Are Fades Underused?
Jammer
Join Date: 2002-06-03 Member: 728Members, Constellation
<div class="IPBDescription">Discuss</div> Are Fades being underused? It used to be that a team of Fades was neccesary. Now that we have Onos anytime, it seems that people will either gorge with 50 res, or save up for Onos. The new weapons structure certainly makes being fade a much tougher experience. The lack of range attacked means the a skilled fade must master swipe and blink (and metabolize with 2 hives) in order to be effective. The new effectivness of shotguns certainly make Fades much weaker. While a shotgun fade kill in 1.04 was tough, the new guns seem to make it almost too easy.
I also feel an underused aspect of the game is the teamwork between Onos and Fades. I was playing on CoFR, Mineshaft. We rushed the Marine base, me (Fade), an onos, and a few skulks. The Onos just ran around stunning marines while I'd blink up and swipe them to death. I probably got about 4 kills before I needed to blink out to safety.
So how have you seen Fades used? Too much? To little?
I also feel an underused aspect of the game is the teamwork between Onos and Fades. I was playing on CoFR, Mineshaft. We rushed the Marine base, me (Fade), an onos, and a few skulks. The Onos just ran around stunning marines while I'd blink up and swipe them to death. I probably got about 4 kills before I needed to blink out to safety.
So how have you seen Fades used? Too much? To little?
Comments
Well... The thing is, the fade feels lacking.
0 Hives 1 Hive 2 Hives 3 Hives
Skulk <span style='color:red'>Bite</span> Parasite <span style='color:red'>Leap</span> <span style='color:red'>Xenocide</span>
Gorge <span style='color:red'>Spit</span> <span style='color:red'>Healspray</span> Bilebomb Web
Lerk <span style='color:red'>Spikes</span> <span style='color:red'>Spores</span> Umbra Primal Scream
Fade <span style='color:red'>Slash</span> Blink Metabolize <span style='color:red'>Acid Rocket</span>
Onos <span style='color:red'>Maul</span> <span style='color:red'>Devour</span> Stomp <span style='color:red'>Charge</span>
(bah, either color or Code, so I guess I'll go with color)
Anyway, as you can see, the fade only gets two attacks and the last one is only available after the third hive goes up. 50 res for just slashing doesn't seem worth it, and if you do get the third hive up, you're probably about to win and are getting enough res to go onos if you wait just a little bit longer, which has three attacks and the fourth disables marines in its path.
Fades are also great for taking out light defenses, regen fades can easily take out a small turret farm, or resoruce nozzle. If a marine comes to defend his rt, just crouch behind it and keep hitting it, he will most likely either empty his clip into the resource tower, or close in on you to get a better angle, either way he's lunchmeat.
Unforntunately, many of the fades I see are new players who think they look neat, or saw someone else do well with a fade. A fade that doesn't know how to use blink is just amusing the marines for the few short seconds it spends alive in combat.
Anyhow, I prefer lerk to fades, as fades can stop LA squads much more effectively then a fade with spores. However, a fade in good hands can do so much...
Fades with meta - the win against everything.
Fades that land on your head with blink and then begin slashing = priceless.
Fades are cool, and the fact is, you're not paying for slash so much as you're paying for blink! And later the uber silly acid spam.
Honestly, it feels like I'm paying 50 res for a bigger Skulk. There's no ranged attack until 3 hives, so shotguns rip Fades apart. Slash is only 5 more damage then Skulk chompeh. Blink utterly saps your energy. They're slow for a melee alien (Yeah, I know, blink. But you can't blink in, attack and blink out without running out of energy). If Fades are built for hit and run now, they just don't feel worth it for the price tag. Lerks and Skulks make great hit and run aliens and don't cost as much.
They do have the advantage of being really good in the early game if you can kill enough marines to get the 50 res. However, once you hit midgame, upgraded weapons own them. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I love fighting em down corridors where I can kill them while there blinking (got to love that weak new blink)
Swipe works like a slower bite and fades make for a much easer target then a skulk. Once HMGs and upgraded LMGs show up I can engauge them with confadence knowing that unless there lucky or catch me on the reload im probley going to win.
When I play aleins I find that I get more kills with a skulk then just about any fades players. Leap plus celerity means im going to move the map nearly as fast, Bite does the same damage and my hit box is MUCH smaller then a fade. That along with the fact a teched up skulk cost 6 res compared to 56 for a fade, why even have fades in the game?
Now v1.4 fades where a different story. Old blink was with out a doubt the best power in the game in the hands of a pro. Fades had ALOT more stand up power and had acid rocket for busting up turret farms and softening tight groups of marines before you blinked behind them for the kill. Not only that they dident have those retardo gimp-claws that the new fades has
That's the idea. You have to be there unexpectedly, at just the right time, preferably with cara, kill a few guys, and blink out. Then meta your arse off.
