Tell Me, Frontiersmen, Duking It Out With Fades?
Immacolata
Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
<div class="IPBDescription">With adrenaline and regen - ouch</div> As marine, even when we go in teams, I find even solo fades Bad News. They launch their acrid loads at distance, then dodge into cover. They heal back there, I can tell. When they come back, us marines are still hurting from the last volley, but they not. If we move towards them, they retreat to theri "#¤"#¤&" healing chambers or go melee.
If we got LMG and pistols only, whoa, good bye!
How do you manage to deal with properly upgraded fades? I hate them as marine, love them as kharaa. Are they perhaps too overpowered or are the marines untrained?
If we got LMG and pistols only, whoa, good bye!
How do you manage to deal with properly upgraded fades? I hate them as marine, love them as kharaa. Are they perhaps too overpowered or are the marines untrained?
Comments
In another post, I had a story about how we outright annihilated some Fades. It's gotten buried somewhere, so I'll sum it up again here. BTW, I was actually playing in this game, not commanding <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
A group of 2 or 3 Fades was attacking one of our forward bases. They did the typical acid rocket-retreat-recharge-repeat strategy of base assault. Two of our guys took up a position in the base with LMGs and HA and basically just kept the Fades occupied and added some noise to their hive sight.
Meanwhile, I took another route and ended up outflanking them. I had a jetpack and shotgun. When the Fades took cover behind the wall, I would pop out, cap them in the face, and then retreat again. Since they had been the habit of repeating the attack-cover maneuver for about 3 minutes, they just assumed they were getting hit with some LMG fire and kept at it. They didn't notice my point-blank shottie blasts, I suppose, because I never was attacked by them.
We ended up losing a few turrets (why are static defenses good? They occupy the enemy!), but not the factory, and not a marine.
For a flank like that it would require a marine group that KNOWS the map well, and enough time to get to the ambush point - and skill in order not to get annihilated... Three fades that realize they are about to be flanked could very well turn around and retreat, killing off the flank person - or group.
I am thinking also of this situation: Fades at end of hallway, you at other end. What to do? Must one really get a diversion and then send out a flanking team? PErhaps so, it's good war doctrine but darned tricky to pull off in this game. If the commander doesn't realize the marines must know how to do it themselves.
Oh, and I agree about fades being overpowered. They're vicous when regen+adrenaline upgraded - or even worse with carapace and defense chambers backing them up.
While I do think the story is pretty good, I totally agree with you that it doesn't work in most cases.
What I've found to be relatively good in dealing with solo Fades is to keep strafing, and keep your distance. Most of em like to use acid rockets unless you're toe-to-toe with them, so unless they're smart and shoot at the floor to get you with splash damage, you can usually duck out of the way of an acid rocket. HMGs are good if you've got them cornered, and GLs are good if they keep ducking out of your direct line of fire. Bouncing a few grenades around the corner will hurt them a bit.
Just make sure you're not going against one solo - you need to have at least 1 guy supporting you.
Every time I'm like "I hope someone followed me ... c'mon ..."
Nope.
And there's not much time to plan when you spawn and get an acid rocket to the face.
Occasionally they explode into a million pieces and I am happy; but more often than not I'll fall over dead.
That is supposed to happen. Fades are higher up on the tech tree, and cost more (44 resources, then 2 for each upgrade). And need 2nd hive.
Your LMG and pistol is free. It is basic technology. If your marine and have the same level of equipment (HMG and armor for instance) it is a fair fight.
Also, I'm not too sure about the above argument about being higher up the tech tree. Sure, a marine with armor and a HMG could probably take a fade in most cases (like if the fade was dumb enough to face him toe to toe). But I don't think I'm too far off when I say that it probably takes a lot more team effort to get a single marine up to that point than a single alien to a double-upgraded fade.
To be more even, I'd think that it would have to be either a HMG or heavy armor to be even with a fade, but a marine with only one of those things will be no match for a fade. Also there's the point that to upgrade the marine, you have to take the resources from a collective pool shared by the other marines. To upgrade the alien, you just need the resources from that alien. So you upgrade the marine at the expense of expansion, defence, and the other mariens. The upgraded alien comes at the expense of no one but himself. So when that fade runs off and dies, it's not really a detriment to the team. When that marine runs of and dies, he's just cost his team. Especially if the commander was trying to upgrade him to deal with the fades.
Rainman
Your LMG and pistol is free. It is basic technology. If your marine and have the same level of equipment (HMG and armor for instance) it is a fair fight.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not really, people have still have problems with Fade's vs HMG and Heavy Armor 1v1, and when Fade's can just get healed by a Defenisve Chamber, its even harder.
Whatever you do just dont fear dying. If you have to hold a postion,,,,,,dont press em. Just DONT DIE SOLDIER.
Exactly people are afraid to do suicide runs in spawn gear to get things done....why? you will just respawn and you might actually get something done. letting the fade run and heal then complaining that its overpowered thats just silly.
Carapace: duckes it out, not affraid to go HTH
Ragen:Plinkmaster cornerlord.
Moral of the story -> keep the pressure, if they're on the run, don't let them get away. Make them waste more resource points to evolve back into the form you just killed.
