Fade movement
RisingSun
RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">In regards to the tweet.</div>"Playing around with the NS1 Fade blink. Forgot how nice and smooth that was. Trying to incorporate some of that."
Oh please yes. Just the feel of playing NS1 aliens and marines alike has been SORELY missed in new generation games as they accommodation consoles (imo) by dumbing down movement for controllers. Anyone agree and better yet have suggestions how to accomplish this most needed task.
Tweets like these, not balance tweets, give me hope and make me re-look at this game anew.
Oh please yes. Just the feel of playing NS1 aliens and marines alike has been SORELY missed in new generation games as they accommodation consoles (imo) by dumbing down movement for controllers. Anyone agree and better yet have suggestions how to accomplish this most needed task.
Tweets like these, not balance tweets, give me hope and make me re-look at this game anew.
Comments
If they replicate that, then they have nailed it.
Or even just give the blink some sort of momentum! Currently if you double jump, shadow step and mwheel jump when you land you get some sort of momentum but you can't control distance with shadow step.
The rate of fire was basically the same timing if you were biting twice consecutively, it was just coupled into one bite.
Thus, it was extremely useful against Jetpacks as it only required the Kharaa 2 hits (4 hits without the ability) to down a Armor 3 Marine.
I was really losing hope for this game considering nothing, NOTHING has been said regarding Focus bite/swipe for Kharaa, especially when it comes to discussing Jetpack balance.
If this Fade Blink really turns out to be any close to the NS1 design, Fades may still stand a chance against Jetpacks if people are insisting on not having Focus ability.
If they replicate that, then they have nailed it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep
Enough air control so you dont have to blink in straight is pretty absolute mininum.
We used to play with it on gathers. It wasn't NS1 blink, but was a bit closer. You could do nice curves in the air, like blink a bit off the marine and curve back to him.
pretty much this. GoldSRC is still one of the best engines to date. If UWE doesn't go towards the direction of copying the movement over I hope someone makes a mod of it so that they realize just how many people like that type of movement.
Official blink was getting better, so people were less unhappy with it, and I though we should give it a try. Also it's hard to have 12 people to run a mod, there was always someone with a broken fade...
I can remake it though, it shouldn't be too hard.
I don't know. It was a whole lot of fun.
The rate of fire was basically the same timing if you were biting twice consecutively, it was just coupled into one bite.
Thus, it was extremely useful against Jetpacks as it only required the Kharaa 2 hits (4 hits without the ability) to down a Armor 3 Marine.
I was really losing hope for this game considering nothing, NOTHING has been said regarding Focus bite/swipe for Kharaa, especially when it comes to discussing Jetpack balance.
If this Fade Blink really turns out to be any close to the NS1 design, Fades may still stand a chance against Jetpacks if people are insisting on not having Focus ability.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is so right.
Focus really was the awnser to armor 3 in NS1.
Also, Yuuki's fade mod might be a good place to look for the devs, as that is so much closer to the NS1 blink compared with vanilla NS2 blink.
Except for one thing, the energy cost increases the longer you blink. To encourage small blinks and use of the momentum and aircontrol.
Fluid movement for Fades vs Marines being able to track them, making air control that much more important. Good stuff and would probably be a good step into actually balancing the Fade as well...
Also I don't like the current blink sound. It's way too loud and obnoxious. Like someone suddenly turns on a hair dryer.
From a gameplay standpoint, teleporting is terrible -- at least that's what our experience with it in NS2 thus far has taught us.
Gameplay concerns > thematic concerns.
Also I don't like the current blink sound. It's way too loud and obnoxious. Like someone suddenly turns on a hair dryer.<!--QuoteEnd--></div><!--QuoteEEnd-->
This pretty much sums up the Fade... a flying alien creature without wings, it hovers without flapping... just doesn't look right.
Also I don't like the current blink sound. It's way too loud and obnoxious. Like someone suddenly turns on a hair dryer.<!--QuoteEnd--></div><!--QuoteEEnd-->
This mostly sums up my feelings about the current fade. Double jump and shadow step are necessary right now, but I wish they weren't. I want to be able to blink into vents again without feeling like I'm stringing a camel through the eye of a needle.
Gameplay concerns > thematic concerns.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why it's not a true teleport anymore - the current effect is fairly easy to track, doesn't stop damage and still looks pretty cool. You have 100% air control for all sorts of tricky maneuvers if you want. I primarily played Fade in NS1 and honestly prefer NS2's current iteration.
Vent blinking definitely needs work but that's more an issue with crouching than anything.
Also I don't like the current blink sound. It's way too loud and obnoxious. Like someone suddenly turns on a hair dryer.<!--QuoteEnd--></div><!--QuoteEEnd-->
^perfect description of the blink situation
<!--quoteo(post=1963613:date=Aug 15 2012, 03:35 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Aug 15 2012, 03:35 PM) <a href="index.php?act=findpost&pid=1963613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's why it's not a true teleport anymore - the current effect is fairly easy to track, doesn't stop damage and still looks pretty cool. You have 100% air control for all sorts of tricky maneuvers if you want. I primarily played Fade in NS1 and honestly prefer NS2's current iteration.
Vent blinking definitely needs work but that's more an issue with crouching than anything.<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember they experimented with true teleport in the early builds when fade just came out. They removed it because it was too difficult on the fade, if you will credit something so absurd.
I remember they experimented with true teleport in the early builds when fade just came out. They removed it because it was too difficult on the fade, if you will credit something so absurd.<!--QuoteEnd--></div><!--QuoteEEnd-->
I also remember getting stuck in walls. a lot :)
Vent blinking definitely needs work but that's more an issue with crouching than anything.<!--QuoteEnd--></div><!--QuoteEEnd-->
The current blink is something in between and I don't think that works well. I would even go as far as saying that it combines the worst of both worlds. I don't agree that it looks "pretty cool" -- that translucent ball flying around is just silly, and the fade player vision is even worse -- while also leading to very random hits and misses because there is no directionality or any way to predict its movement.
I really like shadowstep -- it's a pure teleport ability that's both fun to use and limited enough that it isn't frustrating for the marine team. It would work great as a second hive ability in tandem with an NS1 style blink as the first hive movement ability.