Fades, however, are really at their finest at the very beginning, when that early 1 minute fade can smash through entire groups of unupgraded, confused lmgs, effectively slowing the marine expansion to a crawl. That and a fade with regeneration renders electricity useless (basically), which is the other big benefit.
My sentiment. I've never went Fade before acid rockets, mostly because I'm still learning and I'm not confident of blink.
However, now that I'm happy with my other classes, fade is the next to go under the microscope. If blink gives me a considerable advantage over going Lerk, then I may become a Fader.
Though IMHO the Lerk is most attractive class to me, for cost as well as variety of use.
Are Fades underpowered? Hell yeah!
Don't get me wrong. Acid rocket *was* overpowered IMO. But now that it is moved to slot 4, the old nerfs (smaller splash area x 2) are really hurting this old favorite.
The new Blink is, IMO weaker than the old one, as you no longer cloak as you Blink, and vulnerable. The weakness of the new Blink becomes obvious (and frustrating) when you play on a 56k (me):
You run out of energy in one second!
What's better is, you are perfectly in range of the new uber SG.
The new shotgun and HMG simple blast Fades out of the thin air, just like what Fades did to marines in 1.0x.
My suggestions are:
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> Lower Blink energy drain to help them become the shock troopers they truely are.
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> Increase Fade jumping height ([EDIT] to make them more manuveuverable. Com'on! Their hind legs suggest they can move faster than that! I really love the AvP2 predator crouch-jump super leap. [/EDIT]).
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> Increase acid rocket radius back to 200 again.
Any critical suggestions these suggestions are welcomed. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
If a Marine is actually able to aim at the Fade, it will go down. <i>This is the idea.</i> The new Blink is supposed to stop you from being hit in the new version. Without being able to use it enough at one particular moment, Blink can't serve its purpose.
As it is, there is still such a thing as the effective Fade. With Blink being less costly, the Fade's potential is pushed higher. It still doesn't make the Fade any easier for noobs to use; being able to Blink more doesn't make it simpler to control, and, even if you could Blink for longer, if you stuffed it, you'd die all the same. You still need to be good with Blink to unleash the increased potential this would bring. But for a pro, the less costly Blink would make the Fade quite simply incredible.
As for the loss of Acid Rocket - a ranged attack, in such a context as a Fade would actually be in to use it, has the same merits as Blink would, if it were to cost less: it allows you to attack while allowing for less chance of counterattack. If you can't be hit, as, with mastery of a less costly Blink, you couldn't be most of the time, the same purpose is served. The difference is that it is harder for one to accomplish this with Blink than a ranged attack; this simply meaning that the Fade requires more skill to use than it used to.
And if it's the new degree of skill required of an effective Fade that is discouraging people, well - get over it.
*blink*
- 2 seconds -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed NSPlayer with swipe -
- 2 seconds -
*blink* *blink*
- 2 seconds -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed (1)NSPlayer with swipe -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed (2)NSPlayer with swipe -
- not quite 2 seconds -
- (3)NSPlayer killed .::FeX::. Revenge.co.nz with knife -
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ofcourse it just means that nowadays I have to blink in, kill 1 or 2 guys and then run like hell to metabolise... The weapon switch delays make a bigger difference than I could have ever imagined (I bind slots to my mouse buttons, so I don't have to waste too much team reaching across keys).
It pretty much stops the fade from being able to use blink as an effective combat tool, as you have to factor in almost 4 seconds of weapon switching time, not to mention the actual time spent blinking. I've found I can effectively blink into battle by jumping a wee bit before i reach the marines, allowing me to switch weapons in midair and not lose too much speed (therefore not making me a big slow target). However it takes quite a bit of practise to factor in slopes, obstacles and marine movement so that you pretty much land next to a marine just in time to start swiping away... Trying to blink away from combat is a bit of a nightmare too, seeing as you have to predict how much health you'll have left by the time you finish switching to blink, so that you don't do what I did in the above example and push yourself too far....
So blinking in and out of combat is fine, but using it to continually stay behind the marines is all but impossible (especially since running fast as opposed to teleporting now means that even the dumbest of marines saw where you went anyway.... And if all else fails then there is always their minimap painting a freakin big red bullseye on my ****....)
I do find that the fade demands a lot of nerves to handle. You need to know when to switch weapons etc because one mistake is usually fatal. Might have to bind weapons to my mouse too.
Not sure about the acid rockets specs...
Metabolise = you hardly ever die.
Don't use the lerk support thing, since this isn't about it, it's about a 50 res creature that goes down to a 10 res weapon.
