redesigned fade blink

2

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1666935:date=Jan 9 2008, 05:18 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 9 2008, 05:18 PM) <a href="index.php?act=findpost&pid=1666935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Fade really needs something better to do and be seen doing. Actually, does anyone have any video of what the Fade blink looked like before version 2.0? I would really like to see that in action, so far I have only read about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't have a video but it's pretty easy to describe. Remember the way blink worked was the fade instantaneously teleported to where they were looking. The trail left by jetpacks was the sprite used for blink. There was a fade sized(but not shaped) mass of them(I say mass but it was only four or five) where the fade disappeared and reappeared.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667087:date=Jan 11 2008, 09:56 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 11 2008, 09:56 AM) <a href="index.php?act=findpost&pid=1667087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't have a video but it's pretty easy to describe. Remember the way blink worked was the fade instantaneously teleported to where they were looking. The trail left by jetpacks was the sprite used for blink. There was a fade sized(but not shaped) mass of them(I say mass but it was only four or five) where the fade disappeared and reappeared.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you seen the trailers for the movie Jumper? It sounds like you described the ability that is used in it, though on a smaller scale - as in not teleporting around the world but within the same area, such as one end of a room to the other.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/9rz5NekSUTM"></param><embed src="http://www.youtube.com/v/9rz5NekSUTM" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    Hmm. Yeah. Movie looks awesome, definitely gotta see it. I'm wondering if I should start reading the books.

    <b>But</b> for the fade, it's gotta be less of a 'jumping' (because that's exactly what it looks like in that movie, I like how well they captured that idea), and more of a 'fading' or 'blinking' animation, either one.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited January 2008
    that at 1:48
    is that, what i think "blinking"
    but for the fade i think its needed to be faster
    (and the distance betweden the "stops" need to be longer
    EDIT: sorry, wrong, that make it to difficult to kill him and for him to stop by the marine )

    that is i think, this idea from the list

    With teleportation, move x number of feet in front of you (instantly).

    i think that need to be a hold button
    (i mean that you when you will be fast need to be hold , but that this work its needed to make the stamina drain lower)


    there tones from ideas flying around here
    but i think we find the best way.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667674:date=Jan 16 2008, 09:18 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 16 2008, 09:18 PM) <a href="index.php?act=findpost&pid=1667674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little late but here's redesigned fade blink{<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103583" target="_blank">link</a>} aka "Fade with Portals" ...

    <a href="http://img233.imageshack.us/my.php?image=portalfade5yh0.png" target="_blank"><img src="http://img233.imageshack.us/img233/3042/portalfade5yh0.th.png" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->

    ROFLMAO...

    Nice, anyone who has played both NS1 and Portal would recognize that.

    Though, if you don't mind me defending it, in the idea I gave, you can't actually see the circle / oval / portal that the Fade comes through. Actually, now that I think about it, it should like Kitty Pryde aka Shadowcat from the Marvel X-Men comics or DL from the Heroes tv show.

    <img src="http://mickeyworld.net/heroes/heroes1308.jpg" border="0" class="linked-image" />
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1667684:date=Jan 16 2008, 10:55 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 16 2008, 10:55 PM) <a href="index.php?act=findpost&pid=1667684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though, if you don't mind me defending it, in the idea I gave, you can't actually see the circle / oval / portal that the Fade comes through.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think fade portal is a bad idea, I just thought the concept was ripe for "NSPaint".
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667686:date=Jan 16 2008, 11:17 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 16 2008, 11:17 PM) <a href="index.php?act=findpost&pid=1667686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think fade portal is a bad idea, I just thought the concept was ripe for "NSPaint".<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh, I wasn't getting that impression and I loved the MSPaint, I just wanted to clear it up for anyone who was picturing it looking and working exactly like Portal.

    The other way I see it working is like the Unreal Tournament teleporter gun, you know, the one that is kinda funny to frag someone else with... Hmm, I think I saw a smiley face thing that used it once:

    <img src="http://emoticons4u.com/violent/sterb004.gif" border="0" class="linked-image" />

    That thing. That would be another way a Fade could well, fade.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    a bit OP isn't it? :\

    I was thinking that you'd <b>teleport</b> either a certain distance in front of you (and ideally be able to change direction quickly and precisely), or teleport to the wall you're facing, automatically re-oriented with your back to the wall - <i>probably</i> whichever came first (so you wouldn't be able to teleport to the other side of a very long hallway - though really, I don't see why not, apart from gameplay concerns).
    As an addition to the idea, you could possibly teleport to the ground your "crosshair" is pointing at, for more precise distances.

