Fade Blink Changes

laggerlagger Join Date: 2002-10-31 Member: 1805Members
<div class="IPBDescription">Is it overpowering?</div> What do you guys think of the new fade blink.. so far the aliens *with good ping* seem to never die with it. The fact you can just hold down your attack button to fly across the map WHILE CLOAKED it horrible :/. What do you guys think should be changed about it? / have a counter. I think it would be better to take off the cloaking portion and make it a little more adrenaline.
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Comments

  • The_GunslingerThe_Gunslinger Join Date: 2003-01-08 Member: 12031Members, Constellation
    I like it how it is in 1.04... except that in 1.04 it just doesn't really work.....

    OMG COW POWER ^_^
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I was one of the advocates of a slot cloak. I have agreed every step of the way of MonsE's idea.

    Albeit a little overpowered now, the current technicalities of the idea should not inihibit the ability for the idea to work in a general aspect.

    Possible solutions :

    More energy is used when running as to standing still when cloaked.
    A full or three-fourths of a bar of energy is needed to be able to cloak.
    5-10 second delay between cloaking.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    The numbers need a bit of tweaking. I've blinked all the way from water treatment to Feedwater Control on Bast. You get there with the adrenaline bar more or less empty, but that long straight obstruction-free hallway is a perfect place to test how long of a distance you can blink.

    Also remember that not having vertical movement like the old blink is a bit of a downside.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Perhaps simulating low gravity during blinking is still an option ?
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Explain what the new blink is like, sorry if this info has been released but I missed it ;] Also, what do you mean by cloak slot?
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    The new blink takes little to no adren *I think its a number bug* and you cloak during the blink / after i believe.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    <!--QuoteBegin--Stung256+May 13 2003, 07:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ May 13 2003, 07:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...]Also, what do you mean by cloak slot? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    One of the ideas someone came up with (sorry, I forget who) is for one of the fade's weapon slots to just have "cloak" in it, regardless of closeness to a sensory chamber or whether the fade has cloaking as his/her sensory upgrade. The player would hold down the fire key to be cloaked the whole time, even while moving, and it would take adrenaline.

    Currently, the way blink works, for as long as you hold down the fire key you get a fast movement speed (quite fast, actually) and are cloaked while moving. Adrenaline use while blinking may need quite a bit of tweaking.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I believe it was Monsieur Evil's idea.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    edited May 2003
    The current setup for blink dosent sound bad at all. It sounds like the Fade might actually get 4 functioning attacks now. I'm sure being "cloaked for no AP" is bad, but if you just set it so you cant swing while cloaked from Blink, it should be fine. Also make sure that it at least consumes a .12 portion of the total AP.

    Edit: DOH! Your slot cloak post removed any clarity that would have been in my post! Edited for Clarity's sake.

    Edit: Edited for the spelling of Clarity
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    It's a slot cloak. Which means, you access it just as if you would access your pistol. Using Fire, activates the cloaking.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    edited May 2003
    One of the things I use 1.0x blink for alot is getting up or down elevator shafts. I'll miss that alot (especialy if ns_lost still looks like it did when I last played it with the broken elevators). Not saying I won't like the new blink, just that a big part of the old blink for me was the vertical motion.

    Wonder what it would be like if the 'new blink' gave you temproary 'nocliplike' motion but you still collided with things. Of course this could be way overpowerd. And it's probably to late in the 1.1 development process anyway.


    [[EDIT: um, ya I don't think I expressed how much I'm looking forward to 1.1, I'm sure Flayra has done a great job and as the old saying goes, to may cooks spoil the soup.]]
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    To answer Freemantle: no worries, since you have to hold down the fire button the whole time you want to cloak you can't use other weapons like slash at the same time

    To answer StoneToad: I think going through some walls was planned at one point, but the reason it was decided against (and the reason for the change of blink now) is to avoid newbie-unfriendly "Help! I'm stuck in the wall!" scenarios. For vertical movement, Sirus' low gravity while blinking idea may be worth trying, if it's possible.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Plus, It would be awkward movement, so much so, it would probably be difficult to get accustomed to.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    oh well, I am going to miss blink if this is true

    I personaly always used it to cover longdistances between me and marines then recover that distance

    that and the entire vertical thing

    oh well.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    It might take a little getting used to in terms of when to use it. However, I believe its a change for the best.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    what about hit and run tactics though?

    I have many times blinked in, killed amarine, and blinked out before serious dmg could be aplied to me.

    Now however I walk in all safe but when I appear every one starts unloading and now I gotta RUN back

    so ivisible NOT invicnible. (hehe, he is becoming the predater <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    NO ENERGY BLINK!! Thats like saying they'll be making the LMG strait-line fire, with no muzzle flash, in the hands of even a novice it would be devistating. That was actually the only thing about blink for me that prevented me from wreaking total havoc, if what you way is true, then a carpace fade (even with speed reduction), could be VERY VERY difficult to kill.

    PS: I'm not a vet/PT so I have NO idea if this is at all accurate. <---points at disclamer
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what about hit and run tactics though?

    I have many times blinked in, killed amarine, and blinked out before serious dmg could be aplied to me.

    Now however I walk in all safe but when I appear every one starts unloading and now I gotta RUN back

    so ivisible NOT invicnible. (hehe, he is becoming the predater ) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You cloak, get behind the marines, uncloak, slash them up, cloak and run and/or stay still, while they're under the illusion that you're still there, and attack again.

