Fades have too much health
Raneman
Join Date: 2010-01-07 Member: 69962Members
I was playing a few games, and I noticed that every time we play, the fade would dive into a group of marines, be shot by 5 guys at once, kill a few people, then magically teleport away. This repeats and most fade players end up getting 53/2 k:d's. It's absurd, if the fade has so much health why can he retreat so easily?
Comments
Long story short, fades are actually very weak. In my opinion they may be too weak. Its just that nobody can hit them because when you combine low frame rate with something that teleports, you're gonna have a bad time.
So yeah i don't think fades have too much health, they just require chasing away and keeping fire on them while they do so.
Not the good ones you cant. Unless you get lucky. Best one can hope against a good fade is to temporarily scare it off at the price of some puncture wounds.
As an fyi, in NS1 fades were always perfectly visible. There was no change to the model during blink and they were still scary good.
And currently the fade can only blink forward, severely restricting his escape and combat potential. (not sure exactly if that was intentional or a mis communication)
Also, I've heard that swap argument before, and I know ns1, but why? What is the argument? I consider shadow step incredibly inferior to blink so why would you swap it again?
Also, I've heard that swap argument before, and I know ns1, but why? What is the argument? I consider shadow step incredibly inferior to blink so why would you swap it again?<!--QuoteEnd--></div><!--QuoteEEnd-->
Biggest argument is to allow 1 hive fades to combat jetpacks which adds comeback potential.
having one fade teleporting around randomly, the marines spam their bullets everywhere until ran out of ammo or clips and then a single fade just slaughter everybody. if you play as a marine save bullets and don't panic (< very important) .
True, now Exo is.
Or is it!?
Bad Fade :s
Trollbomb <!--coloro:#696969--><span style="color:#696969"><!--/coloro-->*ahem*<!--colorc--></span><!--/colorc--> Bilebomb says no :P
Also, I've heard that swap argument before, and I know ns1, but why? What is the argument? I consider shadow step incredibly inferior to blink so why would you swap it again?<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see why they just don't get rid of shadow step at this point. Make blink a basic skill and give us back metabolize (or a acid rocket clone).
The fade attacks with attrition, blinking in, hitting a few marines, maybe killing one, and blinking out again, repeat. Eventually, the fade will either kill every marine in the area he is attacking, or the marines will push on his retreat position, and he will have to fall back. This should continue until he can fall back no further, and is in his hive room.
The fade attacks with attrition, blinking in, hitting a few marines, maybe killing one, and blinking out again, repeat. Eventually, the fade will either kill every marine in the area he is attacking, or the marines will push on his retreat position, and he will have to fall back. This should continue until he can fall back no further, and is in his hive room.<!--QuoteEnd--></div><!--QuoteEEnd-->
this is the way it should be, but play pubs and you see most marine teams fail to push unless the alien team is utterly bad and even then some coms dont push. this is why the entire "fade is op" argument was wrong from the very beginning and why the alien team is so piss poor weak now. every class got nerfed due to some perceived op notion and now they have to undo the nerfing to fix the problems in the game.
Restricting fade movement limits your running/approaching effectiveness, but doesnt change the actual part where your swiping someone (use shadowstep in combat...) The reason for blink on hive 1 is to fight jetpacks better, and that shadowstep is more of a combat upgrade then a movement upgrade...
Shadowstep gives fades an extra bit of manuverability and trickiness, but it isn't a viable movement mechanic by itself anymore; hence the need for blink on hive one.
^
:-P
A level 2 shotgun marine vs a fade is a pretty evenly balanced fight in my opinion. Sure, if you think about it the fade can always run away before he takes too much damage... so in theory the fade should almost always win by ruining the marines armor and coming back after it has healed.
In reality this doesn't always happen. If both players commit to the kill and don't retreat it's not that hard to kill a fade (Even a very skilled one). It takes a bit of luck to land those critical shots when they are blinking to you, but if you land a couple solid point blank shots the fade is toast.
I think the fade is perfectly fine how it is. If you're a smart fade you shouldn't ever die, but playing smart is often very tedious.
Fades aren't a god class like so many people make them out to be. They are limited by the knowledge of the player, and the situations you put them in.
The fade is only good at engaging 1 marine at a time (And distracting a lot more) unless the marines are on armor 0. 2 shotgun marines should always be able to make the fade back off, if not die.
I remember when I first loaded quake I kept thinking "Wow things take forever to kill" . People get too engrained on the whole "Point, click, and win" gameplay of CS, COD, and BF.
The truth is, the only thing holding you back in this game as marine is your ability to put your crosshair on something and click. I haven't tested it recently but last few builds not even a full clip of level 2 LMG can kill a carapace fade if you don't miss a single shot.
So, let's do that math... two level 2 LMG marines can kill a fade in less than a full clip of ammunition. Actually, let's not do the math cause I suck at it. What I am saying is that fades DO die easily when people actually hit them.