Early Fade Counter?

evilopsevilops Join Date: 2003-02-13 Member: 13494Members
<div class="IPBDescription">in clan games (6v6)</div> Okay... you may or may not have encountered this. But imagine that the alien team has a highly skilled fade that evolves at the 4-5min mark, upgrades carapace, and has gorge healing and lerk umbra support within the next couple of minutes.
Electrified nodes begin to fall very fast.
Squads of marines are intercepted quickly and fall fast also.
Lack of res means a big slowdown in tech, while the aliens cap more res and Oni start appearing...


Sooo, how do marines counter this?
Ideas ppl! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Comments

  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Usually a pack of mines, I believe would help.

    If nothing else, it may get the gorge or lerk thats supporting the fade. This is just what I believe, I may be wrong.
  • RebReb Join Date: 2003-06-12 Member: 17298Members
    I'd say the only way would be some sort of mine trap... perhaps laying them in an obvious escape route for the fade whilst it aint around and then enticing it in for a pummeling and hope it blinks onto them.

    Even if it don't kill it it'll give it something to think about
  • Cartman2beCartman2be Join Date: 2003-09-21 Member: 21103Members
    If you watched the SyN VS Ham match, you would see that sYn owned HAM when they used 2 fades to take out their base <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RebReb Join Date: 2003-06-12 Member: 17298Members
    Sorry... I don't understand your point? :s
  • JediJedi Join Date: 2003-09-17 Member: 20952Members
    try this: hit f4

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    That early in the game, unless you can put up a massive volume of fire, the marines are gonna get destroyed.
  • GarboshnikGarboshnik Join Date: 2003-09-13 Member: 20824Members
    Has anyone tried hiding a 5-stack of mines underneath a marine that the fade is likely to attack? Hopefully the marine (maybe with another guy as backup) could keep any skulks from reaching him until the fade comes up to slash him. I seriously doubt that they would notice the mines if there's a guy crouching on top of them.
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited September 2003
    A skilled fade is nearly impossible to kill (when its flying around like nuts <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ). With some support, or another fade, you can do quite some damage. When a fade is constantly blinking, its really hard to get a pointblank shotgun shell in it. Your best bet is actually dropping one or two hmg, or 5+mines stacked. Any less mines would just make the fade go away for a while then come back with full power. I would suggest putting mines on the wall near door ways, or inside doorways to hit retreating fades with low health. Speaking as a decent fade if I may say so myself, sometimes when I want to make the getaway, I usually overshot or undershot my blink so it hits the wall next to a doorway.

    A commander should always get the armory upgraded asap. If the aliens are fast teching to fade, the marine has to respond. Mines are fine but you can't count on them (unless its near vents or narrow doorways). They dont always kill. They can go through a whole game without hitting anything. Hmg has larger clip. the clip is large enought so that a decent shooter can make a fade retreat before the fade does much damage. The problem with lmg is that the fade will draw fire from a lmger by blinking around and then go after him while he is reloading. Shotguns are fine but hard to manage a clean hit if the fade is merely a distraction while his teammate skulks (or another fade) is doing most of the damage.

    oh yea, best way to kill a fade is to ambush him. If you ambush him while they're retreating then you should able to kill them. Hide behind doorways somewhere off from your base when you think the fade is coming. Let him go by and then blast him when he goes back to heal.
  • JediJedi Join Date: 2003-09-17 Member: 20952Members
    but in a small game, the res needed for minepacks will be greatly missed given that in the time the marines are defending, a gorge is tapping res like mad
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    try to basically win the game before they get fades, this entails being extremely agressive with early armslab upgrades and scattered shotgunners. If you can gain map control and keep the aliens to 1-2 nodes, there won't be any early fades (3-6 minutes in). If they do manage to get early fades, make mine traps and pray that the fade steps on them.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Thank you Steamed, seriously, I was hoping for advice from someone as top notch as you, its really appreciated.... especially now that I'm soon to be entering my clan into scrims...
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If its a fade with gorge and lerk support, thats half their team in one area.

