Fades Are Overpowered

Cup_of_SquirrelsCup_of_Squirrels Join Date: 2004-02-23 Member: 26824Members
<div class="IPBDescription">Am I the only one here who thinks this?</div> Recently I have noticed the one thing that completely turns the tide in ns games: fade.

I have always thought fades are overpowered for the res they cost, and it seems now that they truly are. You can easily become a fade within 4 minutes of a game, and while the marines still have lmg its just overkill: even with HMG they're a flipping pain to kill.

The only real way to take the bastards down is with HA or skilled JPers, and they both cost a bomb to get at least half the team equipped, especially if you're going to give them all HMGs.

Time after time I have been in games with marines controlling half/3 quarters of the res nodes and still lose just because one player fades, let alone 2.

But what are your views on this? I say we either 1. Make fades cost more or 2. Make them weaker. Problem is, this is one of those "Let's split the community apart" discussions, so lets try and respect each other's views ok?
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Comments

  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    edited July 2005
    In all fairness, yes- you can get a pro fade after 4 mins who rinses the marines.

    But to balance that, you can have a pro marine who dominates for the first 4 mins, and caps every RT in that duration.

    And that's not to say that fades can't die- hold your posisitons when they appear until HMGs arrive, then take up a position at the end of a corridor and wait for him to make a mistake and blink towards you.

    Even then, that's not the only way to kill them. Get an un-parasited marine to stand beside the corridor the fade will come through, and get him to block it off after the fade has passed him- even pub plays have caught onto this.

    (Also, bear in mind that, assuming a 6v6 match, res is split evenly across the alien team, so 50 resource points becomes 50*6 = 300 res for the Kharaa. Even with a flash fade, that's the equivalent of marines saving up 150 res- enough for 4 HA/HMG/welder combos)
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Recently I have noticed the one thing that completely turns the tide in ns games: fade.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    The fade are the kharaa's shocktrooper, and NS is greatly balanced around them,


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have always thought fades are overpowered for the res they cost, and it seems now that they truly are. You can easily become a fade within 4 minutes of a game, and while the marines still have lmg its just overkill: even with HMG they're a flipping pain to kill.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> With a bit of aim and level 1 armor/guns a fade is easily solo'd if you can dodge and the fade gets greedy I'd say thats pretty liberal.


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only real way to take the bastards down is with HA or skilled JPers, and they both cost a bomb to get at least half the team equipped, especially if you're going to give them all HMGs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Learn to block them and they'll go down, especially in a huge **** pub.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Time after time I have been in games with marines controlling half/3 quarters of the res nodes and still lose just because one player fades, let alone 2.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If you lose with that much resflow its not the fades fault, your marines either can't aim or have a really weak commander.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But what are your views on this? I say we either 1. Make fades cost more or 2. Make them weaker. Problem is, this is one of those "Let's split the community apart" discussions, so lets try and respect each other's views ok?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    Change blink back to where it didn't have that little "jump" it gives now.
  • eliotmateliotmat Join Date: 2002-12-01 Member: 10350Members, Reinforced - Shadow
    <!--QuoteBegin-CommunistWithAGun+Jul 31 2005, 10:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jul 31 2005, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With a bit of aim and level 1 armor/guns a fade is easily solo'd if you can dodge and the fade gets greedy I'd say thats pretty liberal.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You are probably in the very small minority with this claim unless by solo'ing you are getting medspammed by the comm.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    No medspam, yesterday in a scrim against a somewhat decent fade I soloed him with those upgrades, no medpacks. I just dodged well and landed just about every bullet from my LMG and pistol. Granted that is rare, but lets be real, in a situation where there 3-4 marines there he would've died even faster.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    edited July 2005
    <!--QuoteBegin-CommunistWithAGun+Jul 31 2005, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jul 31 2005, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No medspam, yesterday in a scrim against a somewhat decent fade I soloed him with those upgrades, no medpacks. I just dodged well and landed just about every bullet from my LMG and pistol. Granted that is rare, but lets be real, in a situation where there 3-4 marines there he would've died even faster. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wrong. He wouldnt have gone greedy vs 3-4 rines <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Edit:
    Thus said: I am more likely to die vs a lone rine than a group of them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-Faskalia+Jul 31 2005, 11:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Jul 31 2005, 11:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CommunistWithAGun+Jul 31 2005, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jul 31 2005, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No medspam, yesterday in a scrim against a somewhat decent fade I soloed him with those upgrades, no medpacks. I just dodged well and landed just about every bullet from my LMG and pistol. Granted that is rare, but lets be real, in a situation where there 3-4 marines there he would've died even faster. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wrong. He wouldnt have gone greedy vs 3-4 rines <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In a pub he may have fled succsessfully but if it was a scrim our comm would've comm chair blocked him before he could even think about running.
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    They could fix the fade crouching thing to make it better. Right? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • TeRmInAtEr2TeRmInAtEr2 Join Date: 2005-01-07 Member: 33264Members
    I think it goes differently for skilled fades and skilled marines. If your a somewhat skilled fade, on a marine with a shotty on 2, your going to die. Only thing that makes the Fade so powerful is blink. They can go back and forth and heal themselves behind the corner. The Fade over all is not that powerful, its just that it has more feautures than the other aliens. And dont forget you have to be very skilled to be a good fade.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Cup of Squirrels+Jul 31 2005, 09:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cup of Squirrels @ Jul 31 2005, 09:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Recently I have noticed the one thing that completely turns the tide in ns games: fade.

