooblar FTW)
When you blink in to a group of marines, know which one you are going to attack, dont waste any precious time deciding who to attack only after you have landed your blink. 1-2 swipes and leave if there are 2 or more marines. Be aware, keep sharp and have quick reactions.
I need to tell myself this everytime i go fade or i suck and die... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Firstly I would like to say the post 2.0 blink is a lot better and more useful than the 1.0 blink.
Learning issues for the fade
a) learning to use blink (not being a walk fade), using quickswitch. b) learning to only tap blink, and being able to control how far you ill go by changing how far you are looking up or down just before you blink.
now we get onto things that are continously improving for almost all fades (even the best)
c) blinking and not getting stuck d) learning how long you can stay in combat for e) having situational awareness of where the marines are and how you need to attack them (obviously the new alien hive sight have affected this and focus does too).
<!--QuoteBegin-Kwil+Mar 26 2005, 02:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Mar 26 2005, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks can survive without energy. Gorges don't care what weapons the marine has, since they're all just as deadly. Lerks tend not to worry about armor and health terribly because if they're getting hit, they need to leave, period. Onos doesn't care about the attack route, since it's just as easy to smash the crap in the way as go around it.
Running into invisible objects in the middle of no where, only to be pinned and gang-r4ped by 6 marines with shotguns... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I'd have to say the weapon switching is the toughest obstacle, followed by blink control. By default, hud_fastswitch is off, which means players need to hit an out of the way button, then fire just to be able to use a different ability. When fastswitch is on, it's still somewhat annoying to hit the number keys. Then, if you use accesible keys like F, C and Z, you still need to be able to switch really quick to blink, swipe, blink and metabolize all the time.
The blink control has been covered pretty well. A lot of players just don't know how to curve around in the air, which is incredibly useful using blink. It's not terribly intuitive (letting go of the forward button).
I'm agreeing with RandomEngy. I can not play fade, it is just too fiddly for me. I rarely ever evolve to fade or onos, higher lifeforms have slowly but surely lost their appeal since 1.0.
1 rine has enough bullets to kill you witheout reloading. Although you might be able to "walk down" most lone rines, a competent one will rip you apart.
2 rines are a threat and should only be engaged with "blink in-swipe-blink out" technique.
Big open rooms are your friend (via on nothing; ms on metall.....). If you drop below your escape level blink to the ceiling, blink down and escape. Most rines will loose their aim, when their target suddenly hits the roof.
Noone expects you to win the game on your own but everyone expects you not to die. So dont die.
The more rines in a single location the earlier you need to escape.
Your escape route is the way you come from, and nothing else. Example: tanith, rines in chemical you enter from acidic and escape into direction marine start. Such behaviour will sometimes cost you your live, cause there is no save route to the hive now.
And most important: There is always a situation, where these rules do not apply. Master the fade by knowing them.
<!--QuoteBegin-Faskalia+Mar 28 2005, 02:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Mar 28 2005, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Never ever underestimate a lone rine.
1 rine has enough bullets to kill you witheout reloading. Although you might be able to "walk down" most lone rines, a competent one will rip you apart.
2 rines are a threat and should only be engaged with "blink in-swipe-blink out" technique.
Big open rooms are your friend (via on nothing; ms on metall.....). If you drop below your escape level blink to the ceiling, blink down and escape. Most rines will loose their aim, when their target suddenly hits the roof.
Noone expects you to win the game on your own but everyone expects you not to die. So dont die.
The more rines in a single location the earlier you need to escape.
Your escape route is the way you come from, and nothing else. Example: tanith, rines in chemical you enter from acidic and escape into direction marine start. Such behaviour will sometimes cost you your live, cause there is no save route to the hive now.