    Potentially you COULD rush a hive and give them something to worry about, or at least distract (in a 6 v 6 game with an early lerk and fade, chances are their chambers aren't widespread), otherwise go with the Ham advice.


    Plus point of mining is that if the fade+lerk+gorge unit is clustered, you can potentially catch all three. Though once they get second hive and bilebomb, your mines are less than useless against a competent alien team.
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    Aliens may have the speed advantage, but Aliens start losing health once they're hive is gone, and hives only have 6000 health(6 OCs worth)...so marines would have the advantage of base rushing.

    If you see that 4 aliens have gorged and building res, and 2 saving for fade...your ok for a rush. For experienced marines it can be really easy to keep the aliens pinned down in thier base and spawn kill them endlessly. You don't want to let them get res and get away with it.

    As for 2 gorge and the rest fighters...steamedham's advice is the best your gonna get.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Aliens don't lose health in tourny mode once the hive is down.

    Marines have to play aggresive, with early upgrades and capping. When you need your 'rines to be somewhere, put a shotgun in that group. Fades are less inclined to dance with a group of 3 marines when one of them has a shotgun. Medpack support does wonders when he actually decides to go in for a kill.

    Plus, always try to block in the fade, either by standing in a doorway or just boxing him in.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    Thanks for the replies guys, appreciate it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Deffinately need to do some mad offense at the start to stop their expansion, and whatever the marines do needs to be done fast. 4-5mins into the game isn't very long indeed. Shotguns have proven to be pretty unreliable in killing skilled fades... partly because the rines might need more shotty practice, but mostly because blink is crazy. Haven't tried HMGs on early fades though...

    Must try some mine luvin'. Could maybe put a stack or 2 of mines at the nodes the fade is likely to kill first, and if they pay off... it'll be more than worth it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Has it occured to anyone yet the only counter to early fades in small scrim/clan games is a very tricky mine trap,which could potentially take a lot of your marines with it,is expensive,and relies on the fade not being able to see it in time?
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    If they get MCs or Sens (sif) they'd have to use a different strat or at least wont be able to assault defended areas as bad. But with DCs, that's basically the conclusion we're coming to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Sucks a bit eh
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    While I wish I could speak to 6v6 I'd have to say in general having lvl1-2 weapons goes a long ways to taking down fades, those mines are helpful too though. Btw something I picked up from someone and actually saw it work is a couple mines on the wall to hit the blinking fades as the hug the wall. Wont be taken down by the skulks suiciding on them and generally arent noticed til too late. Would have to be very strategic though in placement and obviously depends on the map.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Mines aren't really a problem for fades, seeing as they can't just blink through a vent or even crouch blink over the mines...

    And the fade took regen instead of carapace then he needs to support to rip up the entire marine team in a matter of minutes. As a decently-deadly fade trying to model himself in the image of HAM's absolutely BEAUTIFUL fading, I can say from experience that few things scare a fade, one of them being upgrades and the others being either shotties or hmgs.

    HMGs are a little easier to cope with because you can just blink around like a mad mofo till the clip empties out, but shotguns don't have that same vulnerability... Also trying to take down HA on your own is freaking HARD...~

    When Syn went marines and HAM took aliens, we saw syn pumping out JP/HMGS at around the time the HAM fades started rampaging. This was in an earlier version of NS. 2.00 JP/HMGS cost more than 2.01 HA/HMGS, so perhaps the early fade issue wont be such a big problem if the marine team tech rushes to HA...
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I wouldn't count on mines. An hmg costs only a little more, and is much more useful on the move. It's also a much smaller danger to your own team. On top of that, you can pass it around to keep it alive, even if the marine wielding it dies. There really isn't anything that mines can do that an hmg can't do MUCH better, far more that enough to justify an extra 5 res. Even when it comes to base defense, I've been leaning much more towards a base-monkey with some firepower over mining the place up (but a few mines in select areas is useful, like in the blindspot on the back side of the rt).

