Blink
Brefl
Join Date: 2004-02-11 Member: 26383Members
<div class="IPBDescription">What the hell?</div> Blink? How about 'snooze' or 'nap', or maybe call it 'Coma'.
First of all, it no longer gets you ANYWHERE. A celerity lerk or skulk, leaping, goes faster then this. The only real way to use it is to bunnyhop with it, which doesn't work too well on most maps.
Secondly, there's a 'minimum energy' on it. Which is superb and all, except it STILL drains energy, but just doesn't MOVE you anywhere.
Finally, you put a minimum energy on it, but actually failed to fix the fact that while swipe does 95 damage, it drains something like 100 stamina, but BITE on SKULKS does 90 damage, and only drains about 80 stamina (don't know what the stamina 'numbers' are, but those are just for reference). GG fade... first the hitbox, then the acid rockets, then blink, what's next, metabolize drains 50% of your health but lets you attack a bit faster? :/
First of all, it no longer gets you ANYWHERE. A celerity lerk or skulk, leaping, goes faster then this. The only real way to use it is to bunnyhop with it, which doesn't work too well on most maps.
Secondly, there's a 'minimum energy' on it. Which is superb and all, except it STILL drains energy, but just doesn't MOVE you anywhere.
Finally, you put a minimum energy on it, but actually failed to fix the fact that while swipe does 95 damage, it drains something like 100 stamina, but BITE on SKULKS does 90 damage, and only drains about 80 stamina (don't know what the stamina 'numbers' are, but those are just for reference). GG fade... first the hitbox, then the acid rockets, then blink, what's next, metabolize drains 50% of your health but lets you attack a bit faster? :/
Comments
Try carapace, you get 300 hp and 250 armour, which at hive 3 means you can take 1050 damage before dying (but only 800 at hive 1). Even shotgunners are going to be having difficulty taking you down now.
Apparently you don't know what the damage numbers are either. Bite does 75, Swipe does 80. Onos gore is the only alien attack that reaches 90.
I suppose this again places me in the unpopular minority. :p
(I admit that I didn't play fade all that much in betas one and two (or at all, actually), just enough to get a feel of what changed from Way Back When. If I'm imagining the change in blink between 3.0 versions, feel free to ridicule me.)
It works great for me. Gets me away from danger, and gets me closer to my target. Who said it had to be faster than "A celerity lerk or skulk, leaping?" It is was it is, and if you can't seem to get the hang of it, keep practicing.
Blink, to blink then all of a sudden your basicly there? "I just blinked and he was there"
The BLINK of an eye?
yah know?
Blink, to blink then all of a sudden your basicly there? "I just blinked and he was there"
The BLINK of an eye?
yah know? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Did you play 1.04?
Fades don't move fast at all now.
You call it flying? No, that was the 2.01 blink. Fades were ridiculous in the amout of time they could spend in the air. Not to mention that on 70% of them had a hitbox. I remember playing a fade and NEVER dieing for darn near 20 games in a row as a fade. All because blink was essentailly turning the fade into a second flying unit.
The fade was, what the lerk is now. A fast flying unit that uses a melee attack and can be easily killed by a few shotgunners, but most people miss.
Now, the fade is more what I beleive it was ment to be. A medium-heavy ground assualt unit. Note I say ground...not sky. The new blink contains a nice little way to stop flying fades by inducing a choke in their blink, so you can only do it in burst.
I admit that I was mad at first, becuase I thought fades would be useless, and die to enemy fire instantly. But, after the hip/ar upgrade, they are much better fighters under fire, and have a really good role as shock infantry. I can really nail people with the 3.0 fade just as good as a 2.01 fade. I just use a much different tactic.
All in all, the fade is really nearing perfect, with the exception of AR.
Now, I don't see how this could be so glitchy.... Couldn't they just put in a little bit of bullet proofing to make sure that you could blink there without getting stuck?
I think with blink like this, the fade would certainly live up to it's name a bit more, and I would actually enjoy playing as it.
