Balancing Fade is very easy devs.
Mkilbride
Join Date: 2010-01-07 Member: 69952Members
I see the fade as a High Risk, High Reward type of Lifeform.
Basically, he can 1-2 shot a Marine, right now, and still take 3 shotgun blasts to his face and warp out of there like nothing happened.
I don't see why this is. He is nearly as Tanky as an Onos right now.
Simply, to go along with the High Risk, High Reward gameplay of a fade, make it so that 1-2 shots kills them as well.
In no circumstances, should it take more than an entire SMG Clip to kill a fade. I did several tests on this, even standing still, with next to 0 ping, it takes more than a clip from the SMG to kill a Fade.
Now, how is this fair considering you have to reload and the fade does not? You need to land 50+ hits, while he has to land, 2, maybe 3, and his have a far larger area of attack than your SMG.
The fact they also never put in the much supported idea of Fades not being able to blink while on fire, annoys me, it adds extra depth and a reason to use Flamethrower. IT makes sense that under intense pain they wouldn't be able to..
Just right now, I can't see any downsides to being a Fade. While on marine, choosing any weapon has a downside, with Exo, you're left wide open and fades can dance around you like a joke, with SMG, you've low damage / kinda just OK, nothing to wrong. With the new Grenade Launcher NOT being attacked to the SMG, you are left with a pistol besides the joke that Grenades have turned into. With Shotgun, slow firing.
There's a downside to every weapon as Marine. Yet I don't see this in any of the Alien Lifeforms. Each has only good things.
Basically, he can 1-2 shot a Marine, right now, and still take 3 shotgun blasts to his face and warp out of there like nothing happened.
I don't see why this is. He is nearly as Tanky as an Onos right now.
Simply, to go along with the High Risk, High Reward gameplay of a fade, make it so that 1-2 shots kills them as well.
In no circumstances, should it take more than an entire SMG Clip to kill a fade. I did several tests on this, even standing still, with next to 0 ping, it takes more than a clip from the SMG to kill a Fade.
Now, how is this fair considering you have to reload and the fade does not? You need to land 50+ hits, while he has to land, 2, maybe 3, and his have a far larger area of attack than your SMG.
The fact they also never put in the much supported idea of Fades not being able to blink while on fire, annoys me, it adds extra depth and a reason to use Flamethrower. IT makes sense that under intense pain they wouldn't be able to..
Just right now, I can't see any downsides to being a Fade. While on marine, choosing any weapon has a downside, with Exo, you're left wide open and fades can dance around you like a joke, with SMG, you've low damage / kinda just OK, nothing to wrong. With the new Grenade Launcher NOT being attacked to the SMG, you are left with a pistol besides the joke that Grenades have turned into. With Shotgun, slow firing.
There's a downside to every weapon as Marine. Yet I don't see this in any of the Alien Lifeforms. Each has only good things.
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Basically, he can 1-2 shot a Marine, right now, and still take 3 shotgun blasts to his face and warp out of there like nothing happened.
I don't see why this is. He is nearly as Tanky as an Onos right now.
Simply, to go along with the High Risk, High Reward gameplay of a fade, make it so that 1-2 shots kills them as well.
In no circumstances, should it take more than an entire SMG Clip to kill a fade. I did several tests on this, even standing still, with next to 0 ping, it takes more than a clip from the SMG to kill a Fade.
Now, how is this fair considering you have to reload and the fade does not? You need to land 50+ hits, while he has to land, 2, maybe 3, and his have a far larger area of attack than your SMG.
The fact they also never put in the much supported idea of Fades not being able to blink while on fire, annoys me, it adds extra depth and a reason to use Flamethrower. IT makes sense that under intense pain they wouldn't be able to..
Just right now, I can't see any downsides to being a Fade. While on marine, choosing any weapon has a downside, with Exo, you're left wide open and fades can dance around you like a joke, with SMG, you've low damage / kinda just OK, nothing to wrong. With the new Grenade Launcher NOT being attacked to the SMG, you are left with a pistol besides the joke that Grenades have turned into. With Shotgun, slow firing.