    Upgrading the armory really isn't all that expensive now, so long as you can keep it alive. 2-3 hmgs can come out pretty early if you want them to, but I wouldn't recommend it without armor level 1 (gives some reaction time), and preferably some weapons ups too.
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    We played syn in version 2.01e I believe
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Just out of curiosity, do you know if sYn or HAM have any distributable demos? I know they make them to look at what went wrong, but dont distribute them because they want to keep their strategies secret. My question is though, is there a site where perhaps their older strats are kept?
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    well, we tried to have an hltv server record all our scrims.. but it didnt work out (lazyness). I'll start recording 1st person demos for you if you want
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'll start recording 1st person demos for you if you want<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It would bring tears of joy to our eyes.
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
    a 3 person ambush, 2 person decoy the other circle around with a shotgun to catch the fade as he tries to run.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    HAM fade demos? Yes please Santa! I'll have THREE!
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    What I do in a game where there is a fade blinking in and out of my base and killing guys is while he's in there is get another guy to stand on the side of the door where he can't see him and I do the same on the other side. One or two guys are "targets" in the middle of the base. The fade blinks in tries to get the targets and me and the other guy move into the middle of the doorway. The fade tries to blink out when he's partially dead and runs straight into us where we proceed to annihilate him.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    HMGs turned out to be not so great (the marines got shredded), but they weren't upgraded. It's just too hard to track the blinking fades. And the main problem with early fades besides them owning stock marines, is that they're flexible in their strategy - they can either attack spawn (with the rest of the team) or, if the marines are ready for that rush, wipe out the rest of the marine nodes and contain them while the gorges have a field day.

    After playing a few more clan games, and playing as an early fade... it deffinately comes across as a form of the 1.04 marine jp rush <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    hmm... I usually fortify 2 nodes that are close together (maybe double, usually not, cause double usually a death trap) with a tf+ 4-5 turrets, along with a hive. that gives me 4 nodes, and with phases, these nodes can stand quite the punishment. This might also be in seige range of a few more. Basically, hide marines behind turrets. I know this means no upgrades, but the whole point of this is to sacrifice marine lives to buy more time to get HA/HMGs or w/e you want.

    For example, in nothing, holding generator allows seige of 2 rts, plus giving you the gen rt. Holding Room with things gives you 2 rts, plus cargo hive. Miasma also should be easy to take down from gen.

    Basically, defense > offense. The whole thing about rushing HMGs or JP/HA is that the early marine offensive isn't as good as the alien early offensive, so the marines always get owned. This was part of the reason HMGS were lowered to 15 res, but that's not enough to counter fades.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    I play fade a lot and these are the things that kill me most.

    1. Armor upgrades: These make a HUGE difference, even level 1. It means an extra swipe to kill and usually in the time it takes for that extra swipe they can get me in the crosshairs and put enough extra bullets on me.

    2. Blocking the exits. If fly in fast, take some damage and fly out to heal. If there is a small exit use 2 marines to bock it and then when i get stuck on them it gives you 1 or 2 extra seconds to shoot at me. This is very effective with shotguns. Lines of turrets work well for this too. Also rooms with low or uneven ceilings make it much harder to move. Stay out of wide open spaces and fades are much easier to deal with.

    3. Mines. Don't just place 1, I can blink over it and take very little damage. Put 5 in one spot that I have to go, like a door. Try to hide them, be sneaky.

    4. Getting ambushed while taking out electric RTs. If you hear a fade taking out an electric RT don't shoot right away, sneak up to point blank, wait as long as you can, and open fire just when he pulls back from the RT to heal because thats when his health will be the lowest.

    Those are my weaknesses.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Mines.

    Carefully placed too so one mine sets most the others off.

    Played a clan match where we tried to fade rush vs BM only to have about 10 mines go off at once (which were placed in the most inobvious of positions), even tho we sent in a skulk to kill the mines, and boom, 3 dead fades and a lost alien round.

    Shotguns help too.
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