    I have always thought fades are overpowered for the res they cost, and it seems now that they truly are. You can easily become a fade within 4 minutes of a game, and while the marines still have lmg its just overkill: even with HMG they're a flipping pain to kill.

    The only real way to take the bastards down is with HA or skilled JPers, and they both cost a bomb to get at least half the team equipped, especially if you're going to give them all HMGs.

    Time after time I have been in games with marines controlling half/3 quarters of the res nodes and still lose just because one player fades, let alone 2.

    But what are your views on this? I say we either 1. Make fades cost more or 2. Make them weaker. Problem is, this is one of those "Let's split the community apart" discussions, so lets try and respect each other's views ok? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nope, you aren't the only one who thinks this, there is a whole bunch of people that need the game to balance around their needs rather than the game as a whole.

    If you weaken the fade, who will stop heavies? Onos? no. fades are the backbone to alien tech tree, as their ultimate lifeform isn't as versatile or powerful as the fade (if used well).

    If fades are more expensive or easier to kill it will shift the entire balance of the aliens, making the the early game skulks/lerks more dependent on the second hive defense.

    That allows the marines a load of oppurtunities for more shotgun attacks/rushes.

    Also it would allow the marine team to keep their expansions longer to most likely tech heavies a lot quicker.

    Fades free up skulks because they are able to take down multiple marines. Skulks can use that time to pressure the marine base, or more likely hit their nodes to slow their tech.

    Easier killing fades/more expensive fades will break the spines of the alien mid to late game play.

    A way to stop/delay fades is to go out and RUSH alien nodes in the beginning of the game.

    The players determine when the fades come out, better marines mean later fades and vice versa.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    A marine with an HMG with good aim can seriously damper a fade's parade. Fades should be used in complement with lerks and skulks because on its own, it can't take down two marines with shotguns and welders.

    And, Firewater, if the marines were ever able to get their team suited up with heavies and the alien team does not have an onos, fades and skulks won't be able to take them out.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Bobbybirdtree+Jul 31 2005, 04:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bobbybirdtree @ Jul 31 2005, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They could fix the fade crouching thing to make it better. Right? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    One server-side update ahead of you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Seriously, we are aware of the issues surrounding the Fade. There are several possible models to solve the problem, but since the class is, as CWAG and others noted, the centerpiece of alien balance, it's actually a rather big deal. In other words, don't expect a fast fix. If it's fast, it's likely no fix.
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    <!--QuoteBegin-Rapier7+Jul 31 2005, 01:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Jul 31 2005, 01:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A marine with an HMG with good aim can seriously damper a fade's parade. Fades should be used in complement with lerks and skulks because on its own, it can't take down two marines with shotguns and welders.