    It might be kinda like uhh, Nightcrawler, is that his name? from X-Men. Though less 'pop/puff' and more 'flash'.
  • Dark RageDark Rage Join Date: 2007-12-05 Member: 63081Members
    <!--quoteo(post=1667693:date=Jan 17 2008, 01:25 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 17 2008, 01:25 AM) <a href="index.php?act=findpost&pid=1667693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The other way I see it working is like the Unreal Tournament teleporter gun, you know, the one that is kinda funny to frag someone else with... Hmm, I think I saw a smiley face thing that used it once:

    <img src="http://emoticons4u.com/violent/sterb004.gif" border="0" class="linked-image" />

    That thing. That would be another way a Fade could well, fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's not a bad idea. The fade acid rocket shooting arm thing could be used to fire an alien blob thing that could stick to any surface and when you right click you teleport to where it landed. I could even see it being stuck to a marine and then instantly teleporting right next to him. You could set up ambushes and even blink out of walls and ceilings. There could be a refresh time on it so you cant spam it and it would not have unlimited distance. I think that would be a lot of fun.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667730:date=Jan 17 2008, 09:43 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Jan 17 2008, 09:43 AM) <a href="index.php?act=findpost&pid=1667730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a bit OP isn't it? :\<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not sure what OP is short hand for, sorry. Could someone explain it to me please?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It might be kinda like uhh, Nightcrawler, is that his name? from X-Men. Though less 'pop/puff' and more 'flash'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahh, Nightcrawler, yeah, that would be cool. Where did I see that vid? Oh, here it is:

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/BivLt2iZGO0"></param><embed src="http://www.youtube.com/v/BivLt2iZGO0" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1667761:date=Jan 17 2008, 03:00 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 17 2008, 03:00 PM) <a href="index.php?act=findpost&pid=1667761"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure what OP is short hand for, sorry. Could someone explain it to me please?<!--QuoteEnd--></div><!--QuoteEEnd-->
    OP usually means original post. I think he meant OT which is off topic. I think you were on topic except for some of the videos.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667766:date=Jan 17 2008, 04:49 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 17 2008, 04:49 PM) <a href="index.php?act=findpost&pid=1667766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OP usually means original post. I think he meant OT which is off topic. I think you were on topic except for some of the videos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahh, yes, Original Post. Within the context of the sentence I was wondering if Off Topic was meant as well, reading it like "a bit Original Post isn't it? :\" didn't quite make sense to me enough for me to formulate a response to.

    And the videos I try to use to illustrate points when I have time to search Youtube but not break out my MS Paint or sketch pad and scanner, sorry if they don't seem to pertain the topic, I did intend them to do just that, being relevant to the topic that is. Sometimes it seems like pictures convey ideas so much better than words. Mmm, flow charts...
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1667778:date=Jan 17 2008, 11:38 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 17 2008, 11:38 PM) <a href="index.php?act=findpost&pid=1667778"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OP = overpowered<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh, so perhaps it was thought that using the Unreal Tournament teleport gun as an example of possible thing for the fade was over powered?

    I suppose that is an impression that is possible, though while I was remembering how it worked I guess I should have been more clear on that I don't think it should insta-kill anyone like it does in UT. Or maybe it was the way it teleports?

    Hopefully Harimau will clear it up as to what was over powered about the idea. Do you think it is an over powered example enigma?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    as enigma said, it's OverPowered. (yes, in relation to the UT tele gun)

    CaWolf: Yeah, that's the nightcrawler I was talking about (or the one from the 90s x-men series, too.)

    I think Dark Rage has a new and interesting take on the idea of a fade blink.
    It's kind of like the ##born#out#of#wedlock## child of the 'portal gun' and the 'teleport'. Sounds quite tricky to use, but has great potential I think.

    But I still like the tele idea most; as was put forward, and elaborated on in my previous post(s).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2008
    Blink as 1.04 was the best. Buggy due to hl1 limitations? Still had a way better look and feel to and was a real blink (as in the word and backstory of NS suggests). Blink in its current state is... Flying with *zoom zoom* sound.

