If there's more than one, only go for a single hit then run away to heal, then go for a hit again. You'll remove all their armour and eventually the comm will get bored of medpacking them or run out of res. Harassment is your best tactic.
Normally i'd agree minty but this is where jetpackers violate the usual fade laws...
1) the target is incredibly mobile so hitting them is actually hard for once, especially because they can be aerial
2) Harrassment involves escaping, when they can chase after you for a long distance before you finally lose them instead of the couple of feet it takes against LA/HA there's a good chance you'll die before you escape their shotgunny wrath <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm not whining about balance or anything here, I'm just trying to work out what to do against genuinely good Jetpackers. There's plenty of bad or mediocre ones but they're easily dealt with; it's just this one experience has shown me that in the hands of someone experienced with them who knows how to manouver them skillfully and aim, the fade is very much matched or possibly even outclassed. Maybe a better fade player could've gotten him, but I'm not a bad player myself and You'll often hear that most clan matches end up as JPs vs Fades which is very telling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've learned to kill JP marines, it's very hard, however, if you can get up the second hive by the time they have jetpacks, then Adren/Regen can counter them quite nicely. It takes a lot of skill on both players, but the better player will come out on top.
And Gem, didn't you say that you could kill Jetpacker's with a silenced fade? <b>lol</b> I'd love to see anyone do that.
Anyhow, all you have to do is blink up to them, hit your 'lastinv' button while holding down the firebutton, get in as many swipes as possible, then blink the heck away from them. An adren fade NEVER has to stop blinking, so unless they hack, you can't be hit enough to the point where you will die if you stay outside of shotgun range.
Keep blinking, around them, and look for the perfect oppertunity to blink right up to them, swipe a couple of times, then blink the hell out. Also, if you get hit ONCE by a shotgun, you GET AWAY FROM THEM AT ALL COSTS, because 2 good shots is all it takes. With regen you can heal up while never actually leaving them, but you need adren for blink/swipe ammo. Not to mention you can time meta with regen so that it stacks and you heal up super fast.
And most importantly, practice. After awhile, you will learn to become really fast with using the 'lastinv' command. Just hold down your "+attack" button to keep blinking around them, when you get close hit your 'lastinv' command while blinking, you will swipe them (it won't look like you swipe, the animation is delayed), then hit the 'lastinv' command and GTFO!
jetpackers can't avoid you if they don't know you're there... silence fades are all about confusion, surprise and not glueing your finger down on fire because you don't really need to anyways =3 A simple well place click can send you flying happily if you know what you're doing.
I disagree with Forlorn. Adrenaline on a fade is a wasted upgrade if the fade knows how to blink hop. The only justifiable reason to take it is to kill jetpackers in the way he laid out, and really, if that's your plan, just go lerk and save yourself 20 res.
That said, what Forlorn recommends is <i>possible</i>, but not probable against a competent jetpacker. With the abysmal weapon switch delays, you're going to find that hitting a jetpacker who actually knows how to fly is difficult. The first thing I do when I see a fade flying towards me is change my direction, even if only straight down. A fade really can't compensate because he has to change to claw well before he reaches me, so he can't match my flight path. Hell, I'm suprised if the fade could even lead my flight path in the first place. Jetpacks don't have to fly in straight lines, you know.
But not to toot my own horn. The point is, Adren fade is a poor counter at best for JP/SG. You'll have better luck with lerks or even leaping skulks until hive 3.
<!--QuoteBegin--Stoneburg+Sep 20 2003, 03:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Sep 20 2003, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The lerk is the ultimate anti-JP as well as anti-shotgun creature and should be excellent <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You are actually *more* manuverable as lerk then JP now. You are small and fast, making you very hard to hit. Your spike weapon is 100% accurate and not affected by range. Your spores will apply constant damage, wearing hom down, if used correctly.
In theory anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well no spikes arnt perfectly acurate anymore and jps shotties own lerks like no other. There faster and it only takes 1 shot to kill a lerk. And no matter how good that lerk is at flying, a good jp will close in on it and blow it to shreds.
Howevers spores and spikes are still the best anti jp shotty if they don't get noticed right away. If they do gg lerk.
In reality jp shotties own everything, which is why the jp is fine as it is.
Well acually lerks are faster then jps till they make the slightest slip up, but if you want to stand the slightest chance of running away, DO NOT LAND EVER, in the time it takes for a lerk to take off again, a jp can fly over and literally sit on your head which by the way is really fun to do to a lerk if you ambush it. jump on its head it cant fly.
