Magical Flying Fades

EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
<div class="IPBDescription">game balancing</div> As a fade, if you simply crouch and hold down the fire key while "blink" is selected, you can fly around the entire map indefinitely. I believe this is possible even without adrenaline. In any case, this exposes a lot of problems with the blink concept:

1) The Fade becomes a flying creature, able to fly faster and further than a lerk.
2) If a Fade is heavily damaged, he can literally blink from one side of the map, heal at the hive, and blink back to where he was attacking in a few seconds.
2b) Assumption: Aliens have started the game and have one hive, and a gorge puts down either a movement or a defense chamber. Choice1: if fade has redemption, he can use the "flying" ability to go anywhere where there are marines, take one or two out, redeem, and repeat until the marines are bottled up in their base. Since the fade has a lot of health, the redemption threshold is quite high--almost as bad as redeeming onos. However, the onos takes forever to move across the map. A Fade can fly anywhere. Choice2: Fade chooses adrenaline. Even after using up adrenaline while flying, the adrenaline will recover enough so that the fade can kill just about any res node (electrified or not) that doesn't have a shotgunner sitting on top of it. If the fade is ambushed, simply "fly" to the next node or back tot he hive.
So basically, one person can wh*** all the res, become fade within a half-minute, and take out just about everything. In 1.0, it was quite difficult to "fly" across the map, because it was impossible to blink down certain corridors. A room with a high ceiling was fair game.
3) If the person using the fade has decent aim (which I assume people do), you can "fly" into any vent and use it as if you were a lerk, a skulk, or a jetpacker. In 1.0 it was impossible to blink into a small vent.

I believe the concept of the fade is broken, since this "infinite blink-flying" is available within under a minute of the game start. The blink 1.0 ability was bugged, but it made sense, since it wasn't quite flying, and it was better than leap. The 2.0 blink ability is like an infinite leap (or , impulse 119 from those familiar with NS 1.0 hax)

When the alien outcome is inevitable, and two onii are preparing to assault the last Marine base, I just fly around marine base as a fade. Most humans can't hit anything flying that quickly (since I usually have under 80 ping), and turrets are a pathetic defense (only 5 damage is easily countered by regen). It's like a lerk with infinite flying, perfect control, and 3 times lerk health and armor. Granted I'm moving so quickly and so little energy I couldn't possibly hit anything with a weapon, but the concept is still broken.

Possible solutions:
1)you can't blink more than once when holding the fire button
2)restore the old blinking
3)A bit like (1): make blink a better leap (do damage when sailing trough the air) and prevent using slash during the "leap".

I'd like your comments.
«13

Comments

  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    Why is this a problem?
    So you can fly around, is that unfair?
    I guess I don't understand what the problem is. The game is balanced to account for this. Good marines know how to counter it. What's the problem with flying?
    Blink right now is great.
    It's what makes the fade a fade. Without blink it's just a big slow skulk.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    <!--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-->So basically, one person can wh*** all the res, become fade within a half-minute<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Holy crap, they must be getting a lot of res-for-kill if they can get 25 resources within 30 seconds...

    I believe I seen in the changelog for 2.1 that blink now does 25% less force than it did before (don't know if it's still there, or if that was combat only). However, I really don't think that blink is too powerful, it's just the fact that aliens can get the resources to go fade far too quickly. In 2.1, last I knew, fades cost 60 resource, which will help slow down the early fade a bit.

    Also, while the fade can technically blink forever, he has next to no energy after blinking for more than a second sustained. I think that balances it out.

    And by the way, sentries do 10 damage to fades. It's only 5 to an onos.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Actually flying into the vents is sometimes very tricky. Half the time my fade doesn't 'fit' in it like he's not crouched, even though I crouch-jump to get airborne initially.