    Original blinking could be fixed like this in NS2:<ul><li>Blink where your crosshair is located (either on a marine/floor/ceiling/wall with distance calcuation)*</li><li>It teleports the fade forward at a very fast speed and costs 40% energy. Same effect as currently, but <b>much, much</b> faster, possible blur effect of extreme forward speed with noclip on buildings and players)</li><li>1st swipe costs 200% energy of a normal swipe, this will stop the fade from blinking in, swiping and blinking out, giving the marine(s) time to react.</li><li>2nd swipe will be 175% energy cost</li><li>3rd and above swipe will be at default energy cost --> if a fade is bold or succesfull enough</li><li>Either after 1st or 2nd swipe the fade can teleport back when he has 40% of energy**</li></ul>*
    Basically blink has to modes (two cursors) which achieve the following
    - Default: Blinking behind a marine could be done by aiming behind him on the floor with a geometry crosshair (blinking at crosshair mode)
    - secondary mode: Blinking next to a marine/building could be done by aiming at a marine with the victim cursor

    Names not set in stone of course <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    **
    (highly modable of course with playtesting)
    - after blinking, blinking back can be done in 2 seconds (timewindow of 1 swipe+1 second)
    - after blinking and 1st+2nd swipe, blinking back can be done in 4 seconds (timewindow 1+2 swipe+2 seconds)



    portal idea for blink is so not NS fade-like -_-
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    edited January 2008
    i like

    but all stats need to be playtestet

    and to much much faster
    i think should be like intant fast
    90& light speed fast or so
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    yeah, instant. thats what a tele blink would be. :/
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    What's wrong with the current blink? Honestly the only argument I've heard is that it doesn't sound right. Why not just change the name then, and keep the mechanism?
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1668185:date=Jan 23 2008, 01:36 AM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 23 2008, 01:36 AM) <a href="index.php?act=findpost&pid=1668185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's wrong with the current blink? Honestly the only argument I've heard is that it doesn't sound right. Why not just change the name then, and keep the mechanism?<!--QuoteEnd--></div><!--QuoteEEnd-->

    You missed that it isn't just the name of the technique, its that it works and looks like "leap type B". The fade should and could be so much more than an over grown skulk who forgot how to stick to the ceilings and walls.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited January 2008
    Oh, so should the lerk bite be changed too then, since skulks have bite? Gore/swipe are pretty similar too, should they also go?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2008
    <!--quoteo(post=1668185:date=Jan 23 2008, 07:36 AM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 23 2008, 07:36 AM) <a href="index.php?act=findpost&pid=1668185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's wrong with the current blink? Honestly the only argument I've heard is that it doesn't sound right. Why not just change the name then, and keep the mechanism?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It also looks silly <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />


    <b>Fade Mikey:</b>
    "Look grandpa I can fly with *zoom*zoom* sound" (not the car)

    <b>Grandpa Fade:</b>
    "Stop it junior! Why back in my day we didn't fly like morons, but actually teleported to our victims like a Fade should! You look like an overgrown fly like this junior. Now get down from there and I'll teach you how to blink without embarassing yourself, seriously that marine is laughing his keaster off right now!"
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited January 2008
    <!--quoteo(post=1668251:date=Jan 23 2008, 04:55 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 23 2008, 04:55 PM) <a href="index.php?act=findpost&pid=1668251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, so should the lerk bite be changed too then, since skulks have bite? Gore/swipe are pretty similar too, should they also go?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Honestly? Yes.

    Gore could have some knock back or down or up physics to it. Lerk bite ... hmm, how about if a lerk bite dragged a marine for a second and perhaps stunned them only for that second so the lerk doesn't have a shooter attached to them, like a offensive take on the lerk lift but with limitations. Other ways to differentiate attacks than physics could be what kind of damage they do to welded doors, if they snatch weapons away (hmm, that could be a thing for the lerk, aim for the weapon instead of the upper body, so you snatch it away and drop it in a second ... for balance reasons, then they might be able to retrieve it). The Kharaa could be a lot more than they are now in the limitations of a Half Life 1 mod, give it a chance to grow on you, like say, an Kharaa Dynamic Infestation. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Love your post Kouji_San, just so happens I'm an Old Fogey ([OldF] - www.oldf.net), so that really tickles me, even though it means my arthritis acts up.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Weapon snatching or knocking out of hands is a really bad idea... It sounds really cool and realistic, but I've never seen it implemented in any way that adds to game play.


    And for the gore, a gore would peirce a marine and impale him/her, not knock back lol. Charge on the other hand might.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1668266:date=Jan 23 2008, 06:51 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 23 2008, 06:51 PM) <a href="index.php?act=findpost&pid=1668266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly? Yes.

