Fade Upgrades Viability

VlaadVlaad Join Date: 2012-10-03 Member: 161403Members
Skipping the discussion is the fade worthless or not since that really comes down to skill as well as hardware one owns so as a general statement in this discussion it is taken as a fact that current (vanilla) fade functions as developers intended.

SO my question would be directed to fade upgrades: Stab and Vortex.

Stab: Slow animation and limits prior to execution of the move make it really... well persistently most useless ability in ns2. In a game where twitch aim and reflexes are meant to be key to win on a lifeform that exists only on mobility I find it highly challenging to find its usage. In pro games it would be highly amusing to see how many kilos would that fade weight more from all the flack it picked up while executing this near pro-Wrestling quality move. In pubs on green server new guy can empty his lungs 3 times over screaming and then kill the fade before strike landed. Its timing is no better. 8 biomass. Game is already won by aliens at that point in large percentage of times, and even if was not, stab does not play any kind of role.

Vortex. Not as funny as stab but still it struggles in finding its place beyond "exibition move" by pro players.

Shadow step while it can be utilized more practically than rest is not really a reason to go for fade upgrades over rest of lifeforms.

That being said I, as a comm, leave fade upgrades persistently last, even going so far to prioritize (in already won game) 4th hive and will do so until player(s) requests a fade upgrade. It is commonly seen as a collectionner's accessory rather than game changer tear such as gorge, skulk, lerk or an onos upgrade. As a player I really don't waste my time with those, axe kill brings more joy than stab kill. It even feels less forced and natural in gameplay sense.

Is there any plan to update/change before mentioned abilities? If so, what can changes can we welcome?
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Comments

  • ghabanghaban Join Date: 2004-02-16 Member: 26595Members
    just give us back metabolize and the acid rocket is what i think he is saying ;)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2014
    Vortex killing blows would be much more entertaining if the marine corpse teleports back with the Fade.

    It's not much fun when you don't get to see the result of your labour. :)
  • VlaadVlaad Join Date: 2012-10-03 Member: 161403Members
    Vortex killing blows would be much more entertaining if the marine corpse teleports back with the Fade.

    It's not much fun when you don't get to see the result of your labour. :)
    Not really relevant to discussion but yea :)

    On that note, Id like to see body parts detach as you swipe... Or explode violently as a blood fountain of arms, legs, eyes, ears and nipples when you stab-kill the 'rine. That would kind of give me the reason to attempt to use it.
    -->flash of white hot violence to fix anything wrong


    Scatter wrote: »
    Part of my issue with the fade abilities is the level of complicated button pressing required for very questionable outcomes. blink - vortex - shadowstep - stab with all the required button pressing to switch between them for each engagement where you use it. It's like you have to commit to doing it over and over again because it's not really something that can be done easily on the fly.

    It's actually funny how many different fingers you need to use for a simple attack with stab/vortex to the point it's like doing a mortal kombat combo except you can't use a pillow to button mash.

    Vortex I like in theory but I would like it to save the direction you were facing when you placed it and the momentum you had when you use swipe because the sudden stop and wall facing is disorienting.
    Oven if one could keep track of no less than 3 abilities + energy consumption + health status, you will be more efficient by a large margin just doing "basic" fade play. Again, intuitive smooth gameplay that can be executed quickly is a way to play fade in almost any type of game.
    Its not justifiable to switch the style to the one that is more risky, less intuitive, more difficult and reduces ones chances to retreat/win encounter.

  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited January 2014
    Before changing the mechanics I'd like to have vortex swapped with stab on the bio mass tiers.

    I can't tell if stab really is useless and needs changing, because I'm never able to use it.

    IIRC you can use it in mid air and even (mini) shadow step while charging it, so it's not like you'd be just standing there next to a shotgun.
    In a group fight I could imagine it being pretty strong, because at some point the marines become unmeddable oneshots (armor loss due to bile bomb, spikes, etc.).

    I'm not sure if that makes up for the cost though. It would probably still better to just drop a crag and a whip next to a harvester and just keep swiping.

    Vortex definitely feels kind of worthless though. I really don't know what to do with it other than fast returning after healing at the hive (where you could just as well use a gorge tunnel in most situations).
    Hit&run? Might as well just not engage, if that vortex ports me out again. It's not like they're not welding each other in the time I'm out. In group fights you need the presence of fades, or the shotties will go for the softer targets.

    In combat usage? Too predictable. It might work once or twice, but sooner or later the marines will focus the vortrex.

  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    A good use of Vortex is to put one down, return to hive to heal up and then get an instant teleport back to the fronline. Not really used stab/vortex enough in real games to make a full judgement but they are not something I really look forward to using as Fade.