    In short, yes, the Fade power and ability is truely proving to compliment its name.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    edited May 2003
    [replying to sirus' reply to my post]
    I don't see how it would be awkward motion wise, you'd just zoom forward to what you were looking at. Sorta like how you move in freelook spectator with the forward key down. Exept that you'd still be restricted by the clipping hulls. Only problem with the low grav thing is that if it was low enought to get nice motion up shafts, then you'd have problems trying to get down them, or landing.

    [replying to general comments about full cloack being overpowerd]
    As for staying cloaked over long distances beeing overpowering what about makeing the cloack flicker or strobe. So say every ~5 seconds (just picking numbers randomly) the cloak flickerd so you'd see the fade for a moment (1/10 of a second?). Would make a really creapy effect haveing some fades blinking down a hallway at you as they flickerd in and out of existance as they aproached you.


    [[edit: woudnt have to be 100% visibility for the visible part of the strobe/flicker]]
    [[edit2: darnit, lol 5 posts while I was writeing this, nead to add info about what I was replying to]]
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    umm, re read the thread bud

    blink no longer teleports you

    it makes you fast and cloaked

    also it does take nrg just very little (as far as I understand)
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Vertical movement would be equivalent to floating around. And would probably be rather awkward IMO.

    Then you might as well give the Fade a Magic Carpet and make the V-model for the slot cloak Aladdin's Lamp.

    I currently believe that its a good thing that the Fade is more grounded. It makes it easier for the Fade to fulfill its role as a heavy melee unit, not a heavy ranged unit.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    Hmmm very good point about the 'floating around', forgot how HL has no spin speed limit. I'd assume the lowgrav sorta thing would be just to help clear boxes and get on top of things for ambushes (like the big pile of boxes in cargo hold on ns_hera)?

    So far I'm looking forward to trying some blink and slash though. I always found Blink a bit to tempermental in 1.0x to feel comfertable useing it for that.

    And if Flayra is going for the mixed units required then there should hopefully be lerks and skulks around to give the fade lifts at the shafts. So that would fix the whole vertical thing IMHO. Hmmm wonder if Flayra deliberatly made the change so you'd NEAD skulks/lerks for lifts?
  • LuxLux Join Date: 2002-11-17 Member: 9078Members
    if you didnt know blink is bugged and will be changed in the next release
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Well, I hope it's changed back to a better-working 1.04 version, because that's a whole lot more fun (and IMO atmospheric) than sliding around invisible. Yuck.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    Thought: Why not make it a one shot deal?

    Click your mouse button: You Blink (Your cloak and your speed potential increases to say... x2.5)

    You instantly lose .18 Adrenaline Points

    You have 4 seconds before you will automatically uncloak.

    Attacking will automatically take you out of Blink.

    Why is this a good idea?

    It keeps you from running from place to place completely invisable.

    It puts you on a timer. Suppose you are a marine and you see a Fade open a door, he blinks. Being an experienced player, you know just about the time he will unblink if he does not attack. It adds suspense as each marine in the room mentally counts "1....2.....3.....OMG RAWR!". It also adds creepyness if the Fade blinks, and then runs away (i.e. "1......2......3.................4............4.5................ Uh, guys.... where is he?"
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    i belive blink would work better on a class such a a skulk. A class that is more upclose and fast would make this ability better. A 4th slot for the skulk? Xenoside is kinda well ,eh.... and by then..... whos a skulk?
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The Fade is becoming the Predator... how neat. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I think all these changes are for the better. Like Sirus said, it's better that the Fade be grounded.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    You know what would be really awesome? What if the fade makes emits a bright blue flash and odd sound when it emerges from blink? Imagine the fade un-blinking in front of a marine. That would scare the wits out of me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    The fade blink should give you free-look mode like movement while cloaked (as suggested). That way, you can still have the vertical movement and (almost) instant corridor passing: Of course withOUT no-clip mode. This way, your "blink" will un-predictable and more fun to use. Imagine the teleporters in the move X-men, the scene where the bad guy tries to kill the president, it'll be like that.

    The /unstuck plugin should be coded into the game and automatically kick in when you activate "blink" so if you get stuck in world geometry while flying around invisible, you can simply blink again.

    The adrenaline drainage should be tested for balance of course, but I imagine the longer you stay in blink mode the more adrenaline it drains. So rapidly using it in a fire fight would be viable just as much as using it to traverse the map.

    For visual effect, the blue blink effect and noise should play everytime you start and end the blink just for the general atmosphere, and balance giving marines just time to react to a blink ambush to know what happened.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited May 2003
    Has anyone checked if you can be damaged whilst blinking and if an ob scan reveals you ?

    If in 1.1 blink is supposed to represent the fade moving extremly fast, so fast you don't see it, then not being able to traverse vertical spaces doesn't matter.

    I really do like the new version of blink, although I do think it should say take off half your energy and last about 5 seconds or so. That would stop fades pretty much running across the entire map in one go and instead it'd be used for entering and leaving combat. A blinking fade with SOF is a rather scary prospect. Ambushes would be very nasty.

    Question for the PTS. Just how fast do you move, say as compared to a normal skulk ?
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