Are Fades Going To Be Buffed ?

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Comments

  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=2000868:date=Oct 30 2012, 09:42 AM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Oct 30 2012, 09:42 AM) <a href="index.php?act=findpost&pid=2000868"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I mainly play lerk and gorge so I could be wrong, but I think every lifeform has its distinct playstyle, which is again subclassed in more playstyles depending on the upgrades you take. Having said that, I'd say that skulk and fade seems to share a very similiar playstyle, both are melee, leap vs blink to close gaps, fade has more hps/armor but also has to pay 50 res for it. I can see why some people find fades to be an upgraded version of skulks. Again, I could be wrong, its not the lifeform I favor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's why I miss metabolize and acid rocket.

    And xenocide being useful, and skulks being smaller and faster (better scouts/ambush units).
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    edited October 2012
    <!--quoteo(post=2000873:date=Oct 30 2012, 03:44 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Oct 30 2012, 03:44 PM) <a href="index.php?act=findpost&pid=2000873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's why I miss metabolize and acid rocket.

    And xenocide being useful, and skulks being smaller and faster (better scouts/ambush units).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd like Skulks to not appear on maps/minimaps (except through scan) and a slight buff to their sneak speed, just to promote their sneakiness, but thats for a different thread.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=2000856:date=Oct 30 2012, 03:33 PM:name=arnyboy87)--><div class='quotetop'>QUOTE (arnyboy87 @ Oct 30 2012, 03:33 PM) <a href="index.php?act=findpost&pid=2000856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...Really ? how would you feel if your 50 pres exo had the same armour as a lvl 2 marine ???<!--QuoteEnd--></div><!--QuoteEEnd-->

    What? I don't even... How can you compare a slow exo that can't build and beacon with a fade?
    The armor an exo has, has nothing to do with how much armor an fade should have.

    At the topic:
    I think it would be better to limit the combat-time of fades by energy instead of health. It is less frustrating when you have to leave battle because of low energy, instead of losing 50 res when overextending a bit. If you overextend your energy you may be dead too when you can't use blink to escape, but it is a better way of telling the player: "You should have fled sooner. Than you would have enough energy to blink out." Instead of: "Whoops? Shotgun to the face? ###### happens."
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    I feel like some kind of innate regeneration upgrade or one that must be researched could really benefit the hit and run play style while keeping with the low hp high risk high reward gameplay it currently has.

    If UWE does not implement such an ability, then they are in desperate need of an armor buff as many people pointed out because I do not believe they are 50 pres worthy when they can just get an onos at 75 and make a real difference in the game.
  • IdlerayIdleray Join Date: 2012-10-04 Member: 161464Members, Reinforced - Shadow
    My personal suggestion is to play a demolisher Fade: just attack res nodes on the map and use your superior survivability to your advantage.

    Now your team is gonna scream at you for this, but if anything this will ensure you a long life-span as well as inflicting actual damage to marines.
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    The reason I used this as a example is because of the pres investment

    and also I wasn't comparing them I was giving you of any example the comparsing I made was between the fade and the marine lvl2 armour which gives you more armour than the fade gets without cara, but for the price of a 1 minigun exo
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2000962:date=Oct 30 2012, 08:28 AM:name=Idleray)--><div class='quotetop'>QUOTE (Idleray @ Oct 30 2012, 08:28 AM) <a href="index.php?act=findpost&pid=2000962"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My personal suggestion is to play a demolisher Fade: just attack res nodes on the map and use your superior survivability to your advantage.

    Now your team is gonna scream at you for this, but if anything this will ensure you a long life-span as well as inflicting actual damage to marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So you are essentially paying 50 Pres for a life form which will do nothing more than harass resource nodes ? Seems rather costly especially given the fact that they do I believe equal damage as skulks to structures ?
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited October 2012
    <!--quoteo(post=2000719:date=Oct 30 2012, 10:52 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Oct 30 2012, 10:52 AM) <a href="index.php?act=findpost&pid=2000719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never see fades dominating in pubs, i see one then 5 mins later check the score board and no fades, he just wasted 50 res, could've saved another 25 res and went a WAY more useful onos.

    Its simply not worth it, atm fades only job is to roam the map and take out those pesky one or two marines trying to ninja harvesters or upgrade chambers. If not your diving into a group of marines hitting them once and then retreating back to hive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have actually been spending ALOT of time the past few days practicing fade (aliens everygame, fade everygame) to try and test its viability.
    I have been racking up rather high scores but mostly due to inexperienced marines/playing more like a fade/onos than how I <i>feel</i> a fade should play.

    I have come up with the fact that everygame I pretty much demanded a private gorge in order to allow me to heal up quickly and repush into the base. I end up blinking in and picking the most confused marine and just tanking him till I die... As soon as someone hits me I blink away, kill or no kill...

