Fades

Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
edited August 2012 in NS2 General Discussion
I'm finding more and more that fades are becoming much too hard for a marine team to counter. Several times I've seen fades blink into a large marine force, kill a couple of them and then blink out to regen their health before blinking back in to kill even more. I'm really not sure what marines are supposed to against them as even in large groups fades are incredibly difficult to take down. Maybe once marines get the exo we'll finally stand a chance?

Suggestions?
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Comments

  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    edited August 2012
    Fades are killable at the moment but it is very difficult. What I would like to see is for them to make the fade model during blink be a little more visible and also nerf regeneration. Aliens heal up a little too fast when out of combat which allows the fade to put out some ridiculous pressure. Exos will help but it is not the end all solution to how strong fades are. Not to mention as performance increases fades will be a little less ridiculous as currently they benefit from the fact that frame drops make it hard for marines to aim.

    Best thing you can do right now is to get used to listening for the blink and be prepared to try to juke the initial swipe. If you can make them miss that first hit it creates a chance for your team and you to put some fire on the fade and force it to retreat. (There will be monster fades that still won't miss that swipe however) Another thing to note is if you know the fade is going to retreat, anticipate it and put some fire on the exit as it blinks away and you can often catch one that overcomitted.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    You need jetpacks.

    You really don't stand much of a chance without jetpacks.
  • Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
    Even with jetpacks though I still can't do enough damage to kill one. Jetpacks really only help me escape
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    It's just an issue of prediction and aiming. That and haveing a solid 60fps. You can't track a fade without decent framerate. You also really need like weapons2/armor1 or something similar with a shotgun.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    You fend them off and continue on to your objective. You really can't kill good fades.

    The only problem I find with fades is that shadowstep is completely energy-free. Next patch will hopefully address that. Mathematically speaking, fades only take 3 point blank shotgun shots to kill.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    Yeah the lower skilled Fades you can kill, the best ones like Joe! etc. you can't.. throw in "feign death" you'll rarely ever get the kill.

    I've always felt like they have too much room for mistakes/over-extension against Marines but yar.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    The only thing I can add is flamethowers are a great fade repellent. Get a flamethrower and a shotgunner and there goes a fade. Jetpacks help but I can kill jetpackers with blink pretty easily. You really need armor1+weapons two or better to have good chance. No matter what though, a good fade is impossible to kill.

    If fades went down to 200-225 health (from 250) it would be a lot easier. I often run away just escaping with 25-50 health left.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    It's because they are a bit overpowered at the moment. I believe steps will be taken in the future to bring them in-line with the other mortal races in the game.
  • SebenzaSebenza Join Date: 2012-08-03 Member: 154649Members
    at least in NS1, heavy armor was quite a nice counter to fades. i think exosuits, as soon as they're released, will do pretty much the same.

    right now, yeah, fades clearly dominate everything the marines can throw at them.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Generally, a shotgun and a1 are the minimum needed to kill a fade. However, any halfway decent fade will take at least jetpacks or w2/3 to kill. Much of the problem is that when performance tanks, tracking a blinking fade becomes nearly impossible.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited August 2012
    I nerfed the Fade-HP from 250 to 220 on HBZ, but they are still killermachines right now.

    I think this is cause:

    - Performance : Its hard to track enemeys cause the constant fps-drops in crowded areas. It feels so hitchy most of the time

    - Adrenalin: A Fade with Adrenalin can Blink forever. I play most of the time without cara and with celerity. This super-fast Fade brings the real terror to the marines and with silence its too annoying for rines maybe.

    - Regeneration: It really kicks in to early. It feels like the Gorge is useless most of the time.

    - New Players play against Fades with 1000hrs of Gameplay and more. I think thats the real "problem" right now.
    Evey experienced Fade slaughter an Marineteam right now. Treffnix told me from stats of 75-0 today.
    But to be fair, he do the same on marineside :)

    We had the paper Fades some build ago. The 215 Fade fit to his role, so, please: Dont nerf him to much again.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1956569:date=Aug 3 2012, 03:28 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Aug 3 2012, 03:28 PM) <a href="index.php?act=findpost&pid=1956569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I nerfed the Fade-HP from 250 to 220 on HBZ, but they are still killermachines right now.

    I think this is cause:

    - Performance : Its hard to track enemeys cause the constant fps-drops in crowded areas. It feels so hitchy most of the time

    - Adrenalin: A Fade with Adrenalin can Blink forever. I play most of the time without cara and with celerity. This super-fast Fade brings the real terror to the marines and with silence its too annoying for rines maybe.

    - Regeneration: It really kicks in to early. It feels like the Gorge is useless most of the time.