There's a downside to every weapon as Marine. Yet I don't see this in any of the Alien Lifeforms. Each has only good things.<!--QuoteEnd--></div><!--QuoteEEnd-->
This entire post is factually wrong.
When we're talking rush, which I've seen a few times with an early fade bought by the commander to wreck some early havock, a handful of marines would be able to take the fade down, given that both parties have similar skill levels. That would be 50 resources straight out of the window if that happened, so the fade will instead pick on the loners, on the teams of one or two marines with rifles, which they're supposed to.
Though more annoying is that Fades can set off Mines with Blink and won't die from it. They should explode like everyone else, that would be enough for me :p
Though I am getting more pissed of at Celerity Onos running away faster than you can catch the big oaf to finish him off.
NS2 Fade's health is 250/50 or 250/150 with Carapace.
LMG and Shotgun damage are the same as they were in NS1.
Does anyone else see the problem with this?
NS2 Fade's health is 250/50 or 250/150 with Carapace.
LMG and Shotgun damage are the same as they were in NS1.
Does anyone else see the problem with this?<!--QuoteEnd--></div><!--QuoteEEnd-->
This one is on to something.
OP is wrong.
Seriously.
I have nearly 35 hours into the game and I have. It's pants easy with this net code.
NS2 Fade's health is 250/50 or 250/150 with Carapace.
LMG and Shotgun damage are the same as they were in NS1.
Does anyone else see the problem with this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hopefully they fix this problem soon. Paper fades are amusing in public games.
No risk for the marines but for the fade it is a huge risk as any marine with half decent aiming could come around the corner at any second while the fade is picking apart its kill and annihilate it.
50 res on a fade is a huge risk to take, you may as well just skip fade and go straight for Onos.
Basically, he can 1-2 shot a Marine, right now, and still take 3 shotgun blasts to his face and warp out of there like nothing happened.
I don't see why this is. He is nearly as Tanky as an Onos right now.
Simply, to go along with the High Risk, High Reward gameplay of a fade, make it so that 1-2 shots kills them as well.
In no circumstances, should it take more than an entire SMG Clip to kill a fade. I did several tests on this, even standing still, with next to 0 ping, it takes more than a clip from the SMG to kill a Fade.
Now, how is this fair considering you have to reload and the fade does not? You need to land 50+ hits, while he has to land, 2, maybe 3, and his have a far larger area of attack than your SMG.
The fact they also never put in the much supported idea of Fades not being able to blink while on fire, annoys me, it adds extra depth and a reason to use Flamethrower. IT makes sense that under intense pain they wouldn't be able to..
Just right now, I can't see any downsides to being a Fade. While on marine, choosing any weapon has a downside, with Exo, you're left wide open and fades can dance around you like a joke, with SMG, you've low damage / kinda just OK, nothing to wrong. With the new Grenade Launcher NOT being attacked to the SMG, you are left with a pistol besides the joke that Grenades have turned into. With Shotgun, slow firing.
There's a downside to every weapon as Marine. Yet I don't see this in any of the Alien Lifeforms. Each has only good things.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo-->BEST ###### JOKE EVER!<!--sizec--></span><!--/sizec-->
Non staged video proof or it's all lies...
<img src="http://www.nastyhobbit.org/data/media/13/jackie-chan-wtf.png" border="0" class="linked-image" />
NS2 Fade's health is 250/50 or 250/150 with Carapace.
LMG and Shotgun damage are the same as they were in NS1.
Does anyone else see the problem with this?<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 Fade is currently 250/100 with Carapace, not 250/150. Even worse than you think :p
I agree Fades need either a buff, or the option for a playstyle that is completely different - one that trades survivability for killing power to give more players a gentler learning curve.