The lerk, skulk, gorge, and onos are all relatively fun (lerk by far the most), but fades are pretty slow, run out of energy too fast, have a horrible small cone for their claws attack, and are just not that much fun....
lerks are like flying skulks, but they require a good deal of skill to use, but are fun even if you have trouble killing with them. Onos are tanks, and just due to that, they're fun. Especially if you're good and can take out like four rines alone.
Gorge is fun merely cause you need to try to lead your shots.
Duckjumping helped alot, but you could get stuck in entities and func_whatever. Occasionally you would just pass right through them.
Experienced blinkers learned what to avoid blinking towards(ie ME OMGLOL), and did good as melee-fades, rather than acid-rain fades(as was the norm).
And personally I see little difference between 3.0 and 2.0x blink. It's still ugly(lolol I can FLY), non-cool, and definitely doesn't fit the "go through walls" theme.
If the old blink was restored(and fade hp/armor nerfed accordingly), I would actually not suck at fading. Whee.
Sure, I can just go fade alot in combat now[I mean train at fading] and not suck anyway, but the old blink was way cooler, way better, way more fun, way more atmospheric, ... and way buggier. Oh well.
EDIT:<!--QuoteBegin-Symbiote+,--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Symbiote @ ,)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i see nothing wrong with blink. it allows fades to blink in and attack. i dont remember much of 1.04 cause my memory sucks, but blink wasn't as efficient as it is now. it was somewhat like leap but faster. controlling it was also hard.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Blink was MORE efficient then. Fades themselves however weren't, since they had less hp/ap, and got shot up pretty fast if they tried anything as bold as blinking right into a base.
And controlling it wasn't hard, except for learning what to not blink towards- heck, its easier than lerk flight, instead of HOLDING a button and aiming where you want to go, you just aim where you want to go and click- you're there.<== When it worked as intended that is... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
That is what the fade blink should be like. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
For utility, I believe the 2.x Blink is the best. For coolness, definately 1.x
By the way...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...
Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right.
My concern is that by lowering blink, Fades are forced to take celerity as their only viable MC upgrade. Silenced Fades were super fun in 2.01, but now their base run speed and blink is simply too slow for a 60 res hit and run alien for silence to be really feasible.
In 2.01, it felt like I could really customize Fades to fit the situation and my play style. Now, regen/celerity seems to be the mantra everybody is chanting.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...
Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nononono, I mean it would check if there was room above/below/or next to wherever the line intersects, and if so, move you there. (It wouldn't be too hard to code, HL should already have collision box detection, and so I think you could just create an imaginary box, run it along the line (and if it hit the ceiling, just make it follow the ceiling, not go in to it) (hit the floor, and you would follow that) (a wall, and it would follow that) (where it intersected though, it would stop... or just before it so you aren't stuck in it... I was thinking about how to make an efficient teleporting thing about a month ago, and I believe the superhero mod for cs almost has this idea.... Amazingly enough, they call the power 'Blink'. The only problem is you can sometimes get stuck in the wall or ceilings, but I think that could easily be prevented with some collision detection beforehand.)
Yup...
I thought they were 50 res again...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...
Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nononono, I mean it would check if there was room above/below/or next to wherever the line intersects, and if so, move you there. (It wouldn't be too hard to code, HL should already have collision box detection, and so I think you could just create an imaginary box, run it along the line (and if it hit the ceiling, just make it follow the ceiling, not go in to it) (hit the floor, and you would follow that) (a wall, and it would follow that) (where it intersected though, it would stop... or just before it so you aren't stuck in it... I was thinking about how to make an efficient teleporting thing about a month ago, and I believe the superhero mod for cs almost has this idea.... Amazingly enough, they call the power 'Blink'. The only problem is you can sometimes get stuck in the wall or ceilings, but I think that could easily be prevented with some collision detection beforehand.)
Yup... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Indeed, they probably did something a little like this...but as I said, the result was about half the time it would decide that if you did Blink, you would be stuck, so it canceled the Blink to save you being stuck...resulting in draining energy without doing anything. Not a very reliable way of escaping a marines line-of-fire.