    - New Players play against Fades with 1000hrs of Gameplay and more. I think thats the real "problem" right now.
    Evey experienced Fade slaughter an Marineteam right now. Treffnix told me from stats of 75-0 today.
    But to be fair, he do the same on marineside :)

    We had the paper Fades some build ago. The 215 Fade fit to his role, so, please: Dont nerf him to much again.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I've played on the modded HBZ fades and they're not any weaker than vanilla fades despite the reduction in hp.

    I think it's because fade's power comes not from his health, but from his movement mechanics. Shadowstep is energy free and hopefully more balanced in the next patch. Blink's glowy-ball animation is misleading to the blinking fade's hitbox. These two things are the source of the fade's imbalance. Adding a small energy cost to shadowstep and rehashing the blink graphic is the proper way to balance the current fade.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    I feel like the NS2 style blink is just too good.

    I would be happier if fades started out with NS1 blink, and had a researchable upgrade to add in the invulnerable NS2 style blink (maybe this upgrade needs hive 3?). right now it is too easy for fades to blink in, get a free swipe, and then blink out.

    Even if it ends up being balanced it isn't much fun to play against invulnerable blinking fades.
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    edited August 2012
    I hope the Marine's Exosuit and Minigun will change games. The Exosuit sounds like a mech that would be able to take on an Onos/Fade.

    Are we getting a freaking mech?!?!

    <img src="http://farm4.static.flickr.com/3062/2986616240_a8a211d482.jpg" border="0" class="linked-image" />
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I think it's particularly hard to let go of the blink animation because of the very clear design goal put forward early on in the project but, unfortunately, the xman 'nightstalker' style that was initially championed was always going to cause problems from a gameplay perspective. I'm really glad that teleportation was avoided, that invincibility and invisibility have been removed and that the lust for damage reduction has been better controlled. However, the last remnant of that nightstalker vision (which was a cool but tough ambition to achieve/manage in NS2's context) is the glowy-ball blink animation which is trying to contribute to a design goal that has already failed. There is now no reason to make it so frustratingly hard and annoying to track/see a fade's movement when it resembles the original vision so loosely and it is the last remaining poor mechanic that the nightstalker path has taken us down - removing it would hit the last nail in that coffin.

    I say hit it.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Fades are fine.

    Fades with feint... not so much. Gotten sick of them always escaping with blink.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    Fades new blink just feels like you are flying which is pretty stupid mechanic, I miss the old one :|
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited August 2012
    <!--quoteo(post=1956662:date=Aug 3 2012, 07:01 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Aug 3 2012, 07:01 PM) <a href="index.php?act=findpost&pid=1956662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I feel like the NS2 style blink is just too good.

    I would be happier if fades started out with NS1 blink, and had a researchable upgrade to add in the invulnerable NS2 style blink (maybe this upgrade needs hive 3?). right now it is too easy for fades to blink in, get a free swipe, and then blink out.

    Even if it ends up being balanced it isn't much fun to play against invulnerable blinking fades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The invulnerability and damage reduction on blink was removed a couple patches ago.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited August 2012
    I agree, supsu. More momentum along with higher energy costs for blinks would make the fade a lot more fun to play and would do wonders for the skill gradient.
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    edited August 2012
    <!--quoteo(post=1956686:date=Aug 3 2012, 03:42 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Aug 3 2012, 03:42 PM) <a href="index.php?act=findpost&pid=1956686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fades new blink just feels like you are flying which is pretty stupid mechanic, I miss the old one :|<!--QuoteEnd--></div><!--QuoteEEnd-->

    Shadow stepping? That's in NS1 too. Hold shift especially when you're in feint death mode, it gets you out fast since right click abilities are disabled during feint death.
  • InkInk Join Date: 2009-08-15 Member: 68499Members
    <!--quoteo(post=1956662:date=Aug 3 2012, 07:01 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Aug 3 2012, 07:01 PM) <a href="index.php?act=findpost&pid=1956662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I feel like the NS2 style blink is just too good.

    I would be happier if fades started out with NS1 blink, and had a researchable upgrade to add in the invulnerable NS2 style blink (maybe this upgrade needs hive 3?). right now it is too easy for fades to blink in, get a free swipe, and then blink out.

    Even if it ends up being balanced it isn't much fun to play against invulnerable blinking fades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Im pretty sure blink doesnt make you invulnerable anymore.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited August 2012
    <!--quoteo(post=1956694:date=Aug 4 2012, 12:51 AM:name=CobraCommander)--><div class='quotetop'>QUOTE (CobraCommander @ Aug 4 2012, 12:51 AM) <a href="index.php?act=findpost&pid=1956694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shadow stepping? That's in NS1 too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No it isn't, although you could perform a decent equivalent with short taps. That was the beauty of the NS1 mechanic - it could be used in a bunch of different ways because of the momentum. You could short tap blink to close to melee distance quickly or do a sequence of rapid floor movements. Holding blink worked well for longer trips but was costly and left you energy-vulnerable. A combination of the both allowed for really accurate travel around the map and alot of functionality. It also managed to do this without weird rules like the maximum-blink time, swipe-delays and the static distance of shadowstep. There was no need to give the NS1 fade two movement mechanics when the blink itself performed both tasks so well and so enjoyably.