And most important: There is always a situation, where these rules do not apply. Master the fade by knowing them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> quoted for truth. That one 'rine, even at level 0 LMG/pistol, has enough firepower to take you out (sure, the odds on that one are VERY long, but...). Blinking in, attacking once (MAYBE twice), and blinking out is really the only good fade tactic. Setting "escape limits" is a good idea, so even if you miss the swipe, you know when to leave. Generally, I use 50 AP as my escape line for 2 or less marines, and 75 for more, or any with upped weapons.
<!--QuoteBegin-RandomEngy+Mar 27 2005, 11:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Mar 27 2005, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have to say the weapon switching is the toughest obstacle, followed by blink control. By default, hud_fastswitch is off, which means players need to hit an out of the way button, then fire just to be able to use a different ability. When fastswitch is on, it's still somewhat annoying to hit the number keys. Then, if you use accesible keys like F, C and Z, you still need to be able to switch really quick to blink, swipe, blink and metabolize all the time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I would love it so that when hud_fastswitch is on you could just roll your mouse between the different slots without having to +attack to select the weapon. I used to play a old game a lot where this was possible, and was used to rolling up 2 weapons... it became intuitive.
<!--QuoteBegin-BeowulfGrendel+Mar 28 2005, 04:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BeowulfGrendel @ Mar 28 2005, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RandomEngy+Mar 27 2005, 11:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Mar 27 2005, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have to say the weapon switching is the toughest obstacle, followed by blink control. By default, hud_fastswitch is off, which means players need to hit an out of the way button, then fire just to be able to use a different ability. When fastswitch is on, it's still somewhat annoying to hit the number keys. Then, if you use accesible keys like F, C and Z, you still need to be able to switch really quick to blink, swipe, blink and metabolize all the time. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would love it so that when hud_fastswitch is on you could just roll your mouse between the different slots without having to +attack to select the weapon. I used to play a old game a lot where this was possible, and was used to rolling up 2 weapons... it became intuitive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hmmm <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> //alien weapon scroll alias change "+attack; wait; -attack" alias weapon1 "slot1; change; unbind MWHEELUP; bind MWHEELDOWN weapon2" alias weapon2 "slot2; change; bind MWHEELUP weapon1; bind MWHEELDOWN weapon3" alias weapon3 "slot3; change; bind MWHEELUP weapon2; bind MWHEELDOWN weapon4" alias weapon4 "slot4; change; bind MWHEELUP weapon3; unbind MWHEELDOWN" unbind MWHEELUP bind MWHEELDOWN weapon2 <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Would that work? Besides, is there even a reason for having fastswitch 0? --
Personally I'd have to side with whoever said "pressure". If you die defending that second hive, the whole team blames you. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> No matter how many marines you've slaughtered or adv.armouries you may have taken down.
MrBen... Regen over carapace? :o For 1 hive fade perhaps, but surely metab provides adren and regen for you, so why not just use that? Carapace gives you a substantially better chance against a group of shotgunners.
When you the rines shottie rape you in small spaces. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
Blue, I don't think your script would work. This might, however:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//alien weapon scroll alias weaponup "weapon1" alias weapondown "weapon2" alias slot1wep "weapon_bitegun; weapon_spit; weapon_ bite2gun; weapon_slash; weapon_claws" alias slot2wep "weapon_parasite; weapon_healingspray; weapon_spore; weapon_blink; weapon_devour" alias slot3wep "weapon_leap; weapon_bilebombgun; weapon_umbra; weapon_metabolize; weapon_stomp" alias slot4wep "weapon_divinewind; weapon_webspinner; weapon_primalscream; weapon_acidrocketgun; weapon_charge" alias weapon1 "slot1wep; alias weaponup weapon1; alias weapondown weapon2" alias weapon2 "slot2wep; alias weaponup weapon1; alias weapondown weapon3" alias weapon3 "slot3wep; alias weaponup weapon2; alias weapondown weapon4" alias weapon4 "slot4wep; alias weaponup weapon3; alias weapondown weapon4" bind "MWHEELUP" "weaponup" bind "MWHEELDOWN" "weapondown" <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Comments
I´m a terrible fade and almost never fade in ns unless we really need a fade.