1. I use regen/adren/cloak for upgrades. What does this mean? Most important is that if i escape from you/kill you, the next time you see me i'm back at full everything. I can take out most buildings without having to take a breather, and can launch up to 6 acid rockets in 1 volley. I can also choose my battles. If i feel outnumbered (I base this on number of footsteps i can hear) i will either retreat or cloak and wait.
2. I run when i'm at about 120 hp remaining. I've come to that number based on how much life i will lose running/blinking to the nearest corner under average fire (1 hmg). Once i reach that corner I AM GONE: I survive. I will either cloak or blink even further away, and with regen i'll be back in ~20 seconds.
3. If i kill an expansion, i will wait around for about 20 seconds to see if a new squad comes to rebuild. If they do, i wait until most are occupied with building and then i attack.
4. At range/through complicated areas (non-blinkable) i will use acid rocket while strafing back and forth, slowly closing the distance. I aim at the ground, not at you, hoping that even if you move a bit, the splash will get you. If I hear you (and havent seen me), i will cloak, wait for you to walk by, and then run up behind you and use my melee attack. I <i>prefer</i> to use my melee attack because its harder for you to shoot me when i'm smacking your head around and circle strafing all around you. If i get to melee range and you dont have a HA/HMG buddy, you're pretty much screwed even if you are HA/HMG.
5. The only thing that scares me is groups of HA/HMGs (2 or more), or marines that are very spread out over an area.
6. If we are doing a long range fight and you retreat around a corner to reload <b> i will right up to the corner and cloak and wait for you to pop back out</b>. marines usually assume i'm still hiding behind <i>my</i> corner and start advancing. Then i chop them in the back.
7. If i see a way to kill a TF, i will jump past the turrets, crouch down behind the TF and get to work. If i cannot kill a TF in almost complete safety, i will usually wait until a lerk can umbra me. I prefer to take no damage during a expo killing because i always want to be in top condition if a marine comes by.
So how can you use this information to your advantage?
1. CHASE ME. really thats the most important thing. <b>When i run away its because i'm gonna die soon</b>. People just dont seem to understand that and just let me escape. Take advantage of this by chasing me, firing everything you have at me: lmg, hmg, pistol if need be. Dont stop to reload if any/all your guns are out of ammo. Even when out of ammo, KEEP CHASING ME. If i turn around to shoot back that means i'm running slower, something i really dont want to do. My primary concern is escaping, not getting one more kill.
2. Dodge like mad. I'm trying to hit the ground where you are, but if you strafe far enough/randomly enough i cannot guess where you will be and will end up hitting the ground 5 ft to your left or right. This really annoys me. Similarly, dont stand right next to your buddy thats also shooting me. I can only kill one of you per volley, so if you stand far apart i have to pick which of you to kill, giving the other more time. If you stand together you both die at the same time.
3. Do a scanner sweep of an area where you just lots an expansion. Chances are you'll find me waiting for you in the corner.
4. LISTEN. You have no idea how many kills i got from running up behind someone and they dont turn around until i start smacking them. If you hear the pulsing healing sound it means i'm cloaked near you, and even more important it means i'm not at full life. just spray the room with bullets and find the green splatters. If i'm at full life i can 1v1 anything, but not if im hurt. Also, listen for the squishy footsteps. That means i'm running up behind you. and finally, listen for the 'whoosh' cloak sound. That means i either just cloaked or uncloaked. If you hear the whoosh, look 360° around the room. If you dont see me, ask the commander for a scanner sweep to locate me.
5. Place sentries such that there is NO WAY for me to hide behind the TF.
6. If you've been fighting me from range and have hidden behind something to reload, if you dont see me when you pop back out, ask for a scanner sweep pronto, or just start firing right infront of you/along the wall you hid behind. Chances are you'll get me.
thats all, i look forward to dying more in the days to come.
The key here is being as mobile as he is and not letting him get away. Not to mention this setup works well on just about anything the aliens can throw at you. You can fly above skulks, and waste them in no time with your HMG. Lerks even in umbra die fast from close range HMG fire, with a jetpack you can get close fast. Onos is a joke, he cant hit you, and even an onos dies in less than a full clip from your HMG.
The key advantage aliens have is their superior mobility. Between motion tracking and jetpacks you can eliminate that advantage.
so when aliens have 2 hives while marines are low on resource spots, it's bye-bye for the marines.
in my experience an upgraded HMG/HA marine does stand a fair chance against an upgraded fade.
I'd say ammo/energy regeneration (which all aliens always have) is another key advantage. Marines have no equivalent.
Then there's the option for even faster ammo/energy regeneration, and health+armor regeneration. Again the marines have no equivalent.
Marines cant realy eliminate those advantages. You just can't count on the comm dropping packs when you need 'm all the time, he has many other things to occupy him.
Though indeed, motion tracking is a very important upgrade for marines. Jetpacks aren't realy my thing, maybe because i forget to break when i land from great hight <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
The one mistake most people make is that they fire long range with hmgs vs fades, and you know what?
It doesn't hurt them. That's why I usually rush ahead untill I'm about 3 ft away, and unload into them.
Also Jetpack + Shotgun is a good combo vs Fades too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
A dead HA/HMG marine results in lost team resources. A dead fade results in lost personal resources. Big difference there when you're considering overall strategy.
Rainman