    Gore could have some knock back or down or up physics to it. Lerk bite ... hmm, how about if a lerk bite dragged a marine for a second and perhaps stunned them only for that second so the lerk doesn't have a shooter attached to them, like a offensive take on the lerk lift but with limitations. Other ways to differentiate attacks than physics could be what kind of damage they do to welded doors, if they snatch weapons away (hmm, that could be a thing for the lerk, aim for the weapon instead of the upper body, so you snatch it away and drop it in a second ... for balance reasons, then they might be able to retrieve it). The Kharaa could be a lot more than they are now in the limitations of a Half Life 1 mod, give it a chance to grow on you, like say, an Kharaa Dynamic Infestation. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Love your post Kouji_San, just so happens I'm an Old Fogey ([OldF] - www.oldf.net), so that really tickles me, even though it means my arthritis acts up.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Everything you just suggested would be extremely annoying and frustrating to play against, especially for a new player.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    edited January 2008
    <!--quoteo(post=1668266:date=Jan 23 2008, 06:51 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 23 2008, 06:51 PM) <a href="index.php?act=findpost&pid=1668266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly? Yes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am all for anything that enhances a "strike," or "hit" when jackin some marine busta. Anything such as colors, blood flinging and sound effects add to the idea of whats happening [a bite won't sound the same as a swipe, nor as a charging ONOS hitting an HA]. So anything that enhances it can and SHOULD also help identify whats happening. The problem though is that any race or "creature" that shares similarities with other creatures will share similar looks, feels, and capabilities. The aliens all use chambers somehow, they all have abilities that compound when using them together [such as healing eachother and using gas to defend eachother], and they all should have a similar method of fighting. Not too similar of course...

    I fear mostly that if the abilities and "identities" of this specific kind of race/creature is too wide or too broad, then you kinda forget who you are fighting. A robotic ONOS wouldn't fit in with a gorge made of slime, nor would a lerk made of rock and a skulk who has laser eyes. The "fiction" if you will, tends to stray too much. Not that it would for any new idea, hopefully there are new many, but I think there must be a certain level, or "structure" that a race would follow through living in time which makes sense [i.e. such as humans and evolution].

    SO they may change everything or not, but I do hope it doesn't turn into a bionic fade with plasma charged arms fighting alongside a lerk with wings made of gold. Just doesn't fit... Not that your proposing anything this drastic or silly, but you know what I mean. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    <!--quoteo(post=1668271:date=Jan 23 2008, 10:09 PM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Jan 23 2008, 10:09 PM) <a href="index.php?act=findpost&pid=1668271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weapon snatching or knocking out of hands is a really bad idea... It sounds really cool and realistic, but I've never seen it implemented in any way that adds to game play.
    And for the gore, a gore would peirce a marine and impale him/her, not knock back lol. Charge on the other hand might.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know I already replied, but this would be awesome. Seeing a light armored guy on the horn of an ONOS would be so righteous! All I ask in favor of balance is that they are slightly slowed down for every guy who is on their horn. If it's gonna be a one shot kill, then this will keep the gore spam frmo happenin.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1668273:date=Jan 23 2008, 10:49 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 23 2008, 10:49 PM) <a href="index.php?act=findpost&pid=1668273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Everything you just suggested would be extremely annoying and frustrating to play against, especially for a new player.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How so? A degree of challenge is necessary for a game to be fun IMHO. All the suggestions I make I imagine would have counters to them, either in tactics, strategy or direct counters in a tool the marines have. I just know if you saw it in play how I think it could work out, you would not think it is annoying but rather intense attack, counter-attack, counter-counter-attack.
  • naggynaggy Join Date: 2005-03-22 Member: 46068Members
    <!--quoteo(post=1668190:date=Jan 23 2008, 02:10 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 23 2008, 02:10 AM) <a href="index.php?act=findpost&pid=1668190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You missed that it isn't just the name of the technique, its that it works and looks like "leap type B". The fade should and could be so much more than <b>an over grown skulk who forgot how to stick to the ceilings and walls</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Charge is basically Leap type C. So, going by what your saying, an Onos should get an upgraded teleport attack because it should and could be so much more than an overgrown Fade that discovered how to conserve energy by using all of its appendages...?

    ...

    Anywho.

    Give the fade some kind of visibility reduction whilst it's 'blinking'. The current blink mechanics are perfectly fine.

    I wish people wouldn't complain about things because "they could and should" be better despite the fact that they work perfectly.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    1.04 case closed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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