    NB: If we got rid of the weird blink animation, which really doesn't serve it's original purpose (the nightstalker vision), then the artificial maximum-blink duration would be unnecessary and the issue of swipe delays ceases to exist - hooray!
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    You really shouldn't be able to kill a skilled fade unless you had a jetpack and shotgun combo and a little luck...

    I mean I have solo'd 2 fades with a shotgun and no jetpack before if you do a little juking and strafing in the lag. It won't work against good people though :-P


    I think the fade is pretty good how it is. The only thing that needs tweaking is shadowstep and how spammable it is. Even then it's not hard to predict where a fade will shadowstep to since it is a predetermined amount of space it covers.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Pretty good, yeah. It's just a shame to see a really good mechanic get replaced by a worse one because of a concept that never materialised.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited August 2012
    To improve the visibility of blinking fades, what if they were given a high templar-like movement? So the fade model never disappears, but they leave blue/black smoky afterimages trailing behind them. That way you can still clearly see where the fade is, and so can aim at his hitboxes more reliably, but you also have a cool effect when blinking.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    But why? Why are we mucking about with what the fade looks like when it's moving? Do we really enjoy struggling to see the fade or am I missing something? Is it the concept that everybody loves or is there a genuine gameplay reason to make him partially invisible?
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1956705:date=Aug 3 2012, 08:06 PM:name=Tweadle)--><div class='quotetop'>QUOTE (Tweadle @ Aug 3 2012, 08:06 PM) <a href="index.php?act=findpost&pid=1956705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No it isn't, although you could perform a decent equivalent with short taps. That was the beauty of the NS1 mechanic - it could be used in a bunch of different ways because of the momentum. You could short tap blink to close to melee distance quickly or do a sequence of rapid floor movements. Holding blink worked well for longer trips but was costly and left you energy-vulnerable. A combination of the both allowed for really accurate travel around the map and alot of functionality. It also managed to do this without weird rules like the maximum-blink time, swipe-delays and the static distance of shadowstep. There was no need to give the NS1 fade two movement mechanics when the blink itself performed both tasks so well and so enjoyably.

    NB: If we got rid of the weird blink animation, which really doesn't serve it's original purpose (the nightstalker vision), then the artificial maximum-blink duration would be unnecessary and the issue of swipe delays ceases to exist - hooray!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Max blink duration and swipe delays were both removed a couple patches ago.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--quoteo(post=1956713:date=Aug 3 2012, 08:28 PM:name=Tweadle)--><div class='quotetop'>QUOTE (Tweadle @ Aug 3 2012, 08:28 PM) <a href="index.php?act=findpost&pid=1956713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But why? Why are we mucking about with what the fade looks like when it's moving? Do we really enjoy struggling to see the fade or am I missing something? Is it the concept that everybody loves or is there a genuine gameplay reason to make him partially invisible?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe you weren't replying to me, but I'm suggesting that he not be invisible at all. Basically NS1 plus a little smoky afterimage to make it look cool.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited August 2012
    <!--quoteo(post=1956717:date=Aug 4 2012, 01:39 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 4 2012, 01:39 AM) <a href="index.php?act=findpost&pid=1956717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Max blink duration and swipe delays were both removed a couple patches ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm referring to the arguments for their insertion in the first place. Some people still feel that a swipe delay would be appropriate (I don't but I can see the logic) and that is because of how difficult it is to see a fade approaching for the 'free' swipe. Similarly, a fade that can blink in such a poorly visible state for the entire duration of their energy counter is not exactly desirable. Both are mechanics I am glad to see the back of but both are mechanics that visibility, or the lack thereof, elicited. A completely visible fade would make the debate beautifully redundant (not that the debate is particularly popular at the moment). I certainly don't see any reason not to go the whole hog and let us actually see the fade in all its glory, do you?

    <!--quoteo(post=1956717:date=Aug 4 2012, 01:39 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 4 2012, 01:39 AM) <a href="index.php?act=findpost&pid=1956717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you weren't replying to me, but I'm suggesting that he not be invisible at all. Basically NS1 plus a little smoky afterimage to make it look cool.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It was an open question but yeah, kind of. That you talk about it looking 'cool' pretty much answers my suspicions though :P.
  • XaragothXaragoth Join Date: 2012-08-03 Member: 154720Members
    I tend to use Mines when the Fade-Zerg begins. They usually step into them with all that hopping around and blow themselves up. No real solution though :/
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