It makes the fade more of a "blink in at range, swipe, blink out, repeat". They aren't suppose to fight like skulks (or have a sustained engagement, if you will). Stealth, movement, surprise, and speed is the fade's bread and butter. I see more fades over commit to a fight and get nailed because they try to run after the marine after their initial blink in, which is not what they are made for.
The best fades I see blink in at swipe range, get 1 or 2 landing hits (or 3+ depending on the marine and their evasion skill + fade's swipe skill), and if they aren't dead, blink out in another direction and blink in from yet another - keeping the marine confused as to where the threat is coming from.
It makes the fade more of a "blink in at range, swipe, blink out, repeat". They aren't suppose to fight like skulks (or have a sustained engagement, if you will). Stealth, movement, surprise, and speed is the fade's bread and butter. I see more fades over commit to a fight and get nailed because they try to run after the marine after their initial blink in, which is not what they are made for.
The best fades I see blink in at swipe range, get 1 or 2 landing hits (or 3+ depending on the marine and their evasion skill + fade's swipe skill), and if they aren't dead, blink out in another direction and blink in from yet another - keeping the marine confused as to where the threat is coming from.
Ofcourse we don't want fade lawnmowers, but when you take into account the bad collision and prediction, alot of swipes that feel like they should hit just don't. Basically, we don't have a larger swipe that's compensating for other technical problems. Like swiping marines from behind and missing when the movement feedback is bouncing you off and telling you you're touching and can't go any further. You just don't 'stick' like you would in gldsrc. So yea, i think swipe range feel is a minor issue, albeit one that is being caused by long standing collision problems.
With perfect collision/prediction situations where you are approaching from the right relative angle so you're not constantly being server corrected back/caught in his lagged behind collision box, you can tell the swipe range is not actually as short as it feels most of the time.
It's not that big of a deal, and yea you can bypass the 'issue' altogether via approach control and simply going very fast, but it gets kinda cumbersome when it comes to attacking turtles or rooms with structure spam all over the place, MACs etc.
I've got the same problem with the skulk in 250. It feels like the marines get more horizontal momentum when jumping.
It became very easy to dodge attacks for marines. I think they should be slower.
Comments
The best fades I see blink in at swipe range, get 1 or 2 landing hits (or 3+ depending on the marine and their evasion skill + fade's swipe skill), and if they aren't dead, blink out in another direction and blink in from yet another - keeping the marine confused as to where the threat is coming from.
With perfect collision/prediction situations where you are approaching from the right relative angle so you're not constantly being server corrected back/caught in his lagged behind collision box, you can tell the swipe range is not actually as short as it feels most of the time.
It's not that big of a deal, and yea you can bypass the 'issue' altogether via approach control and simply going very fast, but it gets kinda cumbersome when it comes to attacking turtles or rooms with structure spam all over the place, MACs etc.
It became very easy to dodge attacks for marines. I think they should be slower.