Fade Blink
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">Make him damageable while in blink</div>What the description says, I can't help but think that invincibility, flight, almost invisibility and great speed is a bit much. Why not make him like the NS1 fade in the sense that you can actually damage him while his in blink? Keep everything else but change this one thing, I think it might go along way to make the fade actually have to be cautious (no more blinking into 6 marines and sniping half of them). Thoughts?
Comments
I think the Fade is pretty much OK after all he's the Aliens 2nd strongest life form that costs 50 res. Well aiming shotgun marines can take one down. Aiming does have a lot to do with fps though which is a problem for many of us.
If I play cautiously I can get very high k/d ratio as a fade, much higher than I could get with a marine so it probably could be nerfed a bit. The teleportation delay is a good idea...make it take a second to enter that invisible flying mode instead of being instantaneous.
I think the Fade is pretty much OK after all he's the Aliens 2nd strongest life form that costs 50 res. Well aiming shotgun marines can take one down. Aiming does have a lot to do with fps though which is a problem for many of us.
If I play cautiously I can get very high k/d ratio as a fade, much higher than I could get with a marine so it probably could be nerfed a bit. The teleportation delay is a good idea...make it take a second to enter that invisible flying mode instead of being instantaneous.<!--QuoteEnd--></div><!--QuoteEEnd-->
No the visuals are the same, you can just shoot him while he is blinked if you know where to aim. I also regularly go absurdly high kds as fade and it feels rather silly, but not nearly as annoying as when playing as marine and being on the receiving end.
Of course you have to consider that the fade is just about the only thing keeping aliens from getting pwned every game (note how drastically the tide turns the moment 2nd hive goes up) so if the fade/marine play gets a change favouring marines the skulk/lerk/marine play would need a buff favouring skulks/lerks.
I do not think that would change anything, unless this change would decrease it's energy efficiency. The problem at the moment imo is that fade can go invisible, invincible and fly at will. Gives the fade complete control of the circumstances of engagement and makes it practically impossible to retaliate or finish him off.
But it is definitely needed for fades who just blink at marines and blinks straight out the door if he's at low health. Giving the fade the ability to see bullet tracers while blinking would probably increase the fun factor while dodging around marine fire. Like a bullet hell game. :V
But it is definitely needed for fades who just blink at marines and blinks straight out the door if he's at low health. Giving the fade the ability to see bullet tracers while blinking would probably increase the fun factor while dodging around marine fire. Like a bullet hell game. :V<!--QuoteEnd--></div><!--QuoteEEnd-->
That is actually a very cool idea. Let you get shot, but also give you a chance to avoid those shots.
As for fade movement, the Momentum mod by Yuuki is perfect :)
As for fade movement, the Momentum mod by Yuuki is perfect :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont think marines should have to wait until exo to kill fades, and this still does not solve the issue that fighting fades as regular marines is frustrating and not fun (unless you like the respawn que). Imo. I dunno about the momentum mod, I dont have the experience to judge what that would do.
learn to aim with shotgun
blink is fine. exo and jps will/can kill fades easily. 1 to 2 decent marines with shotty can kill a fade. a shotty and a flamethrower could. having to wait on exo to own fades is fine, because then aliens need to get onos to match (if they even can) exos and jps (miniguns, dual miniguns, etc).
blink is fine. exo and jps will/can kill fades easily. 1 to 2 decent marines with shotty can kill a fade. a shotty and a flamethrower could. having to wait on exo to own fades is fine, because then aliens need to get onos to match (if they even can) exos and jps (miniguns, dual miniguns, etc).<!--QuoteEnd--></div><!--QuoteEEnd-->
Because fades always have the courtesy to attack alone and from the front.
New fades have generally predictable pathways, if it's not to the front it's from the side. Personally I'd like to see more vertical flight in pub fades, and backwards blinking(My favorite).
very rare for a fade to die, usually they die because of energy management issues or they took a risk and stayed in the battle.
