I did say that it'd be invisible - I didn't write <i>that</i> much. And the current blink does not at all feel like what I imagine it should. Ability changed from a (buggy) teleport to a rather lame floating leap.
do devs ever visit this forum? it's become the new s&i, <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Think of nightcrawler from the start of Xmen-2. THis is (sort of) what the fade should be like! Certainly a lot closer to its 1.0 origional idea.
Hold blink, stammiagoes down slowly(like charge) and fade turns 100% invisible and has his speed increased and gravity vanishes, leaving a purple flash. WHen he lets go he reapears in a purple flash, but has a 1 second or a 1/2 second cool down before he can blink again.
Something like this would be more like the origional without being too overpowered. At the moments fades get insta-gibed by HMGs if they catch you unawares around a corner.
Good god. Has anyone listened to a word windelkron originally posted? The most common response seems to be a knee-jerk "OMG 20x SPEED!?!?11". If you read carefully, he has suggested something that may actually make the blink <i>weaker</i>. It is basically a way of restoring Blink to its 1.04 status, minus getting stuck every four seconds.
There would probably be overall lower scores as fades, because it would be harder to prepare to swipe as you blink in. I've watched pandas| Romano play as a fade and I almost cried. He was something like 79-2 on Combat. The reason? He could simply aim at a marine on his way into base, hit blink/lastinv/swipe/lastinv/blink out of base. Nobody could touch him. With this new blink, he would have had to get within sight of marines, choose a blink point, blink there, choose a target, swipe, then blink back out.
Now I realize that the above paragraph may sound like exactly what I decried in the first paragraph. However, I was just discussing the possible effects this could have on gameplay. I have not formed any opinion on any blanace issues, but I do blelieve that this would be a cosmetically wonderful change. It has some repercussions for gameplay, but is overall more a change in appearance than function.
<!--QuoteBegin-Lee Harvey+Feb 23 2004, 04:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lee Harvey @ Feb 23 2004, 04:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->With this new blink, he would have had to get within sight of marines, choose a blink point, blink there, choose a target, swipe, then blink back out.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, back in the CM thread, I suggested locking the fade's ability to turn while blinking (along with a speed boost). Which would make the ability more like "blink" and less like "short duration flight." I also suggested some trivial visual effects... er... Where was that picture. Ah, <a href='http://robotrevolution.org/~joseph/fade2.jpg' target='_blank'>visual effects</a>, which might make the ability more blinky (essentially hanging two semi-transparent fade models behind the blinking fade, and having them "snap back into" the fade when he reaches his endpoint).
While we're on the subject, is anyone in favor of that little 'hop' that's been added to blink? 2.01 blink was effectively a straight line. Now for some reason the blink has an arc to it, making it more like a leap than ever. This can really throw off your aim going for blink swipes. I prefer celerity with my fade (even moreso with the new slower blink) and I often find myself blinking right over the marine's head because of that accursed lift that blink has now.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
Blink, in its current form, seems extremely out of place in such an otherwise polished game. I agree that it should be changed in some way so that it will more resemble teleportation.
Comments
Hold blink, stammiagoes down slowly(like charge) and fade turns 100% invisible and has his speed increased and gravity vanishes, leaving a purple flash. WHen he lets go he reapears in a purple flash, but has a 1 second or a 1/2 second cool down before he can blink again.
Something like this would be more like the origional without being too overpowered. At the moments fades get insta-gibed by HMGs if they catch you unawares around a corner.
There would probably be overall lower scores as fades, because it would be harder to prepare to swipe as you blink in. I've watched pandas| Romano play as a fade and I almost cried. He was something like 79-2 on Combat. The reason? He could simply aim at a marine on his way into base, hit blink/lastinv/swipe/lastinv/blink out of base. Nobody could touch him. With this new blink, he would have had to get within sight of marines, choose a blink point, blink there, choose a target, swipe, then blink back out.
Now I realize that the above paragraph may sound like exactly what I decried in the first paragraph. However, I was just discussing the possible effects this could have on gameplay. I have not formed any opinion on any blanace issues, but I do blelieve that this would be a cosmetically wonderful change. It has some repercussions for gameplay, but is overall more a change in appearance than function.
Actually, back in the CM thread, I suggested locking the fade's ability to turn while blinking (along with a speed boost). Which would make the ability more like "blink" and less like "short duration flight." I also suggested some trivial visual effects... er... Where was that picture. Ah, <a href='http://robotrevolution.org/~joseph/fade2.jpg' target='_blank'>visual effects</a>, which might make the ability more blinky (essentially hanging two semi-transparent fade models behind the blinking fade, and having them "snap back into" the fade when he reaches his endpoint).
Wow, everything old is new again.