    Infact by the time Xeno is up I normally devovle from Fade and start a xeno rampage which is much more fun.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    I want Fades to have Dishonored blink instead of Vortex SO BAD, it's SO MUCH FUUUN. Plus you have to aim it so it's liek supaleetskillz for comp rite? :bz:bz :bz

    Check at 1:30 ->
  • DraptorDraptor Join Date: 2013-03-05 Member: 183721Members, Reinforced - Shadow
    I've found that for myself and others, fade upgrades are probably the last thing I research in the entire tree. It could be a chicken or egg situation, but I don't ever see the fade abilities used, and don't ever use them myself. When compared to all the other things I could be doing for my team, everything else just seems like a better option to spend 35 rez on. They seem more like troll abilities, getting funny kills right before the game is over anyway.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    I want Fades to have Dishonored blink instead of Vortex SO BAD, it's SO MUCH FUUUN. Plus you have to aim it so it's liek supaleetskillz for comp rite? :bz:bz :bz

    Check at 1:30 ->

    I've never played that but it looks clunky and slow to use as a Fade, especially if you are moving, and doesn't let the marine predict your movement at all.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    The very fact that fades are very useful in the late game without upgrades should tell you something.
  • GalapagOGalapagO Florida Join Date: 2014-01-14 Member: 193121Members
    I'm surprised no one has said this before. You can use shadow step to increase stabs viability. For instance: You see a lone marine, you attempt to use stab but he moves out of range, you shadow step after casting stab and you will have one dead marine.

    Lets say now your fighting a marine or a group of marines. You attack once, and then blink or shadow step to the roof. Before falling down you place a vortex. Now, after you attack you will again go the roof and make the marines lose their sight of you for one last attack or escape. (this is energy heavy so have adrenal and watch your energy)

    Shadow step is a fast and way to have marines lose sight of you, help travel across the map, and increase the power/accuracy of your other attacks.

    I'd personally say that the fade upgrade is well worth the cost ^
  • GalapagOGalapagO Florida Join Date: 2014-01-14 Member: 193121Members
    Also how do you change your portrait?
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Shadowstep is incredibly powerful. I wouldn't mind flat out removing stab and vortex and just decreasing the cost of fade upgrade research. As for the other two... stab is next to useless. Even inexperienced pub marines will hard chip a fade that sits in front of their face while the stab animation happens. Add vortex to the mix and you simply become annoying. Fade comes in, takes a meatshot to the face, has to retreat. Even if he does land the stab, the marine most likely will have healed up by the time the fade gets back. Both of them are cool in concept but just not practical for actual gameplay.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    edited January 2014
    Desther wrote: »
    I've never played that but it looks clunky and slow to use as a Fade, especially if you are moving, and doesn't let the marine predict your movement at all.

    It's far from clunky or slow. You just aim, click, and you're there. Just as fast as shooting a gun. You should totally buy Dishonored (great game!) and play with it. It's the #1 selling ability in that game.

    Yeah you're right it does make it hard for marines to track. But it's supposed to be an upgrade. You can always reduce spammability if it's too OP.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    The very fact that fades are very useful in the late game without upgrades should tell you something.
    I honestly think this is the current reason for the state of the upgrades and why they are the last to be selected / why they are a novelty.
    I mean, i suppose it doesn't really matter at that point in the biomass tree, the game is pretty much over anyways.

    If the biomass level was kept, i could see stab being unrestricted by movement (aka not requiring SS to be mobile) and having vortex maintain momentum.. and possibly even a damage increase of stab. (one hit kill on A2 marines?)

    But i would not change anything if the biomass level were to be lowered or made cheaper per the quote above.
  • MrFangsMrFangs Join Date: 2013-03-27 Member: 184474Members, Reinforced - Shadow
    edited January 2014
    Stab+Vortex is useful for picking off marines when they turtle in their base, or attacking Exos with supporting marines. For everything else, not so much.

    I'm all in favor of removing the movement restriction. In the "base turtle" and "Exo+support" scenarios, it won't make much of a difference, except making it easier for new players to learn. But it might make it worthwhile to use Stab in normal combat, too.

    Also, I disagree with always getting the Fade upgrade last. Shadow Step is highly useful IMO, and I feel quite restricted without it. But it feels overpriced for getting truly useful ability, that's true.

    I'd also welcome swapping the biomass positions of Vortex+Stab. With the movement restriction removed, Stab might actually become useful in mid game.

    (This is all from a pub perspective, obviously.)
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2014
    My perfect fade upgrades would replace Stab with Metabolize, and make vortex transport the fade and whatever marine was hit back to the vortex portal.

    Metabolize fits with the fade's gameplay as a lone assassin since it lets the fades operate behind enemy line for extended periods of time, and let fade players be more comfortable with more of a variety of upgrades.

    Vortex moving one marine away from his squad, and allowing the fade to fight them 1v1 would definitely be an upgrade worth getting. This would also enhance the assassin role of the fade as it would let them kill squads piece by piece.

