@co0kie so you're saying that it's not the Fade which is weak but it's the player instead?
On overall, i agree with your post but you forget that what seems "basic" knowledge to you is learn through several dozen hours of gameplay (ok maybe i'm exagerating here but you get the point).
Things like getting the movement right, knowing when and where to attack, adapting playstyle in regards of upgrade/weapon or skill of both team are not really intuitive stuff. In addition, there is no tutorial in-game for that.
But thanks to elodea, casual will become hero fade in less time needed to say it
@co0kie so you're saying that it's not the Fade which is weak but it's the player instead?
On overall, i agree with your post but you forget that what seems "basic" knowledge to you is learn through several dozen hours of gameplay (ok maybe i'm exagerating here but you get the point).
Things like getting the movement right, knowing when and where to attack, adapting playstyle in regards of upgrade/weapon or skill of both team are not really intuitive stuff. In addition, there is no tutorial in-game for that.
But thanks to elodea, casual will become hero fade in less time needed to say it
Yes, he summed it up exactly right. You forget that nearly all lifeforms take several dozens or hundreds of hours in order to master - not just the fade. The game as a whole has a high skill curve, but things like movement/juking/attacking techniques can be documented and taught. It's ultimately up to the player to do rather than see in order to become better, though. Even if you memorize every effective trick from watching a tutorial or a player's POV, you must apply these actions repeatedly in-game before they become second nature to you. You might find techniques that work better for you and your playstyle as opposed to others.
After you get the movement down, it mostly comes down to your ability to land hits and juke vs marines that will try to do the same to you. It's just that occasional PC/server/network hitching or hardware limitations still prevent players from playing consistently in such a fast-paced, super-aggressive game. I'm sure that everyone has moments throughout a game where you're simply on as whatever lifeform, seemingly defying odds that are stacked against you. But that one hitch ends up making you miss a hit that you would have landed or gets you nailed when you shouldn't have.
Lol, I'm happy to leave fades hitting gates while I go kill something valuable.
more or less, fade structure sooooooo pitiful. i always laugh when i see too many fades on a team... i just think, what are you going to do to chew on res?
Pfft fade, you should have made an onos video elodea, much higher skill req. there.
I would say that the fade isnt too terrible atm, but really is more a lifeform of chances. Given the right situations you can make a big impact, but you have little ability to actually make those situations happen.
The current air friction is more limiting than I would like honestly however, given decent FPS and decent server performance your not going to see people missing fades at high levels of play. I remember it being pretty easy to do ~400 damage with 0/0 rifle to a fade before he could kill me, given a little distance (stupid topo drills).
I'd like to see that. However my concern is that if they do become a bit too meaty, people won't even care they can't kill structures. Kill marines until they're respawning and camp IPs.
Ghost, your use of actual logic has slowly started to restore my faith in this community. Props sir.
But I agree... giving fades more survivability takes away a little of the "let's roll some dice" every engagement... but also adds in some other problems. Valk and several other fades have proven that fades can survive for long periods of time even when the marines have Weps 3. I honestly think they are in a good spot right now. Everyone will learn how to master it at their own pace.
The one change I really do want to see is the return of 81 damage. Do that and I'm satisfied with the base fade (ability unlocks are still eh though). It just means that armor 3 actually means something, forcing marines to invest more resources to upgrades, and that if marines are too far behind (a0 by fade time) that the game can end as aliens rightfully won anyway.
EDIT: It also means w3 is probably going to be delayed. As you'd probably go a3 to get the 4 hit death over doing a bit more damage. I guess this indirectly buffs things like onos, also obviously allows fade to live a bit longer.
Sick video, elodea! But to be honest, what impresses me most—besides your being Australian—is the fact that you didn't split the infinitive in the thread/video title. My faith in proper grammar has been restored. THANK YOU.
Its not that hard not to die (not including noobs here though). It's just that fade isnt good at being useful (compared to other classes, fade is least useful), other than standing on a pg. Lerk I believe is where "it" is it in this build.