Acually leap bite skulks, and blink slash fades are better than lerks, but only if they know how to do that with high efficiancy and go straight for the kill knowing they will die if they **** up. thats the mentality you need to take jp shotties, but you better have the skill to do it.
<!--QuoteBegin--Geminosity+Oct 14 2003, 05:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Oct 14 2003, 05:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> jetpackers can't avoid you if they don't know you're there... silence fades are all about confusion, surprise and not glueing your finger down on fire because you don't really need to anyways =3 A simple well place click can send you flying happily if you know what you're doing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Um...
Anyone knows that a blink hop sends you in a predicable direction, and if the jetpackers are good, they will never ever be killed by a blink hop. The randomness of an adren fade gives it the edge needed to kick the crap out of a JP'er.
As long as you work with a team, and as long as one person sees the silenced fade, someone will shoot at the fade, blowing the silenced fade's cover. Silence is a terrible upgrade to get with a fade IMO.
<!--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-->That said, what Forlorn recommends is possible, but not probable against a competent jetpacker. With the abysmal weapon switch delays, you're going to find that hitting a jetpacker who actually knows how to fly is difficult. The first thing I do when I see a fade flying towards me is change my direction, even if only straight down. A fade really can't compensate because he has to change to claw well before he reaches me, so he can't match my flight path. Hell, I'm suprised if the fade could even lead my flight path in the first place. Jetpacks don't have to fly in straight lines, you know. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This shows how little you know, no offense at all to you dude, but there aren't any weapon switch delays. The animation is delayed, but the weapons themselves connect. I've gotten decent at blink/swiping down JP'ers, and I can faithfully say that there is no switch delay.
For futher proof of what I speak of, go watch the sYn vs. HAM demos and learn a thing or two.
No offence to you either but the assumption that you'll be spotted before you have your claws in someone 100% of the time shows how little proper experience you have of silenced fading =/ I was all 'pffft, waste' when I first heard someone mention it, but having used it exclusively for quite some time now I happily take it over adren or celerity every single time.
I agree that there's no real weapon switch delay to talk of, I've killed enough people midblink without the arms even getting to the animation change to slash to know that myself and damn it's satisfying XD
A non-adren fade is almost just as manouverable as an adren one, the main difference is it actually requires genuine skill and timing to drain as little as possible while still doing what's needed and you can't just fly around indefinitely like some unholy bone splitting superman ^^
<!--QuoteBegin--Geminosity+Oct 15 2003, 10:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Oct 15 2003, 10:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No offence to you either but the assumption that you'll be spotted before you have your claws in someone 100% of the time shows how little proper experience you have of silenced fading =/ I was all 'pffft, waste' when I first heard someone mention it, but having used it exclusively for quite some time now I happily take it over adren or celerity every single time.
I agree that there's no real weapon switch delay to talk of, I've killed enough people midblink without the arms even getting to the animation change to slash to know that myself and damn it's satisfying XD
A non-adren fade is almost just as manouverable as an adren one, the main difference is it actually requires genuine skill and timing to drain as little as possible while still doing what's needed and you can't just fly around indefinitely like some unholy bone splitting superman ^^ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I've seen sensories used more than a silenced fade.
The last memory I have of a silenced fade, which is fairly recent:
A fade with adren/regen has been harrassing us for 25 min at refinery of ns_bast(we had heavy armor and Shotties and HMGs). Finally, he got killed, and went fade again. He returned to the outpost to harrass us, but as something unexpected:
A silenced fade.
I saw him coming on to us immediatly, and I said over voice comm: "Incoming fade". Only one other marine took notice. The poor sap who failed to heed my warned was killed by the silent fade, meanwhile I hit him nearly pointblank with a shotgun blast. The only other dude to notice was an HMG'er, who picked off the fade as he blink hopped away. That pubber remarked that he would never go silenced fade again.
No, I'm not making this up to prove a point. I'm telling you just one area of where adren would have been much more useful for the fade; he could have blinked away in a random pattern rather than try to blink hop away and die.
And you might think that sense he was using blink to surprise us, that he would have given himself away, but the thing was, there was only 3 of us, two HA's and a welder who was LA. The fade picked for him to die, and then the fade was killed. Both of the dude's with big guns were able to notice in time that the fade was coming in. With elementry squad cover work, a silenced fade is damn well useless.
A Fade who, by the sounds of it, never used silence before and was only willing to give it the briefest of tries having been entirely used to the tactics of an adren fade. Good example ^^
You say yourself you rarely see them and your few 'encounters' (based off that one at least) were of inexperienced silence fades, yet you seem to be a mass of silence fade knowledge, all it's faults and why people should never go them =3 I'm willing to give adren yet another try, I'll be using it for the next while or so, I'll tell you if my opinion's changed any after my 3rd shot of giving it a chance and trying to learn the ins and outs before I come to a conclusion.