    Vortex being switched the original CC ability (disables marines that got touched by its AoE effect) would be good as well for the same reason that teleporting a marine away is a good thing. IMO this is not as useful as marines caught in the area could just reload and reposition themselves without risk.
  • MoFoMoFo Join Date: 2013-09-09 Member: 188047Members
    edited January 2014
    I still think Vortex would be a much more useful and interesting ability if it teleported the Marine back with the Fade. The Fade would then have to finish off the Marine with whatever health they had left, giving Marines a slight chance to kill the Fade (and then potentially be behind enemy lines for a PG) Could make for some really intense action.

    Any exploiting (like using it to teleport Marines into the lava/off a cliff) could easily be fixed with a 2-3 second cooldown on Blink & Shadow step after placing the Vortex. (so it would be impossible to place it in an exploitable spot without falling to your death)






  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    No MoFo, that's not gonna work. :( It would be too easy to pick single marines. It's not particularly challenging to get to a marine full HP as a Fade. Also what kinda mechanic would work against teleporting those marines right in the middle of 4 whips? That'd be fun tho, I'll give ya that. :D
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited January 2014
    I think shadow step rocks, and is pretty much the only thing I use when the commander upgrades it. Biomass 5 vortex should be switched out with metabolize. Remove stab entirely and put vortex at biomass 8 and make it better (teleport marine back with you or something).
  • GeekavengerGeekavenger Join Date: 2012-08-31 Member: 157117Members, Reinforced - Shadow
    No MoFo, that's not gonna work. :( It would be too easy to pick single marines. It's not particularly challenging to get to a marine full HP as a Fade. Also what kinda mechanic would work against teleporting those marines right in the middle of 4 whips? That'd be fun tho, I'll give ya that. :D

    His idea of the Blink and Shadow Step cool down would make the Post Vortex Fade a more even match for a marine (Assuming he is sufficiently tech'd). The Vortex to a death chamber full of whips would be harder to balance. Maybe put a range limit on Vortex, indicated by a color coding the fades vision once active, Tint to blue and fade to normal colors once out of range or something. This way if the aliens make a kill chamber at least it is near the front lines.

    Like you said though, while it could be fun it would probably make late game fade WAY to powerful. Either that or it would change the mechanic to the point it was hard to understand.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Or howabout vortex phases the Fade and the Marine so that they can only damage each other for 5 seconds (similar to original implementation). Same result, no deathboxes.

    Or just revert back to original implementation. Vortexing buildings and Exos is infinitely more useful that a 1-hit teleport
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I would love to see Vortex reworked to remove the frustration of not being able to plug enough bullets into a Fade before it insta-teleports to who-knows-where.

    Vortex 3.0
    - Can be created over a long distance.
    - No longer teleports the Fade to it, instead while Blinking, the Fade is drawn toward the vortex at high speed.
    - Uses old disabling Vortex shader on the Fade to make him more visibly noticeable.
    - After using Blink (as in either after 1 tap of RMB or releasing RMB to stop channeling), vortex is consumed and energy used to create vortex returns to Fade (like it does now).
    - Momentum is preserved, allowing the Fade to slingshot through long hallways!
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Shadow step is for sure worth the fade upgrade. You blink > step > swipe works so much better then blink > swipe.
    The rest of the fade ups feel near useless to any but the utmost top. (thinking of that vid of vortex in combat)
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
    I can only see modders fixing this...
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    I agree that stab and vortex don't really improve the fade and don't open up any viable strategies. Only when used together in synergy are they worth it (since the high DMG of stab goes a way towards making up for the downtime and lack of flexibility caused by vortex use). Even then, by the time they come out the fades time is pretty much over and neither does anything to make the fade more viable lategame. Especially in light of the monks' use fullness.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    Vortex killing blows would be much more entertaining if the marine corpse teleports back with the Fade.

    It's not much fun when you don't get to see the result of your labour. :)

    This isn't a bad idea if it also teleports weapons back too. Would be a good way to incentivize vortex use.
  • BobRossTheBossBobRossTheBoss Join Date: 2012-12-31 Member: 176824Members
    All I have to say is that if stab is biomass 8 and practically useless, why not just replace it with acid rocket? It's not like marines are going to be winning at that point in most games.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited January 2014
    Benson wrote: »
    Or howabout vortex phases the Fade and the Marine so that they can only damage each other for 5 seconds (similar to original implementation). Same result, no deathboxes.
    Stop stealing my ideas from a year ago!
    >:P
  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    I go so far as to avoid getting fade upgrades... the last thing 80% of PUB fades need is votex. Oh you missed? well now your all the way back at hive, off you go to miss again... I am all for metabolize on bio 7, and acid on bio 9! If xeno is up then a little metabolize wont change much. And if contamination/stomp arnt ending it then that fade should step in!
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