    Woah


    Wierd feeling of deja-vu. I think I've had a coversation like this before, like, in 1.04 about blinking into vents...
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--MadcapMagician+Nov 19 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 19 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is this a problem?
    So you can fly around, is that unfair?
    I guess I don't understand what the problem is. The game is balanced to account for this. Good marines know how to counter it. What's the problem with flying?
    Blink right now is great.
    It's what makes the fade a fade. Without blink it's just a big slow skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not only is it unfair, but the *only* flying creature is supposed to be the lerk. Fades teleport. Lerks fly. If you can teleport indefinitely, that's like flying, only better, isn't it? I'm not saying "get rid of blink" I'm saying make more like teleportation and less like flight. This is a big conceptual problem.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    <!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 02:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *whine whine whine* Fade always owns me, nerf it please! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ...
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--MadcapMagician+Nov 19 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 19 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is this a problem?
    So you can fly around, is that unfair?
    I guess I don't understand what the problem is.  The game is balanced to account for this.  Good marines know how to counter it.  What's the problem with flying?
    Blink right now is great.
    It's what makes the fade a fade.  Without blink it's just a big slow skulk. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not only is it unfair, but the *only* flying creature is supposed to be the lerk. Fades teleport. Lerks fly. If you can teleport indefinitely, that's like flying, only better, isn't it? I'm not saying "get rid of blink" I'm saying make more like teleportation and less like flight. This is a big conceptual problem. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Fades cant fly infinitely.
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Mythr1l+Nov 19 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ Nov 19 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 02:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *whine whine whine* Fade always owns me, nerf it please! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I accuse you of trolling. *throws glove on the ground*
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Epidemic+Nov 19 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Nov 19 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--MadcapMagician+Nov 19 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 19 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is this a problem?
    So you can fly around, is that unfair?
    I guess I don't understand what the problem is.  The game is balanced to account for this.  Good marines know how to counter it.  What's the problem with flying?
    Blink right now is great.
    It's what makes the fade a fade.  Without blink it's just a big slow skulk. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not only is it unfair, but the *only* flying creature is supposed to be the lerk. Fades teleport. Lerks fly. If you can teleport indefinitely, that's like flying, only better, isn't it? I'm not saying "get rid of blink" I'm saying make more like teleportation and less like flight. This is a big conceptual problem. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Fades cant fly infinitely. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's very simple. You crouch. Select Blink. Aim. Hold down fire button. Keeping Aiming.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    if you aim more than 45 degrees up you can stay in the air indefinitely, however youll hit ceiling structures, fall, be out of energy and then get shot by a ten res shotgun.

    50 res ubergodfade dead. kthxbai.

    i dont see the problem, does anyone wanna explain it to me again?
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Zel+Nov 19 2003, 03:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Nov 19 2003, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you aim more than 45 degrees up you can stay in the air indefinitely, however youll hit ceiling structures, fall, be out of energy and then get shot by a ten res shotgun.

    50 res ubergodfade dead. kthxbai.

    i dont see the problem, does anyone wanna explain it to me again? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Never had that happening while blink-flying. Just change direction after landing into something and you keep flying. If you hit the ground, aim up and you keep flying. You can bounce off the walls indefinitely. The only requirement is that you keep pressing the attack button. Try it. It's fun.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    you didnt stop to swipe at the marine?

    k, you dont do any damage, whats the big deal there?

    if so, youre a better fade than a great many people and deserve to be fighting marines with enough aim to have blasted you in that split second.
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Zel+Nov 19 2003, 03:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Nov 19 2003, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you didnt stop to swipe at the marine?

    k, you dont do any damage, whats the big deal there?
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Did you even read my first post? This has nothing to do with dealing damage in flight. The simple fact that if you (a) crouch and (b) hold the fire button you can fly around the entire map without any penalty many times faster than a lerk. Given, you should be allowed to blink across rooms and hallways, that's the whole point of blinking! But not *indefinitely*.

    I'm not saying "nerf the fade, make it not blink, I'm getting pwned". The problem I'm describing is more like an exploit/bug that turns into a balance issue when abused. If you blink more than once you should be penalized by not being able to blink again *as well as* not being able to swipe. Make the blink be a *semiautomatic* weapon instead of an *automatic* weapon. Do you understand now? Everything else about the fade is *fine*.
  • FirespiritFirespirit Join Date: 2003-05-05 Member: 16082Members
    some one please lock this before it turns into an unstoppable flame war
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    I don't think I ever recorded the demo where a fade was chillin in our base on tanith. He was blinking into the ceiling in circles for about 2 minutes.

    I've never heard of this infinite flying fade thing. Describe its semantics more, does the fade actually blink the whole time or is his adrenaline so low that it only happens in sputters.