    And, Firewater, if the marines were ever able to get their team suited up with heavies and the alien team does not have an onos, fades and skulks won't be able to take them out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and you base this statement on what, exactly? i ask because it's completely wrong
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Tell me why it's wrong. Marines with good aim will keep fades at bay. Assuming competent aim, two shotgunners can easily hold off a fade. It can get one or two swipes in, but the shotguns can fire two times a piece in return.

    Telling me exactly why you think what I said was wrong would help me argue my position. It doesn't exactly help if you just say "You're wrong" and then go about your merry way.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    edited July 2005
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tell me why it's wrong. Marines with good aim will keep fades at bay. Assuming competent aim, two shotgunners can easily hold off a fade. It can get one or two swipes in, but the shotguns can fire two times a piece in return.

    Telling me exactly why you think what I said was wrong would help me argue my position. It doesn't exactly help if you just say "You're wrong" and then go about your merry way.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Your assuming the fade is alone based on your post, but you will find that in most games theres quite alot of other aliens accompanying the fade too, since the fades cause alot of chaos(as their role is to), and so people think it as a chance to get some kills.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    Even a intermediate Fade can be of good use to an Alien team as a distraction. Most marines will aim at the Fade instead of the skulks coming in behind him. Send in the Fade with skulks following, and take a swipe and retreat and your skulks have crossed the distance to get into bite range without being shot at.

    Although, when I play Marines in a large group, I take special care to only aim at the shadow skulks who follow the fade into battle, because they are the ones who will be killing the most marines if you don't kill them first.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-GoldenShadow+Jul 31 2005, 04:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoldenShadow @ Jul 31 2005, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Even a intermediate Fade can be of good use to an Alien team as a distraction. Most marines will aim at the Fade instead of the skulks coming in behind him. Send in the Fade with skulks following, and take a swipe and retreat and your skulks have crossed the distance to get into bite range without being shot at.

    Although, when I play Marines in a large group, I take special care to only aim at the shadow skulks who follow the fade into battle, because they are the ones who will be killing the most marines if you don't kill them first. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    depends on the situation. If you need to defend an area aim at the skulks, but if you need to kill the fade, aim at the fade. The fade might go down if everyone targets it at the same time, which might be more of an advantage then the disadvantage of losing 3-4 marines is. Skulks will kill you the next time the fade runs in anyways, so if you don't kill the fade you take more damage in the long run. On the other side, a PG can't go up if all the builder marines are dead.
  • EPcreepEPcreep Join Date: 2004-04-28 Member: 28289Members, Constellation
    i run from the fade to find the elusive fatty and knife him
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-CommunistWithAGun+Jul 31 2005, 04:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Jul 31 2005, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only real way to take the bastards down is with HA or skilled JPers, and they both cost a bomb to get at least half the team equipped, especially if you're going to give them all HMGs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Learn to block them and they'll go down, especially in a huge **** pub. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Problem with that is alot of people are too worried about their K/D and don't realise most fades will have low energy and you can quite easily kill them face on.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2005
    Nothing in NS is really "balanced" and nothing will and in fact CAN'T be.

    If you nerf the Fade, Marines will dominate the field with Shotguns
    Nerf the Shotgun and you get good skulks dominating the field
    Nerf the skulk and then I along with many players leave NS <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Theoretically you could up the rest cost of fade to 60 but I doubt that will ever happen.

    besides the most powerful thing out there is teamwork, Yes it's EXTREMELY RARE these days in the NS community but when one team has it, the other gets severely destroyed no matter how high their upgrades are.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And, Firewater, if the marines were ever able to get their team suited up with heavies and the alien team does not have an onos, fades and skulks won't be able to take them out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Wrong. Focus/Celerity fade(s) are better against heavy trains than a 2 hive onos. The onos has no problem entering combat and clearing paths for skulks, but they very rarely retreat due to their slow speed. ESPECIALLY if the commander knows how to comm chair block. The onos is a one/two time meat shield, where as the fades can provide more of a distraction, provided they are competant.

    Fades are just as effective going into combat because of their speed (closing the gap for the skulks) and survival rate is greater than the onos, even with the comm chair blocking, they still have a better chance.