I find the fade to be difficult to use. I do believe, tho, that they are fine right now. I hate to say it, but it is a l2p issue. I'm pretty bad at fade so I keep practicing cuz I've seen that competitive players can do it.
I find the fade to be difficult to use. I do believe, tho, that they are fine right now. I hate to say it, but it is a l2p issue. I'm pretty bad at fade so I keep practicing cuz I've seen that competitive players can do it.
At least you're honest about it, though - not many people are. Too many seem to yell for buffs when they can't even control a lifeform properly. In the fade's case, yes it can be difficult and unwieldy to control. It's the same with biting and evading as a lerk, though. Good players use either a medium or low sensitivity and melee-reliant aliens suffer from this due to the need of huge, sweeping mouse movements that must also be blazing fast. At least in pubs, this is more of a gameplay mechanics issue as opposed to HP/damage values.
Ghost brings up an excellent point regarding the 4-hit kills, which were admittedly a very annoying addition. Rookie/vet fades alike would benefit greatly from the return of 3-hit kills vs A2 - vets in particular.
Sick video, elodea! But to be honest, what impresses me most—besides your being Australian—is the fact that you didn't split the infinitive in the thread/video title. My faith in proper grammar has been restored. THANK YOU.
Sick video, elodea! But to be honest, what impresses me most—besides your being Australian—is the fact that you didn't split the infinitive in the thread/video title. My faith in proper grammar has been restored. THANK YOU.
EDIT: BTW the music is absolutely magical.
Except "how not to die" refers to methods of dying one should avoid, whereas "how to not die" refers to methods of avoiding deaths. The title is technically wrong since the subject of the video is the latter. The prescription against split infinitives was dumb from the start and has been dropped now even as it was ignored before.
Pfft fade, you should have made an onos video elodea, much higher skill req. there.
I would say that the fade isnt too terrible atm, but really is more a lifeform of chances. Given the right situations you can make a big impact, but you have little ability to actually make those situations happen.
The current air friction is more limiting than I would like honestly however, given decent FPS and decent server performance your not going to see people missing fades at high levels of play. I remember it being pretty easy to do ~400 damage with 0/0 rifle to a fade before he could kill me, given a little distance (stupid topo drills).
Dem topo drills.
I think the fade would scale a bit better with either a little more HP or a little more AP. Shadowstep is really powerful.. but Stab and Vortex.. hardly worth it. No where near as powerful and game ending as Acid Rocket in combination with Metabolize and the other perks the NS1 Fade could get.
Pfft fade, you should have made an onos video elodea, much higher skill req. there.
I would say that the fade isnt too terrible atm, but really is more a lifeform of chances. Given the right situations you can make a big impact, but you have little ability to actually make those situations happen.
The current air friction is more limiting than I would like honestly however, given decent FPS and decent server performance your not going to see people missing fades at high levels of play. I remember it being pretty easy to do ~400 damage with 0/0 rifle to a fade before he could kill me, given a little distance (stupid topo drills).
Dem topo drills.
I think the fade would scale a bit better with either a little more HP or a little more AP. Shadowstep is really powerful.. but Stab and Vortex.. hardly worth it. No where near as powerful and game ending as Acid Rocket in combination with Metabolize and the other perks the NS1 Fade could get.
I'd be very interested to see Metabolize replace one of the current fade abilities, there's very little reason to get fade upgrades over anything else atm.
I'd be very interested to see Metabolize replace one of the current fade abilities, there's very little reason to get fade upgrades over anything else atm.
I never played NS1 but from the description it looks even more useless than the current ones. A 3 second use costing 25% energy restoring 20 health? Sounds about like Regen now (IE slow as shit) but out of combat only. On the other hand I do agree that fade could use a different ability set, with stab and vortex doing little to nothing to add to its versatility and being only minimally beneficial to its core role. Utility options seem like the order of the day.
Except "how not to die" refers to methods of dying one should avoid, whereas "how to not die" refers to methods of avoiding deaths. The title is technically wrong since the subject of the video is the latter. The prescription against split infinitives was dumb from the start and has been dropped now even as it was ignored before.
