Fade Blink Changes
lagger
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.
Comments
OMG COW POWER ^_^
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.
Also remember that not having vertical movement like the old blink is a bit of a downside.
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.
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
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.]]
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.
I personaly always used it to cover longdistances between me and marines then recover that distance
that and the entire vertical thing
oh well.
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-->)
PS: I'm not a vet/PT so I have NO idea if this is at all accurate. <---points at disclamer
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.
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]]
blink no longer teleports you
it makes you fast and cloaked
also it does take nrg just very little (as far as I understand)
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.
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?
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?"
I think all these changes are for the better. Like Sirus said, it's better that the Fade be grounded.
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.
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 ?