Damn 35 hours son.... I just checked yep 665 hours and probably 10x that in ns1. And we'll op you make me laugh. Fade is a pale shadow of its former glory, in ns1 a skilled fade was worthier then 2 onos... I frequented triple didgets in longer games where between a better blink, metabolize, and acid rocket you could pluck teams of rines from the sky..... Now every time you see a fade you sigh a little bit and think "glad he wasn't patient enough to go onos"
Well for a while he was using only one arm :P
Also, I'm not quite sure what this constant complaining is about hitreg and netcode. The hitreg seems quite good n this latest patch, the net code might be a bit wonky at times. Being shot around the corner @ around 50ms vs 50ms
There is the most reasonable reason why fades are more paper than ns1's. It's cos of shade step and blink. Although you can be shot while blinking since a beta build, not that old one, it's still invincible as a fade to escape from danger. Competitive matches definately tell us about the fact of fade. They don't die even if the marines are the best shotgun players. Just in some cases, where they must throw themselves to get/defend somewhere, of course they die, but they normally don't die. It's because they use SHIFT and MOUSE2 so well. But new players dont. They just press w constantly and go straight and die. And then whine maybe.
I can understand seeing some health buff on fades, but not more than that. Don't you remember how fades were on the whole beta builds? Without some builds, it was for a year overpowered. And you are saying it's easy to balance fade, it sounds to me a bit funny. It've been taken whole 1.5 year to balance fade, and according to what you say, it's still not. It's not easy to balance.
But i personally like how the fade is for now. Just bad for new players who don't know how active they must be as a fade.
Just press SHIFT and MOUSE2 everywhere. Don't just walk. Then you won't die. Don't even try to swap a marine in a group more than 4 times. If he can swap 4 times without dying again, i am definately certain, that everyone will cry and whine that fade is too much much much much overpowered, because that's what we saw on beta builds. Now Tres Onos threats marines with imba, but it's still balanced than those early beta's fades. At that time, fade meant almost gg at most of competitive matches.
Also, I'm not quite sure what this constant complaining is about hitreg and netcode. The hitreg seems quite good n this latest patch, the net code might be a bit wonky at times. Being shot around the corner @ around 50ms vs 50ms<!--QuoteEnd--></div><!--QuoteEEnd-->
I think its the COD players, because the closest thing they have come to an evasive player is someone dolphin diving. My experience with the hitreg so far is that it is infallable.
Not to mention that Fades don't even spawn with Blink making them not viable in the early-midgame which they used to be used for in NS1 to regain map control after the Marines upgraded to W2/A2 and to provide constant harassment as the Alien commander won't waste hit time upgrading a useless lifeform.
I think Fades should be at 300-75 and with the carapace evolution 300-150 these values can obviously change but they're a good starting point.
It's a LMG not a SMG.
It's a magazine not a clip.
NS2 Fade's health is 250/50 or 250/150 with Carapace.
LMG and Shotgun damage are the same as they were in NS1.
Does anyone else see the problem with this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Fades were a heck of a lot rarer in NS1, too. So were Onos. It doesn't mean much that they're weaker now when you can just have the whole team go Fade.
But here's a compromise: You can have your old Fade back along with Focus and Acid Rocket, but we get Heavy Armor and HMG's back. Not even asking for grenades.
Lolwat? <i>Everyone</i> used Fades in NS1. You can get your Heavy Armor and HMGs back as long as they remove the Exosuit.
you mean slow, clumsy, easy to hit, easier to kill, surprisingly fragile, limited range on melee, limited fire time on minigun, none regenable hp, vulnerable to no resource costing basic units and as unsubtle as it gets without someone writing in chat that a exo is moving?
thats what a one gun exo, is at least in my experience on both sides.
i don't really understand why you would want to make the fade into that.
thats what a one gun exo, is at least in my experience on both sides.
i don't really understand why you would want to make the fade into that.<!--QuoteEnd--></div><!--QuoteEEnd-->
One-Arm Exo = Slow, heavy firepower + melee
Fade = Incredible mobility when mastered, lower DPS than a Skulk
Also,
<!--quoteo(post=2012410:date=Nov 6 2012, 03:02 AM:name=xanroth)--><div class='quotetop'>QUOTE (xanroth @ Nov 6 2012, 03:02 AM) <a href="index.php?act=findpost&pid=2012410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->none regenable hp<!--QuoteEnd--></div><!--QuoteEEnd-->
Exos have welders and MACs, just like Fades have Hives and Gorges. (Assuming a Fade stands still long enough for a Gorge to heal him.)
I know im saying the opposite of the first post <.<.