And all I can do then is blink around and look dangerous and generally get the rines attention away from the skulks.
And here is why. 2 rines, I blink in but I´m too slow swithcing weapons (even with lastinv) so I miss with the swipe. Most newbies will at this point curse and turnaround and start chasing the rine on foot.... and thats what gets them killed. These days, If I miss I just blink out again. But that was a hard habit to kick.
For newbies this means that their first encounter with rines will get them killed. And they probably wont try again in that match. So they never get any practice.
As for a fix, well. Thats not a topic here and I don´t have any ideas anyway.
- Energy management. New fades drain their energy down and not leaving any left to blink away leads to a quick death. Learning to tap blink to conserve energy and using meta properly is a big hurdle.
- Weapon switching. You need to be able to switch between swipe, blink and metabolise very quickly compete againt the higher levels of marine tech. It doesnt help that by default, hud_fastswitch 0 is off.
- Getting stuck in map architecture. Learning the best 'line' through a room. Simple stuff like learning to blink over the tops of ramps so your not left stranded in a slow bounce.
Blink swiping, adrenaline management, it's all easy. You practise it enough then you will get good at it and it should stay that way, no point removing an element of skill and practise from what is imo the most enjoyable class in the game.
The thing about fading is this: it's not 100% technique, it's 25% technique and 75% brains. I've seen plenty of fades with good techniques just die straight away because they were stupid and i've seen plenty of **** fades survive because they made good judgement calls. Fading is all about decided when to attack and when not to attack, you have to create your own openings and be an opportunist or you'll never get anywhere. If a skulk attacks and opens up a group of shotgunners then that is your chance for a few cheeky swipes. You dont charge head first.
If you've got your head on your shoulders, a good understanding of how fast you can give and recieve damage, your exit route planned and situational awareness then you will do well as a fade. You can be the best blink swiper in the world but if you do none of the above then you're a waste or res.
b) switching weapons. changing between 3 types of weapons can be extremely stressful, especially in the middle of combat.
c) stress. look at b). also, your teammates are relying on you to win, and the amount of res investment in this relatively weak lifeform. you simply can't let yourself die.
d) lag. really, the reason why i'm so scared to fade in ns maps is because of lag. my router sometimes causes me to hang in the air for about 1-2 seconds and this has gotten me killed many times while i'm in the middle of combat.
e) watching your HP/AP points. you kinda get absorbed when whacking those marines, especially that last one, to really remember to look at your HP/AP points. before you know it, your AP is gone, next second you are dead.
f) advanced weapons. they take you by surprised. shotguns and HMGs appearing when you least expect it can take you off guard which can lose you that 50 res investment. put cat packs in to boot and you've probably got a dead fade.
g) your adrenline. don't watch your adrenline and you're dead. just like your HP/AP, fades can forget about their adrenline when too absorbed in whacking marines, which of course means that there is no adrenline left to blink away.
h) air control. some people just can't take controlling this extremely fast moving creature. you gotta turn around corners accurately, get away from marines fast, get into tight gaps quickly. all this can get very overwhelming which leads to stress and getting yourself blocked by walls
I agree with them that a Fade in ns maps are a big morale boost to aliens and scares the daylights out of the rines. I've seen one effective Fade turn the entire course of the map upside down.
How?
I'm thinking these are what are needed:
1. Know when to run.
2. Know how to blink. (I'll try tap blink and crouch. That sounds like a good idea.)
3. I've never gotten Metabolize because I trip and fall off my chair trying to do too much. I'll try working something out, it seems that Metabolize is needed.
4. Lastinv. I don't use it in any other mods but it is one of the best buttons in NS.
I think playing CO maps are a great way to practice aliens. I can effectively kill as a skulk now on ns_maps. I've been chicken to try Fade because I'm one of those that die very effectively with a noob rine with a pistol.
Thanks for the thread, it has helped seeing others' problems and hearing what good Fades do.
