Fade blink idea

ZenoZeno Join Date: 2007-09-05 Member: 62183Members
<div class="IPBDescription">blink far but not too often</div>This time I decided that my idea IS worth a thread and if its not just ignore it ;)

So it's about the fade blink. Many people here in the forum/community are annoyed by the fade and think its too op. I don't think so but I am a minority and I have the feeling that UW will nerf the fade (especially the blink in combat) sooner or later. At the moment the fade isn't really fun to play for me because you spend a LOT of time reloading energy. The energy drain of the blink is already very high and you can barely use it to speed up your travel between faraway points in the map (like hives) or you will arrive "empty". If the blink gets nerfed further to make fades blink less in combat it will probably be by increasing its energy drain....
Even if it won't be nerfed I still think that it should be used to make the fade travel fast around the map but it's not possible atm because of said energy cost.
So I thought of a way to make blink energy-expensive in combat and cheap for travelling: What if the energy drain per second would decrease (linear, or squared or logarithmic or whatever) with the distance (or time) you blink? Short blinks in combat that make the fade impossible to hit would cost a lot of energy (same as now or even more). Long blinks however would first drain say.. a quarter of the energy but if you just hold mouse2 you would still have half of your energy after like 5-7 seconds of blinking.

Whaddaya think?

Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I would prefer momentum a la NS1 so you can release blink but still use the gained speed. Blinking continuously around the map looks a bit like flying a jet plane to me.

    I propose the following guidelines :

    1) The fade should be able to travel the map without stopping and waiting for his energy to recharge.
    2) 1) should require skill.

    Your solution solve 1) somehow but I fail to see how it could accommodate 2).

    Another possible solution to the blink op :

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114510" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114510</a>
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    edited August 2011
    <!--quoteo(post=1868524:date=Aug 12 2011, 09:25 AM:name=Zeno)--><div class='quotetop'>QUOTE (Zeno @ Aug 12 2011, 09:25 AM) <a href="index.php?act=findpost&pid=1868524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This time I decided that my idea IS worth a thread and if its not just ignore it ;)

    So it's about the fade blink. Many people here in the forum/community are annoyed by the fade and think its too op. I don't think so but I am a minority and I have the feeling that UW will nerf the fade (especially the blink in combat) sooner or later. At the moment the fade isn't really fun to play for me because you spend a LOT of time reloading energy. The energy drain of the blink is already very high and you can barely use it to speed up your travel between faraway points in the map (like hives) or you will arrive "empty". If the blink gets nerfed further to make fades blink less in combat it will probably be by increasing its energy drain....
    Even if it won't be nerfed I still think that it should be used to make the fade travel fast around the map but it's not possible atm because of said energy cost.
    So I thought of a way to make blink energy-expensive in combat and cheap for travelling: What if the energy drain per second would decrease (linear, or squared or logarithmic or whatever) with the distance (or time) you blink? Short blinks in combat that make the fade impossible to hit would cost a lot of energy (same as now or even more). Long blinks however would first drain say.. a quarter of the energy but if you just hold mouse2 you would still have half of your energy after like 5-7 seconds of blinking.

    Whaddaya think?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There will be upgrades such as Adrenaline that will increase the energy you have to spend and the faster it recharges.

    The only real blink modification that is needed is allow Marines to damage the Fade while it is within a Blink.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868527:date=Aug 12 2011, 09:47 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 12 2011, 09:47 AM) <a href="index.php?act=findpost&pid=1868527"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would prefer momentum a la NS1 so you can release blink but still use the gained speed. Blinking continuously around the map looks a bit like flying a jet plane to me.

    I propose the following guidelines :

    1) The fade should be able to travel the map without stopping and waiting for his energy to recharge.
    2) 1) should require skill.

    Your solution solve 1) somehow but I fail to see how it could accommodate 2).

    Another possible solution to the blink op :

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114510" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114510</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Let it go bro, bunny hopping is not going to be in NS2 (which is a good thing).
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2011
    I don't mind adding a third one :

    1) The fade should be able to travel the map without stopping and waiting for his energy to recharge.
    2) 1) should require skill.
    3) No bunny hopping.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    <!--quoteo(post=1868531:date=Aug 12 2011, 09:51 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 12 2011, 09:51 AM) <a href="index.php?act=findpost&pid=1868531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't mind adding a third one :

    1) The fade should be able to travel the map without stopping and waiting for his energy to recharge.
    2) 1) should require skill.
    3) No bunny hopping.<!--QuoteEnd--></div><!--QuoteEEnd-->

    A fade should be able to Sprint similar to the marines. Is has the same type of skeletal structure (2 legs), so adding sprint to the Fade would allow faster movement around the map without having to use Blink to do so.
  • ZenoZeno Join Date: 2007-09-05 Member: 62183Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Phased:<!--QuoteEnd--></div><!--QuoteEEnd-->
    Okay :(
    <img src="http://chzmemebase.files.wordpress.com/2011/07/okay.jpg" border="0" class="linked-image" />

    Now it's here in the suggestions forum, between scorpians, sniper rifles, item shops and alien ponies. Why did you have to do that, it was an idea to solve a current ns2 problem not a feature-request. No normal person ever reads the suggestions forum D:
    Well...



    ;)


    btt
    I think blink would indeed require skill if it was like I suggested. Try to blink around several tight corners without getting stuck on props or "crashing" into a wall. Not so easy imo. Having "less skill" would require you to spend more energy by restarting your blink several times therefore -> requires skill to do it right.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    It can still be seen in the General Discussion forum! :)
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    The blink->attack->blink timing can be cut extremely short. Upping this time will go a long way towards balancing the fade.
  • TrainwreckTrainwreck Join Date: 2011-07-09 Member: 109312Members
    How about a cool down on blink, all these instant blinks is absurdly overpowering to most marines who cant even see the fade with the amount of lag currently produced by the game. So basically a fade blinks and comes out of the blink, now it has to wait say 1.5 seconds to blink again... problem solved. But is this fair? Flamethrowers are very deadly for a fade if it does not dispose of the marine first, not having adrenaline and being burnt half to death only to blink 5meters away because you used all your energy trying to get close with a blink now you cant escape and the shotguns start to nail you, thats a dead fade.

    Fades are not OP they are just used very well in most situations.
  • ZenoZeno Join Date: 2007-09-05 Member: 62183Members
    No, no, no no no. No cooldown. This is a terrible idea. Anything that cripples players in FPSes is terrible and unrewarding - you could just remove the blink completely. The only game where cooldown works well is l4d (2) and only because of its slow gameplay and the lack of survivor respawns.
    Besides the current lag is not a reason to rebalance the game, its a problem that will be solved.

    (There is a thread <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114561" target="_blank">already</a> where you can read points why the fade is not supposed to be killed by 1 marine.)
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