Tbh, I've used silence only once; marines never were surprised by it. Even when I managed to hit a marine, he would just spin around shooting me blowing off my cover and alerting others to it. This was after one measly swipe. By the third swipe (and to kill the marine), I was dead. Silence gave me no advantage whatsoever.
I realized that the only thing silence does it exploit poor squad work between marines, and if the marine's never had that in the first place, they are going to lose anways.
Well I don't want to get into a ruckus here, but this is my view -
Silenced fade is great on lone marines, or assassin work on buildings. However, against rine groups, you're not going to get any significant benefit over any other upgrade.
I would concede that a silenced cloaked fade could be terrifying on ambush detail, but with those choices thats really all he could do.
Since fades are seeing (IMHO) more and more frontline use, and rines aren't generally ramboing, the day of the silence/cloak fade is ending.
Feel free to disagree of course. This is a matter where its very much your own perception and your own fading style. I can do decent work as a silenced cloaked fade but I can do an awful lot more using, say, cara and adren.
<!--QuoteBegin--Geminosity+Oct 15 2003, 08:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Oct 15 2003, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well, like I said I'll give adren another try with all the little tricks and stuff and see if I change my mind ^~ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I just used silence recently (like 1 hour ago)...
It will own any lone marine, guarenteed. However, when it came time to attack marine base, and I found myself wishing I had some celerity or adren.
Marine's didn't lose me in the choas of the battle. Instead, my role was to blink by once in awhile, and any marine stupid enough to run out of base was immediatly killed.
I died because I just wanted to in there hacking up stuff and slashing, but, since normal regen fade owns, a silenced/regen fade is just that much better. However, I still believe that an adren fade is more effective overall (or is it a celerity fade? I'm debating that with rennex in another thread), however, silence is a lot of fun... If I was playing with a group of well know friends/online friends, I'd probably take silence for kicks.
I think adrenaline will be best against a jetpacker. Because it maximizes a fade's 1 and only advantage.
Depending on upgrades the number of hits to kill each other is about the same. The jetpacker has better range. The jetpacker can fly and attack simultaneously. The jetpacker can fly and shoot in a different direction.
Without adrenaline you run the risk of that split second delay in blink when you have 0 stamina, that will probably be fatal against a good enemy.
The advantage of the fade is this: they can accelerate straight forward, jetpacks do not have this option they must spend some thrust upward even if they are trying to manuever horizontaly. Because of this jetpackers cannot completely overcome their own momentum, they cannot make difficult moves and maintain speed.
If a fade has adrenaline he can easily overcome his own momentum, able to turn 180 degrees on a dime and accelerate to full speed instantly with overpowering stamina input. (very important to remember that as a fade you can accelerate in ANY direction, adding alot of vertical movement will make you very hard to kill)
As for attacking bases it's a bit weird; the main tactic is to confuse or conceal. If the base has a high ceiling you can usually blink up, over and into the base without getting spotted, once you're in you really have to use the buildings to dive about behind, occaisonally running past the marines and giving them a claw in the face to mess them up a little. Against good marines this is really hard and you're right; when it comes to actual, heavily guarded, bases the adren fade shines. Away from home though the silence fade is excellent scare tactics and can even wind up HAs in small groups of 2 or 3 XD
Like I said, I'll give adren a good shot for my next lot of games... I've not been playing recently though, but when I do I'll adren so I can get my own feel for which suits me for what ^^
Comments
1) the target is incredibly mobile so hitting them is actually hard for once, especially because they can be aerial
2) Harrassment involves escaping, when they can chase after you for a long distance before you finally lose them instead of the couple of feet it takes against LA/HA there's a good chance you'll die before you escape their shotgunny wrath <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm not whining about balance or anything here, I'm just trying to work out what to do against genuinely good Jetpackers. There's plenty of bad or mediocre ones but they're easily dealt with; it's just this one experience has shown me that in the hands of someone experienced with them who knows how to manouver them skillfully and aim, the fade is very much matched or possibly even outclassed.
Maybe a better fade player could've gotten him, but I'm not a bad player myself and You'll often hear that most clan matches end up as JPs vs Fades which is very telling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And Gem, didn't you say that you could kill Jetpacker's with a silenced fade? <b>lol</b> I'd love to see anyone do that.