    If it only happens in sputters, then it is not infinite flying.
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--xl-cow+Nov 19 2003, 04:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xl-cow @ Nov 19 2003, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think I ever recorded the demo where a fade was chillin in our base on tanith. He was blinking into the ceiling in circles for about 2 minutes.

    I've never heard of this infinite flying fade thing. Describe its semantics more, does the fade actually blink the whole time or is his adrenaline so low that it only happens in sputters.

    If it only happens in sputters, then it is not infinite flying. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    "Blinking in circles" is just about what I'd describe I've been doing ever time I'm fade during the endgame, mostly to demonstrate the exploit.

    The camera does "jiggle" during the blink-flight, but I can't tell if that's sputtering or from crouching while blinking (if you crouch-blink the camera jitters sometimes)

    In any case, even if it's "sputtering" the result is still full-speed blinking... I can still fly in any direction and the energy bar jitters near zero... no crash-landing ever happens. Of course, I haven't fully tested this without adrenaline. IMO, this needs to be tested out a LOT more to determine exactly why this happens.

    And thank you for actually trying to analyze this problem instead of accusing me of nerfing.
  • hawthornehawthorne Join Date: 2003-10-05 Member: 21460Members
    Without adrenaline its 'spurts. With adrenaline, its indefinite.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--hawthorne+Nov 19 2003, 02:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hawthorne @ Nov 19 2003, 02:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Without adrenaline its 'spurts. With adrenaline, its indefinite. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and either way, whoopdie-do. 1) Fade cost 60 res in 2.1 and 2) there is absolutley no problem with a fade blinking (flying) forever. He's literally always at zero or almost zero energy, and therefore cannot do damage without coming to a standstill (or stopping blink), and when he does, he's cannon fodder. Roberto, if you have problems with fades "flying" just for the sake of having a valid argument, it's ridiculous. A fade that always just blinks has no point in the game except as a distraction. He's a worthless waste of 50 resources as he doesn't have enough energy to do any damage or to protect himself. The current way blink works is the way it's *supposed* to work, and just because he can get around the whole map quickly and end up with no energy doesn't mean it's unbalanced or a bug, and it's certainly not an exploit. I'm going to stop here to prevent myself from flaming your utter stupidity.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    Yeah, i've seen this before, crouch+jump while holding down fire and you can 'fly' anywhere you want for as long as you want by aiming your blink, no crash landings or anything.

    It's not particularily useful to attack marines with as your adrenaline is so low, but is effective when you consider that it allows the fade to travel from one end othe map to the other many times the speed of a skulk/lerk and then (with adren) be able to take down an rt in about 30 seconds far too quick for marines to react. rinse and repeat.

    In my opinion it's not an issue of the fade being to tough (it's not at all) just being too quick/manouverable for its size compared to the supposedly nimbler aliens.

    The only way i can think to fix it is to require a fade to release the blink when the energy reaches 0 rather than being able to 'run on empty' as it does. This would slow the blink down to a sensible speed without nerfing it in combat imo.
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Anderval+Nov 19 2003, 05:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Nov 19 2003, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In my opinion it's not an issue of the fade being to tough (it's not at all) just being too quick/manouverable for its size compared to the supposedly nimbler aliens.

    The only way i can think to fix it is to require a fade to release the blink when the energy reaches 0 rather than being able to 'run on empty' as it does. This would slow the blink down to a sensible speed without nerfing it in combat imo. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes exactly.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    IIRC the original intention for blink was to also allow them to blink through walls, but there was some difficulty in coding it/making it work right. So... at least to me, the speed of blink seems to be a moot point. If the first implementation worked, they'd be faster than they are now. Add to that, when a fade is "flying" around marine start he isn't killing stuff. I would much rather have 6 fades just flying around than have them killing my res.
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--MMZ>Torak+Nov 19 2003, 05:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Nov 19 2003, 05:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Add to that, when a fade is "flying" around marine start he isn't killing stuff. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The flying through base thing isn't supposed to be a tactical maneuver, just entertainment during the endgame.