    <!--quoteo(post=2000718:date=Oct 30 2012, 10:49 AM:name=Reubot)--><div class='quotetop'>QUOTE (Reubot @ Oct 30 2012, 10:49 AM) <a href="index.php?act=findpost&pid=2000718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In my opinion the reason is the lack of focus. With focus you could actually spend more time dodging around and less time running after marines and getting focus-fired (eh). So instead of a hp/armor buff I'd rather have focus back in some form or another, because it emphasizes the hit'n'run aspect more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the overall problem with the fade is this, they have no fast damage output and despite their health going down the sheer fact you have to spend 5-10 seconds stood around swiping to actually kill something. Ask yourself this: How many experienced fades chose NOT to use focus in NS1...

    <!--quoteo(post=2000681:date=Oct 30 2012, 09:35 AM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Oct 30 2012, 09:35 AM) <a href="index.php?act=findpost&pid=2000681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's been some back-and-forth buffing and nerfing for fades. They've been too strong and too weak. Right now the only thing I'd change is the regeneration of health/armor. From my perspective, it wouldn't be a bad thing if they had a higher base regeneration rate than the other lifeforms. A 'feature' that comes with the class. It's difficult to balance though. I'm sure it'll get some more love after 1.0.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Again yes... The fades NEED this especially late game when it takes 1 shotgun shot to take them to 10% hp.
    The reason I end up dead is mostly due to frustration and impatience of waiting to be healed and thus going in with less than 100% hp or dying whilst healing to GL spam...

    <!--quoteo(post=2000615:date=Oct 30 2012, 06:41 AM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Oct 30 2012, 06:41 AM) <a href="index.php?act=findpost&pid=2000615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They aren't the good old fade spam win button anymore, and arguably they aren't necessary for alien wins. They however allow for better map control and better jetpack defence. Moving as a fade is much harder these days (and once they fix the blink hitbox it will be even harder) but you can still play fade effectively. I would recommend you to give fading some practice in the combat mod. That way you can actually get over the initial hurdles without waiting for fade res for 20 rounds ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Obveously not... NS1 fades where balanced against JP + HMG's... We dont have them in this game...
    It seems like UWE have attempted to make them a counter for Exos but it just feels like the fade has been mutilated.

    <!--quoteo(post=2000670:date=Oct 30 2012, 09:16 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 30 2012, 09:16 AM) <a href="index.php?act=findpost&pid=2000670"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The primary reason fades "suffer", is actually that they have 250 less effective hitpoints (50 hp and 100 armor) than the fade did in NS1, even though marine damage output has stayed mostly the same. Unfortunately, with the amount of aliens that can go fade at the same time in any one game increasing drastically due to aliens mostly only spending their pres on lifeforms, it's possible that the fade must be rather weak by necessity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I suppose yes this is a rather key issue but my estimation for the removal of that HP was down to no HMG's in NS2.
    I think if the metabolism focus fade was implemented in NS2 the ability to stay away from the marines alot more and keep moving in for focus hits would make this lack of hp alot less important. Whilst I imagine giving health/re adding focus + health regen would both fix the paper fade issue I know which I would prefer. :)

    <!--quoteo(post=2000871:date=Oct 30 2012, 01:43 PM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Oct 30 2012, 01:43 PM) <a href="index.php?act=findpost&pid=2000871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally don't usually go fade before carapace. With carapace fading is "make a small mistake and lose 50 pres" and without carapace it is "have 2-3 marines look at you at the same time and lose 50 pres". Now, I do know there are players around who can actually use an un-upgraded fade, but I am not quite there yet. I know, I'm a noob :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah... Shade hive first pub games...
    Do you want slow skulks or dead fades/onos?

    I think an unupgraded fade is most of the time worse than a skulk, atleast a skulk doesn't get focused fire
    does similar damage and is alot smaller. Even without blink fades struggle...

    Actually if we say due to the skulk being half the size it has relatively twice the health due to people missing twice
    as much we can argue that a skulk has 140hp and 60 armour... for 0 pres.
    Fade is 150hp and 100 armour...

    Lerk = Works ok without upgrades and without spores.
    Onos = Works ok without upgrades and without stomp.
    Fade = Requires upgrades and requires blink.

    Fair? :D

    <!--quoteo(post=2000962:date=Oct 30 2012, 03:28 PM:name=Idleray)--><div class='quotetop'>QUOTE (Idleray @ Oct 30 2012, 03:28 PM) <a href="index.php?act=findpost&pid=2000962"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My personal suggestion is to play a demolisher Fade: just attack res nodes on the map and use your superior survivability to your advantage.

    Now your team is gonna scream at you for this, but if anything this will ensure you a long life-span as well as inflicting actual damage to marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You only do 81 dmg per swing vs 70 as a skulk...
    You would be better of just gorging at every single RT and using bile bomb to kill it.
    Something we could do quite easily do when we had Hypermutation.

    <!--quoteo(post=2000887:date=Oct 30 2012, 02:08 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Oct 30 2012, 02:08 PM) <a href="index.php?act=findpost&pid=2000887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What? I don't even... How can you compare a slow exo that can't build and beacon with a fade?
    The armor an exo has, has nothing to do with how much armor an fade should have.