I'm not going to argue semantics with you (fundamentally, whether the infinitive is split or not, the meaning of the sentence is not changed--it's a matter of grammar, but I digress). Sure, it's not a big deal any more, but being a linguistic purist as well as having a master's degree in English--and potentially going for a doctorate--I happen to subscribe to the 'don't-split-infinitives' line of thinking.
Infinitive-splitting is fine in the common tongue, but in written/academic English--which is wholly different, and the school of thought to which I belong--it is still seen as improper.
And the fact that splitting is so in-vogue makes elodea's proper usage all the more inspiring to someone like me. In any case, I'm done thread-derailing!
Comments
On overall, i agree with your post but you forget that what seems "basic" knowledge to you is learn through several dozen hours of gameplay (ok maybe i'm exagerating here but you get the point).
Things like getting the movement right, knowing when and where to attack, adapting playstyle in regards of upgrade/weapon or skill of both team are not really intuitive stuff. In addition, there is no tutorial in-game for that.
But thanks to elodea, casual will become hero fade in less time needed to say it
After you get the movement down, it mostly comes down to your ability to land hits and juke vs marines that will try to do the same to you. It's just that occasional PC/server/network hitching or hardware limitations still prevent players from playing consistently in such a fast-paced, super-aggressive game. I'm sure that everyone has moments throughout a game where you're simply on as whatever lifeform, seemingly defying odds that are stacked against you. But that one hitch ends up making you miss a hit that you would have landed or gets you nailed when you shouldn't have.
more or less, fade structure sooooooo pitiful. i always laugh when i see too many fades on a team... i just think, what are you going to do to chew on res?
I would say that the fade isnt too terrible atm, but really is more a lifeform of chances. Given the right situations you can make a big impact, but you have little ability to actually make those situations happen.
The current air friction is more limiting than I would like honestly however, given decent FPS and decent server performance your not going to see people missing fades at high levels of play. I remember it being pretty easy to do ~400 damage with 0/0 rifle to a fade before he could kill me, given a little distance (stupid topo drills).
But I agree... giving fades more survivability takes away a little of the "let's roll some dice" every engagement... but also adds in some other problems. Valk and several other fades have proven that fades can survive for long periods of time even when the marines have Weps 3. I honestly think they are in a good spot right now. Everyone will learn how to master it at their own pace.
EDIT: It also means w3 is probably going to be delayed. As you'd probably go a3 to get the 4 hit death over doing a bit more damage. I guess this indirectly buffs things like onos, also obviously allows fade to live a bit longer.
EDIT: BTW the music is absolutely magical.
Ghost brings up an excellent point regarding the 4-hit kills, which were admittedly a very annoying addition. Rookie/vet fades alike would benefit greatly from the return of 3-hit kills vs A2 - vets in particular.
Except "how not to die" refers to methods of dying one should avoid, whereas "how to not die" refers to methods of avoiding deaths. The title is technically wrong since the subject of the video is the latter. The prescription against split infinitives was dumb from the start and has been dropped now even as it was ignored before.
Dem topo drills.
I think the fade would scale a bit better with either a little more HP or a little more AP. Shadowstep is really powerful.. but Stab and Vortex.. hardly worth it. No where near as powerful and game ending as Acid Rocket in combination with Metabolize and the other perks the NS1 Fade could get.
I never played NS1 but from the description it looks even more useless than the current ones. A 3 second use costing 25% energy restoring 20 health? Sounds about like Regen now (IE slow as shit) but out of combat only. On the other hand I do agree that fade could use a different ability set, with stab and vortex doing little to nothing to add to its versatility and being only minimally beneficial to its core role. Utility options seem like the order of the day.
Infinitive-splitting is fine in the common tongue, but in written/academic English--which is wholly different, and the school of thought to which I belong--it is still seen as improper.
And the fact that splitting is so in-vogue makes elodea's proper usage all the more inspiring to someone like me. In any case, I'm done thread-derailing!