Anyhow, all you have to do is blink up to them, hit your 'lastinv' button while holding down the firebutton, get in as many swipes as possible, then blink the heck away from them. An adren fade NEVER has to stop blinking, so unless they hack, you can't be hit enough to the point where you will die if you stay outside of shotgun range.
Keep blinking, around them, and look for the perfect oppertunity to blink right up to them, swipe a couple of times, then blink the hell out. Also, if you get hit ONCE by a shotgun, you GET AWAY FROM THEM AT ALL COSTS, because 2 good shots is all it takes. With regen you can heal up while never actually leaving them, but you need adren for blink/swipe ammo. Not to mention you can time meta with regen so that it stacks and you heal up super fast.
And most importantly, practice. After awhile, you will learn to become really fast with using the 'lastinv' command. Just hold down your "+attack" button to keep blinking around them, when you get close hit your 'lastinv' command while blinking, you will swipe them (it won't look like you swipe, the animation is delayed), then hit the 'lastinv' command and GTFO!
A simple well place click can send you flying happily if you know what you're doing.
That said, what Forlorn recommends is <i>possible</i>, but not probable against a competent jetpacker. With the abysmal weapon switch delays, you're going to find that hitting a jetpacker who actually knows how to fly is difficult. The first thing I do when I see a fade flying towards me is change my direction, even if only straight down. A fade really can't compensate because he has to change to claw well before he reaches me, so he can't match my flight path. Hell, I'm suprised if the fade could even lead my flight path in the first place. Jetpacks don't have to fly in straight lines, you know.
But not to toot my own horn. The point is, Adren fade is a poor counter at best for JP/SG. You'll have better luck with lerks or even leaping skulks until hive 3.
*edit* html tags lose
You are actually *more* manuverable as lerk then JP now. You are small and fast, making you very hard to hit. Your spike weapon is 100% accurate and not affected by range. Your spores will apply constant damage, wearing hom down, if used correctly.
In theory anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well no spikes arnt perfectly acurate anymore and jps shotties own lerks like no other. There faster and it only takes 1 shot to kill a lerk. And no matter how good that lerk is at flying, a good jp will close in on it and blow it to shreds.
Howevers spores and spikes are still the best anti jp shotty if they don't get noticed right away. If they do gg lerk.
In reality jp shotties own everything, which is why the jp is fine as it is.
Well acually lerks are faster then jps till they make the slightest slip up, but if you want to stand the slightest chance of running away, DO NOT LAND EVER, in the time it takes for a lerk to take off again, a jp can fly over and literally sit on your head which by the way is really fun to do to a lerk if you ambush it. jump on its head it cant fly.
A simple well place click can send you flying happily if you know what you're doing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Um...
Anyone knows that a blink hop sends you in a predicable direction, and if the jetpackers are good, they will never ever be killed by a blink hop. The randomness of an adren fade gives it the edge needed to kick the crap out of a JP'er.
As long as you work with a team, and as long as one person sees the silenced fade, someone will shoot at the fade, blowing the silenced fade's cover. Silence is a terrible upgrade to get with a fade IMO.
<!--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-->That said, what Forlorn recommends is possible, but not probable against a competent jetpacker. With the abysmal weapon switch delays, you're going to find that hitting a jetpacker who actually knows how to fly is difficult. The first thing I do when I see a fade flying towards me is change my direction, even if only straight down. A fade really can't compensate because he has to change to claw well before he reaches me, so he can't match my flight path. Hell, I'm suprised if the fade could even lead my flight path in the first place. Jetpacks don't have to fly in straight lines, you know.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This shows how little you know, no offense at all to you dude, but there aren't any weapon switch delays. The animation is delayed, but the weapons themselves connect. I've gotten decent at blink/swiping down JP'ers, and I can faithfully say that there is no switch delay.
For futher proof of what I speak of, go watch the sYn vs. HAM demos and learn a thing or two.
I was all 'pffft, waste' when I first heard someone mention it, but having used it exclusively for quite some time now I happily take it over adren or celerity every single time.
I agree that there's no real weapon switch delay to talk of, I've killed enough people midblink without the arms even getting to the animation change to slash to know that myself and damn it's satisfying XD
A non-adren fade is almost just as manouverable as an adren one, the main difference is it actually requires genuine skill and timing to drain as little as possible while still doing what's needed and you can't just fly around indefinitely like some unholy bone splitting superman ^^
I was all 'pffft, waste' when I first heard someone mention it, but having used it exclusively for quite some time now I happily take it over adren or celerity every single time.
