Revert Fade Ablities

WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">blink & meta</div> hear me out guys!
as long as this is the beta forum (the new s&i it looks like) ... well listen

<b>BLINK</b>
every patch, Blink gets less and less like a Blink. The original spirit of the fade is entirely gone.
The problem with the old blink was that it was very easy to get stuck and encountered collision problems - fixed with the new version, that had you travel the blink path rather than predicting the path before sending you there.
I think that the original idea of Blink can be reapproached as follows:

- Give blink a rate of fire (1 blinks/.5s, i dunno, this is arbitrary to prevent stamina drainage and accidental blinks)

- Make current blink travel 20x faster (to simulate instantaneous movement while still remaining true to 2.0's working motion system of blink)

- possibly making Fade be able to travel through players, buildings, and entities - this prevents confusion when a blink is stopped short

<span style='color:white'>----In response to complaints that this will overpower blink/fade:</span>
The point of this thread was not to make the fade more powerful. Of course I don't want to see the game unbalanced. The point of this thread is to make the fade's abilities closer to the original vision in the interest of improving 1) the atmosphere 2) the fun and 3) the allure of being a fade.

Changing the characteristics of blink wouldn't necessarily make blink more powerful; in fact, it might make it LESS POWERFUL! Think of this: with the current blink, you can look where you're going as you blink, you can round corners when you blink, you can attack while you blink (as someone said earlier), and a whole host of other things I can't be bothered to think of.

With the new old blink (instantaneous) you would be able to do none of the things I mentioned above. And it's not necessary that you should be able to do any of those things. This blink I'm proposing is just changing the ability to focus on certain aspects of the Fade (specifically, instantaneous "Blink") that have been ignored as of 2.0.




<b>METABOLIZE</b>
this one is debatable - I just think that meta should be reverted back to its original form, which absorbed incoming damage and transferred it into energy.
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Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    There was a HUGE blink thread in the constie forums IIRC. (There was a thread, just not sure where it was.)

    Your suggestions seem to make a skilled fade invunerable. 20X speed? How are you going to stop it? A skilled player will blink,swipe, blink, swipe. You'll never see them.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin-Ahnteis+Feb 19 2004, 03:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Feb 19 2004, 03:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Your suggestions seem to make a skilled fade invunerable. 20X speed? How are you going to stop it? A skilled player will blink,swipe, blink, swipe. You'll never see them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Isn't that the point of blink?


    Anyway, if you remember 1.04, blink would always leave you facing into a wall, slightly disoriented. There's where the marines should strike.

    And even if it makes fades overpowered, you can balance Blink by changing its stamina use or rate of fire. And don't forget you can always fiddle with fade health, armor, running speed, etc.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    How are you approaching anything like the 1.0 with your suggestions? You're just beefing up the current blink even more.

    I wish I could direct you to the constellation forum - the 16 page thread I mentioned is there right on the front page.
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    Course if the fade could go through players and entities, then he wouldnt really be able to swipe and blink now would he?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Absolutely not on the metabolize. Have you used it lately? It is a ludicrously useful ability. You can use it to for any number of things... Making downtime between hit-and-runs virtually nil, keeping yourself at almost full armor and energy while taking down elec nodes... You can also squeeze a meta or two in after a blink during combat to offset the energy usage and get some HP back, which makes Celerity or Silence <u>MUCH</u> more viable choices for upgrades. Try taking Celerity and just using Metabolize <i>every free second</i> you have. If you're good you can just hold down the attack button all the time, default your selection to metabolize and briefly switch to blink/swipe when you need them.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    it's approaching the 1.0 blink because the 1.0 blink was truly a "blink" - instantaneous movement, or teleportation. Now it's a crappy bounce-leap. I'm saying let's move back to instantaneous movement, and I'm offering a way for it to work sensibly. All you need to do is multiply the speed of the blink by an order of magnitude and you have now got a "teleport" that works.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    Good idea on the blink. The old 1.0x fade was so distinct because of its blink (and its acid rockets but those were bumped to 3rd hive and gimped). The blue flash and apparent invisibility was freaky and fit the atmosphere of the game perfectly.