    At the topic:
    I think it would be better to limit the combat-time of fades by energy instead of health. It is less frustrating when you have to leave battle because of low energy, instead of losing 50 res when overextending a bit. If you overextend your energy you may be dead too when you can't use blink to escape, but it is a better way of telling the player: "You should have fled sooner. Than you would have enough energy to blink out." Instead of: "Whoops? Shotgun to the face? ###### happens."<!--QuoteEnd--></div><!--QuoteEEnd-->

    No... please don't suggest the limiting of energy any<b>more</b> it already required that you spend minimal time using shadowstep/blink (or tapping blink that resolves in the blink sound looping bug) otherwise you dont have enough energy to even swipe at marines... Half the time as fade I end up just walking around in combat with celerety so I don't use so much energy I cant actually blink away... :|
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    edited October 2012
    What if Fades were given a 1 hit kill move ? A right click that maybe took a second to animate but instantly murdered someone ? Maybe a requirement is you do it from behind ? Make it higher risk higher reward because honestly right now I feel like their is a ###### ton of risk going fade and really not much reward.

    And yes I 100%
    PsympleJester, they lack the dmg output that would make them the high risk high reward lifeform they are supposed to be. Also give them regen as a unique alien ability cause they need it. They are already so expensive to upgrade for anyway and when playing them you feel like you are wasting your teams time by constantly healing.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    They just need to bring back the old stab attack that would 1 shot anything less than a full a3 marine.

    Worked like this:

    Activate -> charge for 3 seconds -> attack

    Could only use shadowstep when doing this so movement was restricted and there was no way to cancel the animation.

    I felt it was fair since 1 marine should always lose to a fade, but it should be much more difficult with 2 or 3
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2001102:date=Oct 30 2012, 05:58 PM:name=TimmahIsASaint)--><div class='quotetop'>QUOTE (TimmahIsASaint @ Oct 30 2012, 05:58 PM) <a href="index.php?act=findpost&pid=2001102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if Fades were given a 1 hit kill move ? A right click that maybe took a second to animate but instantly murdered someone ? Maybe a requirement is you do it from behind ? Make it higher risk higher reward because honestly right now I feel like their is a ###### ton of risk going fade and really not much reward.<!--QuoteEnd--></div><!--QuoteEEnd-->

    An attack that would require them to "stand still" for any ammount of time during a fight = horrible.
    Two level 3 shotgun blasts = 1 dead fade.

    I was attempting to fraps some of my fading a moment ago, sadly the footage has come out badly due to it reducing my framerate so low in combat I was actually getting confused everytime I blinked/shadowstepped as to where I was... Thus I did very little productive things for my team.

    However one thing it did show was me dying instantly from 193hp and 37 armour = ~275 hp in one blast.
    The footage shows that for every 10 seconds of combat I spend 20 seconds healing at the hive... ( I was defending the hive at the time )
    So if for an entire game I was able to have somewhere to heal with the equivalent rate of a hive (Less than a gorge and alot more than 1 crag)
    on the very edge of the battle then I would spend twice as long healing as I would fighting... xD Not to mention to running around time if I had to go back to the hive each time to re-heal.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001163:date=Oct 30 2012, 11:40 AM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Oct 30 2012, 11:40 AM) <a href="index.php?act=findpost&pid=2001163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An attack that would require them to "stand still" for any ammount of time during a fight = horrible.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sorry I've been playing too much hidden source. What I meant is they can be blinking, sprinting WHILE the animation is in progress they just have to land the hit. Or an insta kill from behind (I don't think thats too unreasonable) considering their current state. And as you clearly pointed out EVEN when the battle is close to the hive and he is defending it so their is MINIMAL travel time, he is still healing a considerable amount more than fighting.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2001170:date=Oct 30 2012, 06:48 PM:name=TimmahIsASaint)--><div class='quotetop'>QUOTE (TimmahIsASaint @ Oct 30 2012, 06:48 PM) <a href="index.php?act=findpost&pid=2001170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry I've been playing too much hidden source. What I meant is they can be blinking, sprinting WHILE the animation is in progress they just have to land the hit. Or an insta kill from behind (I don't think thats too unreasonable) considering their current state. And as you clearly pointed out EVEN when the battle is close to the hive and he is defending it so their is MINIMAL travel time, he is still healing a considerable amount more than fighting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yup... As to the swipe I never got chance to use it. (I started playing again in build ~210)
    I am happy to report that if a fade is defending a hive with a competant team then he wil recieve healing
    from the hive AND the gorge currently healing the hive/gorges and thus be able to get back into the fight MUCH
    quicker... however he may also die due to the grenade spam constantly hitting the hive.

    Also as a humorous side note... Did you guys know grenade damage passes through the WALL between Warehouse and Platform (used to be north tunnels) on NS2_Tram? ... Yes GL spam goes through walls... (A grenade in Warehouse killed my cysts in Platform) :)
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