I took out a turret factory with turrets and 3 guys sitting there at mainenance hive on caged (or is it vent.) All with only blink and swipe and metabolism. I took it out, but they got reinforcements, i killed them, they got MORE reinforcements and put up a turret factory again. I took them out and they came back again, and got a phase gate up. Then i finally got overpowered by like 5 of them. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I got probably 10-15 kills as a lone fade with no support by blinking, swiping, then blinking away to heal. Then coming back to repeat. too bad noone would come and put the hive up <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
I think the blink energy usage is a tad high as well. A decrease of 10-20% would be about right.
Indeed, a single Fade, properly trained in the art of Blinking, can wipe out a group of stock marines. This is their true purpose. However, as previously stated, they are supposed to avoid damage to do it. With Regeneration, it doesn't matter if you get hit a little; if you get hit a lot, it's a problem. Mastery of Blink solves this problem; but not enough. It still needs a slight energy cost reduction, and the weapon switch delay needs to be drastically lowered. With these two changes, and if the masses practised with the Fade a bit more, I believe they'd come back into mainstream use, and so they should.
I find that, with Blink, you move quickly enough if you A) Blink in the air, rather than along the ground, and B) hold forward while you Blink (this does make a small difference). Anyway, if Blink was too fast, it'd be too difficult to control. What a Fade really needs right now is Adrenaline, owing to what is, in my and many people's opinions, too high an energy cost for Blink. If this problem were corrected, the other movement upgrades would be more viable, but as it is, you simply can't Blink enough without to achieve the results it is fully capable of.
If, with a Fade, you <i>are</i>, against intrinsic intentions, attempting to demolish a turret farm (or just about anything with more than one turret, for that matter), the weapon switch delay does indeed cause a problem (a pretty big one, actually). All the more reason why it should be lowered... One asks why it is so big in the first place... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh, and by the way: I'd recommend Regeneration over Carapace. It isn't particularly fast, but heals you while you're Blinking, and also while you're recovering energy (it can often make Metabolise memorably hilarious, as one or two stupid marines sees you unmoving and shoots, not realising that not only are they giving you critical energy back, but you're healing the damage as they do it anyway). I don't know if Carapace slows down Blinking, but if it does, it's probably why you think the Fade is too slow.
Edit: Only now have I noticed the "without Blink" part: the Fade should never <i>not</i> be Blinking if it is moving in combat. Given Blink, the Fade has no reason to walk/run in combat (unless you run out of energy, which is harder to do if you have Adrenaline), and anyway, as stated, Carapace is probably <i>why</i> the Fade seems so slow, with or without Blink.
so -
use metabolise
I once saw ppl using regen celerity fade ina clan match when they had two hives up..
...sigh
edit: uzguz i dont know if youre confused or something, but metabolise gives health back, not energy, making regen utterly obsolete, and a wasteof an upgrade.
*blink*
- 2 seconds -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed NSPlayer with swipe -
- 2 seconds -
*blink* *blink*
- 2 seconds -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed (1)NSPlayer with swipe -
*swipe* *swipe*
- .::FeX::. Revenge.co.nz killed (2)NSPlayer with swipe -
- not quite 2 seconds -
- (3)NSPlayer killed .::FeX::. Revenge.co.nz with knife -
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ofcourse it just means that nowadays I have to blink in, kill 1 or 2 guys and then run like hell to metabolise... The weapon switch delays make a bigger difference than I could have ever imagined (I bind slots to my mouse buttons, so I don't have to waste too much team reaching across keys).
It pretty much stops the fade from being able to use blink as an effective combat tool, as you have to factor in almost 4 seconds of weapon switching time, not to mention the actual time spent blinking. I've found I can effectively blink into battle by jumping a wee bit before i reach the marines, allowing me to switch weapons in midair and not lose too much speed (therefore not making me a big slow target). However it takes quite a bit of practise to factor in slopes, obstacles and marine movement so that you pretty much land next to a marine just in time to start swiping away... Trying to blink away from combat is a bit of a nightmare too, seeing as you have to predict how much health you'll have left by the time you finish switching to blink, so that you don't do what I did in the above example and push yourself too far....
So blinking in and out of combat is fine, but using it to continually stay behind the marines is all but impossible (especially since running fast as opposed to teleporting now means that even the dumbest of marines saw where you went anyway.... And if all else fails then there is always their minimap painting a freakin big red bullseye on my ****....) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Weapon switching delay? The only delay I've experienced is the delay for the graphics to change. The attack is still there.
So ... If you use hud_fastswitch 1, and change weapon the second before you reach your target, you still attack those 2 seconds before the weapon "switches" even though you don't see the attack animation.
Same goes for leap and bite. That's real leapkill.