    <!--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-->Absolutely not on the metabolize. Have you used it lately? It is a ludicrously useful ability. You can use it to for any number of things... Making downtime between hit-and-runs virtually nil, keeping yourself at almost full armor and energy while taking down elec nodes... You can also squeeze a meta or two in after a blink during combat to offset the energy usage and get some HP back, which makes Celerity or Silence MUCH more viable choices for upgrades. Try taking Celerity and just using Metabolize every free second you have. If you're good you can just hold down the attack button all the time, default your selection to metabolize and briefly switch to blink/swipe when you need them.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    My beef with metabolize is that its ROF is too slow and that it can't be used if you don't have enough energy. These problems really mess up my timing on blink/swipe/metabolize combos. Instead of timing my focus swipes, I now also have time when to use metabolize. It's a juggling act that only benefits those that can master it, which means it's just going to increase the gap between newbie fades and veteran fades.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    The current metabolize is boring , it is also redundant.

    fades already have multiple options for stamina and health recharge. I wish that metabolize were replaced with something that made fades more interesting in battle. However I disagree with the idea of the damage absorbtion thing, tanking big damage is supposed to be the role of the onos. Fades are supposed to be ninja type killers, they use mobility and power to swarm around the onos taking down infantry while he rushes the guns, or alone a fade should hit and be gone before the enemy can reply. Extra damage tanking would ruin the coolness of fades imo.

    I think a much better solution is improved offensive capabilities, I have always thought that a multi-target melee attack for fades would be very cool. Just picture 2 marines standing guard on the sides of a doorway. All of a sudden there is a humming sound, a blur of motion, the sound of sharp bone on metal, and then silence, the 2 marines stand there for a second in shock then fall down dead.


    I think a faster blink would be interesting, just give it an attack timer and make it so you can't hold it down to fly and it would be very similar to 1.04. I wouldn't mind trying it out at least.

    If you could pass through players/objects it would bring back stuck issues.
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    <!--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-->- Make current blink travel 20x faster (to simulate instantaneous movement while still remaining true to 2.0's working motion system of blink)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hum...

    imagine just a game:

    3 aliens store res to fade asap, 5 min after marines lost...
    in its current state fade is really powerfull, i don't see any logical reason to make it even more powerfull, do you see one ?

    invulnerable entities is not what we need in ns, it unbalance the whole game and make onos/lerk totally useless.

    And current metabolize is a bug i think, one more...
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Current meta is actually useful. It would be nice to be able to use it as a sole source of healing and not just a complement to other sources, which of course would involve either increasing the amount healed or the rof.

    Current blink is fine although celerity blink does feel much nicer. Ignoring what blink used to be it is a great ability and I see no need to make it any faster (making celerity less useful again) which would also make it less controllable. I can only imagine what 20x current blink speed would be....
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Thor-Stryker+Feb 18 2004, 10:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thor-Stryker @ Feb 18 2004, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Course if the fade could go through players and entities, then he wouldnt really be able to swipe and blink now would he? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    its impossible for the fade to be blinking if he is swiping... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    I think the current Fade is fine, except for Acid Rocket.
  • DeadalouSDeadalouS Join Date: 2002-10-19 Member: 1553Members
    Why not make blink something that gives you increases walk speed for maybe 10 seconds... that way you could go all around the issue of the fade being uncool... faster speed would make him ninjalike again

    as it is now the fade is not a fast hit n run killer... its a fast flie n flie away killer which i think is VERY wrong, that should be the lerk, NOT the fade.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Trevelyan+Feb 19 2004, 11:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Feb 19 2004, 11:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its impossible for the fade to be blinking if he is swiping... <!--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><div class='postcolor'> <!--QuoteEEnd-->
    Not as such. Blink works pretty much like leap now. It propels you forwards from one area. It's no big deal to switch to swipe halfway while the momentum from the blink is still moving you. It's not like you switch to swipe and suddenly drop like a rock and stick on the ground.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    My favored solution from the constie thread was something along the lines of:

