Shawdostep stabbing "frag movie"
Sint
Join Date: 2007-01-09 Member: 59540Members, Squad Five Blue
<div class="IPBDescription">Since it seems to be gone permanently, here is video if you missed it</div>Shadowstep stabbing was quite rare and took quite long time to learn and use it properly. Build 208 "fixed" it so it not possible to use it anymore and seems stab is also going to disappear soon. Anyway it was cool ability so decided to make frag movie about it. Was going to get more footage, but that's not possible anymore, so it became out being quite shortish, but anyway here is the link:
<a href="http://youtu.be/lnn0QPY4tMQ" target="_blank">http://youtu.be/lnn0QPY4tMQ</a>
Edit: Doh, unable to fix post title.
<a href="http://youtu.be/lnn0QPY4tMQ" target="_blank">http://youtu.be/lnn0QPY4tMQ</a>
Edit: Doh, unable to fix post title.
Comments
Also the sound effect was awesome.
Anyways, nice video ;)
It was frustratingly exploitable, as stab was never meant to allow you to move at the same time, obviously, shadowstep was just added in the mix.
<i>Its a one hit kill</i> that's incredibly easy to pull off the second you know the average distance traveled for shadowstep - an invisible, mobile, one hit kill can be extremely frustrating/unfair for even the best marine. The issue is compounded by the sometimes 180 degree angle of damage his weapons allow. (just see 0:10, 0:40, 2:07 as examples of not requiring precise aiming and 1:50 for the range!) If the damage was lowered i wouldn't have minded but:
This all really doesn't mean much though, considering stab has been planned to go away for a while now. Here's hoping its not a one hit kill!
It was frustratingly exploitable, as stab was never meant to allow you to move at the same time, obviously, shadowstep was just added in the mix.
<i>Its a one hit kill</i> that's incredibly easy to pull off the second you know the average distance traveled for shadowstep - an invisible, mobile, one hit kill can be extremely frustrating/unfair for even the best marine. The issue is compounded by the sometimes 180 degree angle of damage his weapons allow. (just see 0:10, 0:40, 2:07 as examples of not requiring precise aiming and 1:50 for the range!) If the damage was lowered i wouldn't have minded but:
This all really doesn't mean much though, considering stab has been planned to go away for a while now. Here's hoping its not a one hit kill!<!--QuoteEnd--></div><!--QuoteEEnd-->
Blah blah, Snitch!
We need Attack without latency after blink instead.
I still like to shadow step then stab before a marine sees you. Then blink out.
that way you'll be like twice as good when it's removed and all the time was wasted!
So it's only effective early game... when you won't be getting Fade.
I say add it back in and if the marines don't have Armour 2 by the time the aliens have a fade then that is their own fault and they should play better.
and to be honest, in the video, the amount of damage the Rines are getting off on him is appalling... they kind of deserved to die.
You need armor 3 to prevent the 1 hit kill.
I hadn't played Fade in ages since NS1 and I've been playing again the past few weeks and figured it out for myself and it's just plain imbalanced. Too easy to get kills imo, those that think it's that hard to get that timing down, it really isn't once you understand when to click and when to blink. It's rather easy.
Also, the blink energy should cost more, a good Fade can get in kill and get out with so much flexibility nowadays it's kinda dumb. I can often force them off my teammates with 2 well placed shotgun blasts or some focus'd LMG fire but killing them is something that rarely happens.
I like playing Fade and I want him to be good but as it is now I believe he has too much flexibility for mistakes in attacks/retreats.
I think that changed with the marine armor buff.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Funny thing is that it isn't even that skillful or hard to pull off, it was just imbalanced. I hadn't play Fade in ages since NS1 and I've been playing again the past few weeks and figured it out for myself and it's just plain imbalanced. Too easy to get kills imo, those that think it's that hard to get that timing down, it really isn't once you understand when to click and when to blink. It's rather easy.
Also, the blink energy should cost more, a good Fade can get in kill and get out with so much flexibility nowadays it's kinda dumb. I can often force them off my teammates with 2 well placed shotgun blasts or some focus'd LMG fire but killing them is something that rarely happens.
I like playing Fade and I want him to be good but as it is now I believe he has too much flexibility for mistakes in attacks/retreats.<!--QuoteEnd--></div><!--QuoteEEnd-->
No one said it was hard to pull off. Still, it was more fun than simple swiping / blinking.
The range may have needed some tweaking, but it was not overpowered. It left you very vulnerable for a pretty long time. I killed dozens of fades trying it by strafe jumping when he stepped.
Edit: but you are right with the fade being too easy. Nerfing him more will not solve this problem though.
its reported, but I'm still not sure how much leniency it was intended to have.. But it certainly does destroy that claim of "difficult to pull off" (your video led me to investigate.) I do sincerely enjoy an ability that works in conjunction with shadow step though..
Edit: 90 degree angles have been fixed. other oddities like swiping from behind are being worked on.
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Even though I didn't play this build, this shadowstep stabbing looks quite fun... something the fade isn't.