New fades have generally predictable pathways, if it's not to the front it's from the side. Personally I'd like to see more vertical flight in pub fades, and backwards blinking(My favorite).<!--QuoteEnd--></div><!--QuoteEEnd-->
No one ever looks up! Marines are creatures of 2 dimensions.
As for the current fade, I think there will be a lot more tweaking with health/armour for all aliens when the FPS gets improved and everyones aim gets better. But, I also thought of the idea that if a fade hits a marine while blinking, it will automatically be forced out of it. That way it is possible for marines to (like they did in NS) block exits in the hope of trapping the fade. It would mean you would have to really be skilled with your movements while blinking.
Even right now fades are somewhat weak against flame throwers and shotguns.
Fades may be very strong in 1v1, but against group they will die in seconds unless marines cant aim. In 1v1 its obvious, fade costs 50 PRES and marines shotgun costs 20 PRES and with shotgun you may get the fade if you aim well.
Against group of fades? -Just dont miss every shotgun bullet and be in group and hope your teammates can aim.
But yeah, the current blink drains too much energy and I like the idea from NS2's design log --> <a href="http://www.youtube.com/watch?v=rtTS17HHjX4" target="_blank">http://www.youtube.com/watch?v=rtTS17HHjX4</a>
"Fade blink changes:
-There is now an absolute blink time (not more, not less)
-Direction cannot be changed during blink
-Only initial blink energy
-Higher speed
Intention was to promote precisely aimed blinks and to allow prediction work better for other clients. The difference in reaction time for Marines and Fades is reduced, which should make "invisible" first hit less likely."
Yeah, but the cost of one fade was equal to one hive, which doesn't really translate into NS2...
Fades may be very strong in 1v1, but against group they will die in seconds unless marines cant aim. In 1v1 its obvious, fade costs 50 PRES and marines shotgun costs 20 PRES and with shotgun you may get the fade if you aim well.
Against group of fades? -Just dont miss every shotgun bullet and be in group and hope your teammates can aim.
But yeah, the current blink drains too much energy and I like the idea from NS2's design log --> <a href="http://www.youtube.com/watch?v=rtTS17HHjX4" target="_blank">http://www.youtube.com/watch?v=rtTS17HHjX4</a>
"Fade blink changes:
-There is now an absolute blink time (not more, not less)
-Direction cannot be changed during blink
-Only initial blink energy
-Higher speed
Intention was to promote precisely aimed blinks and to allow prediction work better for other clients. The difference in reaction time for Marines and Fades is reduced, which should make "invisible" first hit less likely."<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats good enough for me!
Fades may be very strong in 1v1, but against group they will die in seconds unless marines cant aim. In 1v1 its obvious, fade costs 50 PRES and marines shotgun costs 20 PRES and with shotgun you may get the fade if you aim well.
Against group of fades? -Just dont miss every shotgun bullet and be in group and hope your teammates can aim.
But yeah, the current blink drains too much energy and I like the idea from NS2's design log --> <a href="http://www.youtube.com/watch?v=rtTS17HHjX4" target="_blank">http://www.youtube.com/watch?v=rtTS17HHjX4</a>
"Fade blink changes:
-There is now an absolute blink time (not more, not less)
-Direction cannot be changed during blink
-Only initial blink energy
-Higher speed
Intention was to promote precisely aimed blinks and to allow prediction work better for other clients. The difference in reaction time for Marines and Fades is reduced, which should make "invisible" first hit less likely."<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats good enough for me!
1) Blink is a binary mechanic. Press mouse and you start to move, no acceleration, super fast deceleration when coming out, ... it has really no depth to it and feels kind of bad.
2) Having god-mod on mouse 2 is also a big problem, it's not very fun for marines to fight an invulnerable creature. Adding delays and energy drain is a poor solution because it make 1) even worse. It's treating the symptoms instead of the cause.
Afaik it works by making prolonged blinking more energy expensive, while allowing fades to preserve their blink momentum. This results in shorter blink phases and longer visible phases.
I think UWE should implement that.
+1 to momentum after blink
And increase adrenaline drain by alot.
Then the invulnerability isn't as big of a deal anymore.
Anyone?