I also tend to hold down blink, and I hear that good fades tap it. Why doesn't blink just strobe itself if this is the optimal behavior? Forget bunny-hopping.
I think these are UI failures and that players shouldn't have to learn strange keystroke patterns or scripts to play the game well.
-m
Matrix: Sometimes you do have to hold down blink, like if you want to blink straight up into a vent or something. Tapping blink doesn't give you enough speed to get you much height, it just launches you pretty far horizontally. Also, you can tap for different lengths of time, which means more control over distance, arc of travel, speed, etc. If blink were a "strobe" movement ability (like leap) you'd lose a lot of this control. And I hardly think tapping an attack button to blink is strange, or at least, not that much more strange than a lot of other things you have to do in this game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I think the biggest problem is knowing that I can die to 3 LMG marines in under 3 seconds, 3 shotty marines in under 2 seconds, or 3 HMG marines in under 1 second.
Scary, isn't it :o
At this point I've given up fading. I just don't do it anymore. Blinking around and bhopping and pancaking and the movement skills are easy, since as the fade you do them ALL THE TIME. Nobody walks anywhere as fade. If you don't do all the movement tricks, of course, you're slower and in danger. Maybe I just learned them quick. The buttonswitching and precision needed for actual combat and not scouting are the parts that are too much for me. I've devoted all my alien effort to planning the game and being a support skulk and lerk. Playing the fade makes me feel like an overgrown, bumbling skulk that gets stuck on walls too easy. Besides my connection is always laggy so I die a lot when I shouldn't anyway regardless of what I'm playing. Stupid shared internet.
Also, I've never quite gotten down the constant weaponswitching needed for a fade. I can handle [activate xeno], [leap], and quick [bite] before xeno, but I can't seem to get [blink] in, [swipe] once or twice, [blink] out, quick [metabolize], repeat, repeat, repeat down smooth enough to be an effective fade. I'll flub up either by switching to the wrong weapon or blink into some damned architecture on the doorway; worst case is death and the best case is being so damaged, it'll almost be faster to retreat to the hive to heal than sit there regening.
I think it would be really nice for blink to be a key <i>like</i> jump. Two options:
1) The jump key activates blink when aliens have 1 or more hives. If the aliens have 0 hives, then the fade does its normal jump. (I'm not entire sure I like this idea, since I like using a single blink at the beginning, then bhopping down the rest of a long hallway for maximum energy conservation)
2) Make blink its own key. (Not sure if I like this is the best solution either, it doesn't seem very intuitive for newcomers. Walker Fade, Texas Nooblar FTW)
I need to tell myself this everytime i go fade or i suck and die... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Learning issues for the fade
a) learning to use blink (not being a walk fade), using quickswitch.
b) learning to only tap blink, and being able to control how far you ill go by changing how far you are looking up or down just before you blink.
now we get onto things that are continously improving for almost all fades (even the best)
c) blinking and not getting stuck
d) learning how long you can stay in combat for
e) having situational awareness of where the marines are and how you need to attack them (obviously the new alien hive sight have affected this and focus does too).
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Quoted
The blink control has been covered pretty well. A lot of players just don't know how to curve around in the air, which is incredibly useful using blink. It's not terribly intuitive (letting go of the forward button).
1 rine has enough bullets to kill you witheout reloading. Although you might be able to "walk down" most lone rines, a competent one will rip you apart.
2 rines are a threat and should only be engaged with "blink in-swipe-blink out" technique.
Big open rooms are your friend (via on nothing; ms on metall.....).
If you drop below your escape level blink to the ceiling, blink down and escape. Most rines will loose their aim, when their target suddenly hits the roof.
Noone expects you to win the game on your own but everyone expects you not to die. So dont die.
The more rines in a single location the earlier you need to escape.
Your escape route is the way you come from, and nothing else.
Example: tanith, rines in chemical you enter from acidic and escape into direction marine start. Such behaviour will sometimes cost you your live, cause there is no save route to the hive now.