    Make fade invisible while blinking.
    Make blink take very low energy.
    Give blink a 2-3 second cooldown time.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    <!--QuoteBegin-Schmurfy+Feb 19 2004, 06:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Feb 19 2004, 06:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->- Make current blink travel 20x faster (to simulate instantaneous movement while still remaining true to 2.0's working motion system of blink)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hum...

    imagine just a game:

    3 aliens store res to fade asap, 5 min after marines lost...
    in its current state fade is really powerfull, i don't see any logical reason to make it even more powerfull, do you see one ?

    invulnerable entities is not what we need in ns, it unbalance the whole game and make onos/lerk totally useless.

    And current metabolize is a bug i think, one more... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would like fade HP/AP reduced and its abilities improved.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited February 2004
    <!--QuoteBegin-Schmurfy+Feb 19 2004, 06:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Feb 19 2004, 06:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And current metabolize is a bug i think, one more... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, it isn't. Read the changelog.

    Ahnteis, this has been discussed, any cooldown time of that length would gimp the Fade. Maybe if they are redone to be more tankish like their 1.04 versions it would work, but not currently.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Zek+Feb 19 2004, 11:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Feb 19 2004, 11:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Schmurfy+Feb 19 2004, 06:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Feb 19 2004, 06:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And current metabolize is a bug i think, one more... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, it isn't. Read the changelog.

    Ahnteis, this has been discussed, any cooldown time of that length would gimp the Fade. Maybe if they are redone to be more tankish like their 1.04 versions it would work, but not currently. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've mentioned what -- 4 times in this thread -- that it has been discussed. No news there.

    I really don't like the fade currently though. There's a huge learning curve in being a fade. You either suck, or you are an unholy terror (or very close to one).
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    "I really don't like the fade currently though. There's a huge learning curve in being a fade. You either suck, or you are an unholy terror (or very close to one). "

    I completly agree.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I know that, but that doesn't change the fact that your suggestion is unreasonable without other changes to the Fade. The skillgap is too large right now, because of the Fade's complete reliance on skilled Blinking to survive. If you nerf Blink(a cooldown time eliminates its dodging usefulness) without compensating the Fade, it will be gimped. For a cooldown time to be effective IMHO they would need more HP/Armor, a faster base run speed and perhaps a wider arc for their attack.
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    Blink as it stands is amazingly useful. When you're blinking, <i>especially</i> with celerity, it's quite difficult for marines to hit you, even more so if you curve around a little. Make blink much faster and you wouldn't be able to steer through doorways or do drive-by slashings of marines.

    I think the main problem right now is that blink can be used many times in rapid sucession to make the fade near-invulnerable. As much as it pains me to say it, blink needs to take up a lot more energy or have a firing delay.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    No, fades fall VERY fast to high level weapons. They're not as near invulnerable as that at all. The scary super fade players just know exactly when to leave the battle to survive with their skin. Having blink take more energy would leave the fade worthless when it actually comes time to attack. Having a delay would make blink a worthless ability entirely. Really, aliens do not need any more nerfing in ANY way. The poor gimped creatures have had enough, have some pity on them!
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    "No, fades fall VERY fast to high level weapons. "

    Only if your a noob. I've seen fades EASILY wipe out 4 marines with level 3 shotguns. If your a good fade and you know what your doing, dying is almost impossible.

    blink/meta/swipe/retreat/repeat = gg fades.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--QuoteBegin-TheGivingTree+Feb 20 2004, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGivingTree @ Feb 20 2004, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "No, fades fall VERY fast to high level weapons. "

    Only if your a noob. I've seen fades EASILY wipe out 4 marines with level 3 shotguns. If your a good fade and you know what your doing, dying is almost impossible.

    blink/meta/swipe/retreat/repeat = gg fades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    More like blink in, slash once, blink away with 50 hp while the marine gets medspammed

    Unless the marines are noobs that can't aim that is
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    "Only if you're a noob" is not an argument. "I've seen uber fades" is not an argument either. Especially since the topic was upping blink's energy usage or giving it a warm up period. Both of these would keep the fade from getting out of harm's way quick enough. I don't care how "noob" someone is, if you can't blink out at the right time, you'll be dead.