    In either case, if heavies come out at one hive, it really doesn't matter, chances are the aliens are going to lose, onos or not UNLESS the second hive is going up and the aliens have enough res to drop sens chambers.
  • FlyingcowFlyingcow Join Date: 2005-02-16 Member: 41451Members
    fades have 600 hit points without any carapace +about 30 hit points from regeneration

    one LMG clip can do 500 hit points
    one pistol clip can do 200 hit points

    so assuming you only miss a few bullets, you can kill a fade with 0 weapon upgrade light machine gun and pistol.

    adding a second player with decent aim, and the fade is dead
  • SlickWillSlickWill Join Date: 2004-02-17 Member: 26642Members, Constellation
    Please lets nerf fade until a single LMG can solo him. Or, we could just remove him altogether, or we could have all marines spawn with a SG and lvl 3 weapons.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    evil mods .. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    anyhow.. celerity adds too much to the fade, imo.
  • HellabeansHellabeans Universal NS Scapegoat Join Date: 2005-04-12 Member: 48269Members, Constellation
    silence is as if not more effective to a good fade..surprise is definately a good thing to have on your side...

    And ecspecially in scrims with only 6 players on a team..50 res is NOT cheap
  • KarrdKarrd Join Date: 2005-02-26 Member: 42555Members
    ( Assuming you have the patience of a saint: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=90590&st=0' target='_blank'>http://www.unknownworlds.com/forums/index....opic=90590&st=0</a>
    It has some good analysis of the fade and it's effects. )

    There are a few core issues with the fade:

    1) It's effectiveness is extremely dependant on the skill level (and some could easily argue the configuration and system) of the player. This means that while a novice or mediocre fade is dangerous, but handlable without problems, the really high end fades can get kill to death ratios of 70+ to each death. The high end fades are what cuase the biggest problems, seeing as they can only really be killed through luck.

    2) The fade plays far too important a role in the kharaa team. It can easily be argued that a fade is obsolutely needed for the kharaa to win against compatent marines. Becuase of this, any major change to the fade, is going to change the entire game almost.

    3) The game is not balanced for more than one early fade. Notice noone really talked about what to do when more than one fade appears early? It's becuase two good fades (not even high end, just good) can essentially guarantee a victory (early on). While they may eventually be killed, they tip the scales in the kharaa's favor too much to be countered (without a great, great, deal of luck).



    Also, against a well played heavy train, fades are no more annoying than skulks. If you've seen skulks or fades take one down through anything but attrition, it was either luck, or ineptitude on the marines party. In pure combat, the heavy train is the ultimate in NS. What balances it out, is the difficulty of getting it around. The best counter for a heavy train isn't to kill it, it is to go attack somewhere else.

    This topic has been brought up before, and will probably be around as long as this incarnation of the game exists. It appears to me that not much can be done about it in this version, so I'm just hoping it will be fixed in NS:S.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    Never mind the fades whats all this talk about comm chair blocking in scrimms,isnt that a bit dodgy,didnt the dev team talk about that in the past?.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-Snakestyles+Aug 1 2005, 03:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snakestyles @ Aug 1 2005, 03:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Never mind the fades whats all this talk about comm chair blocking in scrimms,isnt that a bit dodgy,didnt the dev team talk about that in the past?. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No and its perfectly legal in cal, you can comm chair block as long as a skulk can still fit through.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    and where a skulk can fit a ducked fade can almost always fit, although it might take another second or 2 for him to find that spot and duck/blink through though that second or 2 of not moving is more than enough to finish off a fade.

    personaly i don't care what the devs position on it is nor cal, i rank cc blocking right up there with exploits, if someone cc blocks me as a fade/onos i'll just leave and go play on another server with a different comm wether i died or not.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited August 2005
    I've always felt that the new fade blink made them a bit too much "awesome at everything", seeing as the only thing they can't do now is build... But, fades are supposed to be the main warrior unit of the Kharaa.
    Bah wrong button.
    Anyway, I agree that two fades means that the marine team is sort of totally screwed. I don't play in a clan or anything of the sort, so I don't know if you with mad skills can win such fights easily enough to make it no problem at all, but if you lose in a PUB just because there are two of something... then it's not going to be much fun to play marines. Which usually leads to people dropping off and going to do something more entertaining.
    Unless I'm mistaken, this is very bad for everyone, seeing as the clan scene also needs new players, and if noone wants to stay and learn the game, there won't be any...
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