And most important:
There is always a situation, where these rules do not apply. Master the fade by knowing them.
1 rine has enough bullets to kill you witheout reloading. Although you might be able to "walk down" most lone rines, a competent one will rip you apart.
2 rines are a threat and should only be engaged with "blink in-swipe-blink out" technique.
Big open rooms are your friend (via on nothing; ms on metall.....).
If you drop below your escape level blink to the ceiling, blink down and escape. Most rines will loose their aim, when their target suddenly hits the roof.
Noone expects you to win the game on your own but everyone expects you not to die. So dont die.
The more rines in a single location the earlier you need to escape.
Your escape route is the way you come from, and nothing else.
Example: tanith, rines in chemical you enter from acidic and escape into direction marine start. Such behaviour will sometimes cost you your live, cause there is no save route to the hive now.
And most important:
There is always a situation, where these rules do not apply. Master the fade by knowing them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
quoted for truth. That one 'rine, even at level 0 LMG/pistol, has enough firepower to take you out (sure, the odds on that one are VERY long, but...). Blinking in, attacking once (MAYBE twice), and blinking out is really the only good fade tactic. Setting "escape limits" is a good idea, so even if you miss the swipe, you know when to leave. Generally, I use 50 AP as my escape line for 2 or less marines, and 75 for more, or any with upped weapons.
I would love it so that when hud_fastswitch is on you could just roll your mouse between the different slots without having to +attack to select the weapon.
I used to play a old game a lot where this was possible, and was used to rolling up 2 weapons... it became intuitive.
I would love it so that when hud_fastswitch is on you could just roll your mouse between the different slots without having to +attack to select the weapon.
I used to play a old game a lot where this was possible, and was used to rolling up 2 weapons... it became intuitive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hmmm
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
//alien weapon scroll
alias change "+attack; wait; -attack"
alias weapon1 "slot1; change; unbind MWHEELUP; bind MWHEELDOWN weapon2"
alias weapon2 "slot2; change; bind MWHEELUP weapon1; bind MWHEELDOWN weapon3"
alias weapon3 "slot3; change; bind MWHEELUP weapon2; bind MWHEELDOWN weapon4"
alias weapon4 "slot4; change; bind MWHEELUP weapon3; unbind MWHEELDOWN"
unbind MWHEELUP
bind MWHEELDOWN weapon2
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Would that work? Besides, is there even a reason for having fastswitch 0?
--
Personally I'd have to side with whoever said "pressure". If you die defending that second hive, the whole team blames you. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> No matter how many marines you've slaughtered or adv.armouries you may have taken down.
MrBen... Regen over carapace? :o For 1 hive fade perhaps, but surely metab provides adren and regen for you, so why not just use that? Carapace gives you a substantially better chance against a group of shotgunners.
Script-kiddie fades are teh lose.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//alien weapon scroll
alias weaponup "weapon1"
alias weapondown "weapon2"
alias slot1wep "weapon_bitegun; weapon_spit; weapon_ bite2gun; weapon_slash; weapon_claws"
alias slot2wep "weapon_parasite; weapon_healingspray; weapon_spore; weapon_blink; weapon_devour"
alias slot3wep "weapon_leap; weapon_bilebombgun; weapon_umbra; weapon_metabolize; weapon_stomp"
alias slot4wep "weapon_divinewind; weapon_webspinner; weapon_primalscream; weapon_acidrocketgun; weapon_charge"
alias weapon1 "slot1wep; alias weaponup weapon1; alias weapondown weapon2"
alias weapon2 "slot2wep; alias weaponup weapon1; alias weapondown weapon3"
alias weapon3 "slot3wep; alias weaponup weapon2; alias weapondown weapon4"
alias weapon4 "slot4wep; alias weaponup weapon3; alias weapondown weapon4"
bind "MWHEELUP" "weaponup"
bind "MWHEELDOWN" "weapondown"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->