    Did you actually read the whole post? Fades DO fall fast to high level weapons, if they don't get out of the way. Taking away the ability to get out of there would make them worthless.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited February 2004
    <!--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>Turkey22</i>
    I can only imagine what 20x current blink speed would be.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you played 1.x, you would know - essentially instantaneous.

    <!--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>Schmurfy</i>
    3 aliens store res to fade asap, 5 min after marines lost...
    in its current state fade is really powerfull, i don't see any logical reason to make it even more powerfull, do you see one ?

    invulnerable entities is not what we need in ns, it unbalance the whole game and make onos/lerk totally useless.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The point of this thread was not to make the fade more powerful. Of course I don't want to see the game unbalanced. The point of this thread is to make the fade's abilities closer to the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=2704&view=findpost&p=34668' target='_blank'>original vision</a> in the interest of improving 1) the atmosphere 2) the fun and 3) the allure of being a fade.

    Changing the characteristics of blink wouldn't necessarily make blink more powerful; in fact, it might make it <b>LESS POWERFUL!</b> Think of this: with the current blink, you can look where you're going as you blink, you can round corners when you blink, you can attack while you blink (as someone said earlier), and a whole host of other things I can't be bothered to think of.

    With the new old blink (instantaneous) you would be able to do none of the things I mentioned above. And it's not necessary that you <b>should</b> be able to do any of those things. This blink I'm proposing is just changing the ability to focus on certain aspects of the Fade (specifically, instantaneous "Blink") that have been ignored as of 2.0.
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    Good point, windelkron. I had interpreted your post as a request to improve blink, but now I see how that the changed blink might bring a little more balance. However, it would have to be playtested to work out the details and see if the 20x speed thing really works in game.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    I like the idea of a controllable blink better than the old instant line-of-sight one, but I agree with those who are saying it's too slow now. I think I'd be happy if blink was sped up a great deal, but not so much as to be uncontrollable (and was unaffected by celerity - that doesn't really make sense anyway), and made the fade invisible (and invulnerable), as Ahnteis mentioned. Keep the clouds when "teleporting" in and out, with perhaps a faint trail as the fade moves.

    Ideally, momentum would be killed as soon as blink ended, so blink would indeed be blink instead of Leap 2.0. I imagine fade durability would need to take quite a hit, but it'd make the species much more interesting. There'd be no startup/cooldown time, obviously, as the point would be to keep your relatively fragile self next to a marine just long enough to take a chunk out of his backside. Equally obvious is that there would be no attacking or metabolizing while blinking.

    I'd like actual controls to be a little like the lerk's flight. Current blink seems to naturally rise upwards a bit - it'd be better to stay level unless you looked upwards or downwards. I wouldn't want blink to be an superfast invisible run speed, though, as then you've limited things to one plane. In fact, you could actually compare "my" blink to a faster, invisible, invincible lerk with bad mileage, I suppose.

    Effectively, from a marine's point of view, a fade would vanish for a moment and reappear somewhere else - much like the original blink, only more versatile, as "somewhere else" could be anywhere within a certain radius. Certainly look better than having the thing float around, too.

    However, blink shouldn't go through players, structures, and so on, as then fades would get stuck at least as much as they used to.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    wait wait.. is 20x blink even possible? I thought the speedcap is 300% or something
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    <!--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-->Effectively, from a marine's point of view, a fade would vanish for a moment and reappear somewhere else - much like the original blink, only more versatile, as "somewhere else" could be anywhere within a certain radius. Certainly look better than having the thing float around, too.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Why not just make the fade cloaked while blinking? Like the Predator. The fade is fun to play and perfectly controllable though maybe this goes only for players that played the new fade a few times.
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