I agree that there's no real weapon switch delay to talk of, I've killed enough people midblink without the arms even getting to the animation change to slash to know that myself and damn it's satisfying XD
A non-adren fade is almost just as manouverable as an adren one, the main difference is it actually requires genuine skill and timing to drain as little as possible while still doing what's needed and you can't just fly around indefinitely like some unholy bone splitting superman ^^ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've seen sensories used more than a silenced fade.
The last memory I have of a silenced fade, which is fairly recent:
A fade with adren/regen has been harrassing us for 25 min at refinery of ns_bast(we had heavy armor and Shotties and HMGs). Finally, he got killed, and went fade again. He returned to the outpost to harrass us, but as something unexpected:
A silenced fade.
I saw him coming on to us immediatly, and I said over voice comm: "Incoming fade". Only one other marine took notice. The poor sap who failed to heed my warned was killed by the silent fade, meanwhile I hit him nearly pointblank with a shotgun blast. The only other dude to notice was an HMG'er, who picked off the fade as he blink hopped away. That pubber remarked that he would never go silenced fade again.
No, I'm not making this up to prove a point. I'm telling you just one area of where adren would have been much more useful for the fade; he could have blinked away in a random pattern rather than try to blink hop away and die.
And you might think that sense he was using blink to surprise us, that he would have given himself away, but the thing was, there was only 3 of us, two HA's and a welder who was LA. The fade picked for him to die, and then the fade was killed. Both of the dude's with big guns were able to notice in time that the fade was coming in. With elementry squad cover work, a silenced fade is damn well useless.
You say yourself you rarely see them and your few 'encounters' (based off that one at least) were of inexperienced silence fades, yet you seem to be a mass of silence fade knowledge, all it's faults and why people should never go them =3
I'm willing to give adren yet another try, I'll be using it for the next while or so, I'll tell you if my opinion's changed any after my 3rd shot of giving it a chance and trying to learn the ins and outs before I come to a conclusion.
I realized that the only thing silence does it exploit poor squad work between marines, and if the marine's never had that in the first place, they are going to lose anways.
Silenced fade is great on lone marines, or assassin work on buildings. However, against rine groups, you're not going to get any significant benefit over any other upgrade.
I would concede that a silenced cloaked fade could be terrifying on ambush detail, but with those choices thats really all he could do.
Since fades are seeing (IMHO) more and more frontline use, and rines aren't generally ramboing, the day of the silence/cloak fade is ending.
Feel free to disagree of course. This is a matter where its very much your own perception and your own fading style. I can do decent work as a silenced cloaked fade but I can do an awful lot more using, say, cara and adren.
I just used silence recently (like 1 hour ago)...
It will own any lone marine, guarenteed. However, when it came time to attack marine base, and I found myself wishing I had some celerity or adren.
Marine's didn't lose me in the choas of the battle. Instead, my role was to blink by once in awhile, and any marine stupid enough to run out of base was immediatly killed.
I died because I just wanted to in there hacking up stuff and slashing, but, since normal regen fade owns, a silenced/regen fade is just that much better. However, I still believe that an adren fade is more effective overall (or is it a celerity fade? I'm debating that with rennex in another thread), however, silence is a lot of fun... If I was playing with a group of well know friends/online friends, I'd probably take silence for kicks.
Depending on upgrades the number of hits to kill each other is about the same.
The jetpacker has better range.
The jetpacker can fly and attack simultaneously.
The jetpacker can fly and shoot in a different direction.
Without adrenaline you run the risk of that split second delay in blink when you have 0 stamina, that will probably be fatal against a good enemy.
The advantage of the fade is this: they can accelerate straight forward, jetpacks do not have this option they must spend some thrust upward even if they are trying to manuever horizontaly. Because of this jetpackers cannot completely overcome their own momentum, they cannot make difficult moves and maintain speed.
If a fade has adrenaline he can easily overcome his own momentum, able to turn 180 degrees on a dime and accelerate to full speed instantly with overpowering stamina input.
(very important to remember that as a fade you can accelerate in ANY direction, adding alot of vertical movement will make you very hard to kill)
As for attacking bases it's a bit weird; the main tactic is to confuse or conceal. If the base has a high ceiling you can usually blink up, over and into the base without getting spotted, once you're in you really have to use the buildings to dive about behind, occaisonally running past the marines and giving them a claw in the face to mess them up a little. Against good marines this is really hard and you're right; when it comes to actual, heavily guarded, bases the adren fade shines. Away from home though the silence fade is excellent scare tactics and can even wind up HAs in small groups of 2 or 3 XD
Like I said, I'll give adren a good shot for my next lot of games... I've not been playing recently though, but when I do I'll adren so I can get my own feel for which suits me for what ^^