    Interesting how Blink was intented to be noclip. I somehow missed that.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited November 2003
    <!--QuoteBegin--[EMH] Robert Picardo+Nov 19 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([EMH] Robert Picardo @ Nov 19 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Anderval+Nov 19 2003, 05:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Nov 19 2003, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In my opinion it's not an issue of the fade being to tough (it's not at all) just being too quick/manouverable for its size compared to the supposedly nimbler aliens.

    The only way i can think to fix it is to require a fade to release the blink when the energy reaches 0 rather than being able to 'run on empty' as it does. This would slow the blink down to a sensible speed without nerfing it in combat imo. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes exactly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You have no idea how much that'd cripple the fade, do you? Fades already have atrocious weaponry, atrocious footspeed, and are incredibly paper-thin when fighting level 2 marines.

    BTW: As a fade, I blink around inside the marine spawn (Esp on Eclipse) and all the marines waste their ammo while I'm up there regenerating... then they're reloading and I drop down and take one out, then keep blinking.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    edited November 2003
    <!--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-->You have no idea how much that'd cripple the fade, do you?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    yes i do, i agree that fades apart from the blink are far too weak, (32 lvl0 lmg or something stupid)

    but that's no reason to compensate by having another ability completely overpowered. what i'm proposing would slow the fade down to 1.0x esque speeds while not affecting the fade in regular combat at all.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin--MadcapMagician+Nov 19 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 19 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why is this a problem?
    So you can fly around, is that unfair?
    I guess I don't understand what the problem is. The game is balanced to account for this. Good marines know how to counter it. What's the problem with flying?
    Blink right now is great.
    It's what makes the fade a fade. Without blink it's just a big slow skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's not game balance itself that is the problem, it's just that fade is becoming far too similar to the lerk. Each species should be very different in their play style.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    Umm, you guys heard the fact that lerk's controll system is totally revamped in 2.1 ?

    Well, anyhows, when i take that lerk modifying into thought, and the fact that the hitboxes are fixed also. I dont see any problem with this blinking stuff.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    edited November 2003
    I wouldnt complain about the deadliness of this blink, in acuality the old blink was much deadlier to the few who mastered it. Unfornatly it was still buggy to those who mastered it a risk of 50 res being stuck in the wall ( which was few becasue hey why bother with acid rocket).

    Can't the just add an automatic /stuck kind of thing at the end of each blink cause i like the old blink style wise more. Especially blinking through stuff. that was cool.

    Its good to know that 99% percent of ns players never learned to aim it properly. If they were to reimplement that i would add a good nice description in cl_autohelp on how to use it right (aim where you wan the fades head to be).
  • EMH_Robert_PicardoEMH_Robert_Picardo Join Date: 2003-01-03 Member: 11738Members
    <!--QuoteBegin--Ots+Nov 19 2003, 05:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Nov 19 2003, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umm, you guys heard the fact that lerk's controll system is totally revamped in 2.1 ?

    Well, anyhows, when i take that lerk modifying into thought, and the fact that the hitboxes are fixed also. I dont see any problem with this blinking stuff. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I haven't played 2.1 so I wouldn't know <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    I'll just cross my fingers and take your word for it.
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    I'd suggest instead of lessening the force, blink would have to be "Charged".

    Hold longer for farther blink. Tap it to close the gap between you and a rine.
  • WarmasterWarmaster Join Date: 2003-02-18 Member: 13711Members, Constellation
    Argh aaarrrgh aaahrg teh FlameZ0rs areh burning meeeh !!!
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--Anderval+Nov 19 2003, 03:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Nov 19 2003, 03:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but that's no reason to compensate by having another ability completely overpowered. what i'm proposing would slow the fade down to 1.0x esque speeds while not affecting the fade in regular combat at all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So you propose an instant teleportation of a fade in any chosen direction? Cool, I see how this stance improves your idea that blink should be slowed. Fades can be shot at while blinking, I've killed numerous fades when they were blinking out of a room with little health. You can't do that with a 1.0x blink bud.

    <!--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-->The flying through base thing isn't supposed to be a tactical maneuver, just entertainment during the endgame.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Who says? You? Forgive me if I don't take your word for it. Just because you don't think it should be a tactical maneuver doesn't mean that it shouldn't be one. It's already been stated in this thread that it can be used tactically, why would you possibly think it shouldn't be used this way?
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