The ultimate Fade blink

countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
edited January 2011 in Ideas and Suggestions
I think a compromise between the old and the new blink would be the best. It would look like this:

For the Fade in first person it should work exactly like the old blink. So we still can chase and hit jetpacks and moving targets.

In third person the fade would be invisible for the time he is blinking - so there would be a bit of latency between disappearing and appearing again. The black fog-effect could stay this way.

I don't know if he would be overpowered then - but right now he is really underpowered. Maybe you could balance it with reducing its health. The old blink was too damn funny to just rip it off.

My opinion.

Edit: Marines can still aim on the possible exits the fade would flee to, to kill him in the last second. I do it in NS1 anyways, it works good.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    Still needs noclip.
    Certainly I wouldn't be averse to a quick-zoom kind of blink view (from the fade's first-person perspective), so that you don't lose sight.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    <!--quoteo(post=1822920:date=Jan 9 2011, 06:56 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 9 2011, 06:56 PM) <a href="index.php?act=findpost&pid=1822920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still needs noclip.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How do you mean that? I thought noclip means you can go through walls..? How does it fit into the fade topic? (My english is not the best)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    I wouldn't say the fade is underpowered right now, he's just lame to play compared to ns1. He's like a big truck that teleports, using his health to absorb bullets as he rolls over his targets. With the current engine performance, it doesn't make much difference, but when it gets smooth, there will need to be some changes to make the fade more maneuverable and his blink more controllable. Your idea isn't new, but there's good reason it's been brought up over and over.

    The current problem with blink as I see it is that marines are always moving, so even if you blink right next to them, you still need tighter maneuverability to get the hit in. In 3.0 blink, you kind of slide or glide into position as you swipe for the kill. With ns2 blink, there is that teleport moment delay when you have to re-orient, re-accelerate, and chase down the marine by walking.

    <b><!--coloro:slateblue--><span style="color:slateblue"><!--/coloro-->Therefore, I love your idea. Here is how you implement the controls, it's very simple.</b><!--colorc--></span><!--/colorc-->

    Hold down mouse2 to enter blink mode. In 3rd person you disappear.
    Use mouse1 for blink exactly like in NS1. But you're invisible and can't attack. Maybe move speed is faster too.
    Let go of mouse 2 to exit blink mode. You reappear with the momentum from blink mode.

    This would be so fun and seems overpowered I know, but you can always tweak the max blink time(1.5s?), max blink energy, and energy recharge rate.

    The great feature about this is you retain your momentum and can attack instantly and <!--coloro:slateblue--><span style="color:slateblue"><!--/coloro--><b>land your first hit if you are skillful enough with movement and timing</b><!--colorc--></span><!--/colorc-->, instead of stumbling like a drunken gorilla toward the marine after exiting blink.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1822928:date=Jan 10 2011, 02:37 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jan 10 2011, 02:37 AM) <a href="index.php?act=findpost&pid=1822928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you mean that? I thought noclip means you can go through walls..? How does it fit into the fade topic? (My english is not the best)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Moves through anything it touches, and still blinks to where-ever - effectively works the same as the current blink. Basically you won't stop once you're in someone's face - so it doesn't work as a leap.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    juice: this really sounds like a cool idea. would actually be much fun.

    harimau: I understand. So no more Fade blocking by the marines. But as it is right now, you can't go through marines as well. You only can blink in front of them.

    True, you would have to decide between having the fade being invisible with hitbox still enabled (marines could still try to shoot or block him) or having him actually teleport through the map (noclip for marines and aliens and maybe structures and buildings). Both versions would be fine for me. I think the first one would be less overpowered, the second one does make more sense, because it is meant as a teleporting ability.
  • elmo33elmo33 Join Date: 2009-08-07 Member: 68377Members
    Personally I would like the movement blink from ns1 + teleport blink. Would make the fade much more fun to play whit the movement blink, and also give new options by chaining the actual teleport to it.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1822959:date=Jan 9 2011, 09:03 PM:name=elmo33)--><div class='quotetop'>QUOTE (elmo33 @ Jan 9 2011, 09:03 PM) <a href="index.php?act=findpost&pid=1822959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I would like the movement blink from ns1 + teleport blink. Would make the fade much more fun to play whit the movement blink, and also give new options by chaining the actual teleport to it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    been saying this for awhile now. The current blink offers nothing but special effects. People think its fun to teleport from point A to B, but don't realize what's it costing them. people who faded over the years would know this.

    old blink must be returned into the game, or current blink needs to change.
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    I've always been a fan of this idea. I don't think I can say it any better than juice.

    Just wanted to say that I think it would actually ADD to the pychological feeling of fighting a teleporting alien. The short delay between appearances would create suspense for the marine team.
  • DrakoDrako Join Date: 2009-06-30 Member: 67980Members
    edited January 2011
    I support this idea. it would be like in the fad reveal trailer where there passes time before the fade reapears. i think this would be the best way to control the teleporting.

    Another option would be if you face in the direction you press on the keyboard right before blinking. like pressing s and reapear facing in the opposite direction of where you face before blinking.

    The Automatism makes to many mistakes - which cost you time to re-orientate.

    But lets just have a look with what they came up in the new patch.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--quoteo(post=1822978:date=Jan 9 2011, 06:08 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Jan 9 2011, 06:08 PM) <a href="index.php?act=findpost&pid=1822978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The short delay between appearances would create suspense for the marine team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In addition, it adds the possibility to disappear like you're blinking, but you actually stay right in the same spot for half a second and reappear there as the marine turns around behind the wrong way <chuckle chuckle>
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I personally like the current blink. You can't use it in the same was as the NS1 blink (which is why I think a lot of people complain about it), but its useful for quick jump behind sentries and retreating. Things I would change, however, would be
    - Make it a one click motion (mouse2 down = blink icon, mouse2 up = blink)
    - Get rid of the blink smoke (it obstructs the fades view after blinking and is a bit disorienting)
    - Allow the player to adjust the sensitivity of the autoadjust feature (i.e. how far away from a marine you are before it reorients you towards the marine)
    - Allow the player to adjust the max blink distance (i.e. so we can blink halfway across a corridor or room rather than the full distance if we want)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    edited January 2011
    ScardyBob, your suggestions strike at the core of why the current ns2 blink is unsatisfactory. But I think any conceivable control scheme to allow a player full command of the current blink would be too complicated. You're absolutely right about the smoke too... the fade who makes it shouldn't see it, just a shader effect should be sufficient.

    Playing with sliders for blink distance and auto-orient sensitivity just seems very fiddly to me.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    yes, and this is a pro-countbasies-idea-only.thread ;)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    <!--quoteo(post=1823020:date=Jan 10 2011, 09:49 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Jan 10 2011, 09:49 AM) <a href="index.php?act=findpost&pid=1823020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playing with sliders for blink distance and auto-orient sensitivity just seems very fiddly to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with this. There should just be a minimum blink distance (which you would blink to if you just tap mouse2), but if you hold it down it'd increase the blink distance quickly (max range in 1 second). People would get used to controlling their blink distance based on how long they hold down mouse2 (you could even keep the fade effigy as a guideline). Personally I think the effigy should be transparent and glow a bit.
    Also agree that the fade creating the smoke shouldn't see it.
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