How To Deal With Fades
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">A Fade! Game over!</div> Lately especially now that aliens for some reason have won extremely lots of pub games I've noticed the marines' fear of fades. Almost everytime when I play as marine and we see a fade, I'll attack and I can see my teammate retreat shoot some shots retreat while I'm going full-speed attacking.. and of course dying with my lmg. And when I play as a fade it's even easier, just show urself, shoot some Acid on the ground near the place the marine retreated and he's dead. My point is, fades aren't tough it's only you who are making them tough. My tactics is, if you see a fade, NEVER EVER retreat behind a corner because that's == death! Always attack the fade, and sickzack, the fade will shoot acid rockets and use up its energy and when you get close enough circle strafe, but keep just 1 arm-length so he can't hit you. I've tried this and it works suprisingly good, especially with hmg (the fades are dead once you manage to circle strafe). And when you meet a fade also NEVER EVER run backwards! That's the stupiest you can do since the fade just tears you up with his claws and some legs on steroids.... Always ATTACK a fade! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Comments
You need 3 to 4 rockets on an non-upgraded marine and 1 to 2 more on an upgraded one, without heavy armor that is(no point in shooting at those, you should just run as a fade if you find yourself against a HA HMG guy). You only have enough energy to fire off maybe 7 in a row with the adrenaline upgrade. So that's two down and the fade as a sitting duck with no ranged attack for the time being (a second or so).
2 or 3 LMG guys can kill a fade easily, with a HMG it's **obscenity** easy.
What are you talking about? Circle strafing with Fade claws owns HA & HMG marines, IMO that is.
What are you talking about? Circle strafing with Fade claws owns HA & HMG marines, IMO that is.
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Shrug, I get by just fine against circle strafing fades. Skulks with celerity can be a bit of a problem due to their insane speeds and small size, but the fade is just too big to loose sight of. Also if you start firing a second before he gets into melee range, you'll already take off half of a fade's health <i>atleast</i>.
Boy did I botch up that quote first <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I was on chimayhem.com last night (great server, btw) and the aliens kept beaten us into a pulp round after round.. it was great! Every time we got closer to winning, but the aliens had excellent strats and better players I think.
Anyway, one of the strats they would use is teaming two fades with regen and adrenaline and working on our forward positions with their acid rockets. There were attacking a large room from a small hallway that allowed them to duck back out of sight and let their teammate pop in, alternating like that. No matter what we tried to do, we could not kill those fades.
I would try to hide just outside the entrance to the hallway and then pop up and attack the nearest fade madly, switching straight to pistol for max continuous damage, but it was never enough to completely kill one. There were 2 - 3 marines in the room usually and maybe we just sucked but those fades using that strat seemed invincible.
In retrospect maybe there wasn't much we could do without some turret backup or heavier guns. I was able to make an individual fade run away but his buddy was always there to nail me.
Suggestions? Tips? I want to win tonight!
Fades suck at close range. After four shots (which will barely kill a marine; if any of them miss, you'll survive) the Fade will run out of adrenaline, and you can freely shoot at him. At long range, you are unlikely to deal any significant damage. However, at close range, <b>two unupgraded Marines charging a Fade with LMG and Pistol WILL kill it</b>.
Never run away from a Fade. The more distance he puts between himself and you, the more deadly the Fade becomes. Charge it - I don't care if you have 10 hp left, youre more likely to deal a few points of damage before dying if you charge; sit on your **obscenity** and you will die for nothing.
Remember, at long range you hit him with less than 10 out of 50 bullets and he hits you 75% of the time. At close range, he still hits you 75% of the time, but you hit him with 40 out of 50 bullets. Theres every advantage to shooting a fade at close range. If he switches to claws, so much the better - it gives your allies free shots at him.
That's impossible, you can take down a fade with 50 hmg shots.
4 people with cerebral palsy maybe...
4 HMGs should shred a fade in an eyeblink. Only way a fade can survive is if the marines have truly **obscenity** poor aim.
Hardly. HAs are slow, HMGs are inaccurate. Peg them at long range until they turn tail and run (eager to save their precious HA), at which point you blink and carve them like a turkey. The only weaponry a fade should fear at long range is a grenade launcher, and unless the GL has backup, you can get in close and make short work of him.
That is the true power of a fade, it is dangerous at both long range and short range. Marines should keep them at medium range for as long as possible, that is where they die. Engage in short corridors whenever possible, and for god's sake don't run off alone. Nothing is easier prey than a lone marine, HA or no HA. 2 coordinated upgraded skulks can make short of nearly any marine, and should they die its of nearly no consequence to the hive's resources. Your precious HA HMG guy is a grand total of 51 res, 61 if he has a welder.
This is why I move my HAs in groups of three, whether all armored or not. Two HMGs and a GL or 1 shotty 1 hmg 1 gl. For long range excursions I tend to skip the gl, it eats ammo like a mofo.
On the alien side of things, 2 fades working together, one with adrenaline and one with celerity, is a fiendish combo.
After a few failed mintues of "Guys, we need to rush" I got fed up. With nothing but the weapons I spawned with and an axe to grind, I waited for a volley of Acid Rockets to splash around the corner and then rushed out, LMG blazing.
I don't know what those Fades thought exactly, but the sight of a Marine charging half-cocked into their front lines has got to be a little disconcerting ... "Why the hell is he charging us? Shouldn't he be camping?" ...
I took down the first one in short order and turned to the second, peppering him while twitch-strafing back and forth to avoid dying to Acid fire. Clipped out on the LMG, and kept running. It was a beautiful sight - the Fade <b>turned and ran</b>, and the final shot caught it in the back from fifty paces out.
Then the Onos rush trampled the front doors down, because my camping comrades decided sitting around whining for HMGs was more productive than recapturing a hive position.
- M4H
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Best way to do it charge them once they have wasted their energy and are almost spent and then charge, they won't know what happened! Especilly with a team of marines
I did this once and it ended up with an alien saying
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I was dead chuffed!
Hardly. HAs are slow, HMGs are inaccurate. Peg them at long range until they turn tail and run (eager to save their precious HA), at which point you blink and carve them like a turkey. The only weaponry a fade should fear at long range is a grenade launcher, and unless the GL has backup, you can get in close and make short work of him.
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Most people are so crap at aiming with GLs, I've long since stopped fearing them. Occasionally a person is quite good with it and I get gibbed, but it's a rare happening.
Anyway, a lot of places don't allow that sort of hit and run, too cramped. And marines who care squat about their armor are far more abundant than the caring ones, then they spawn back in and (synonym for a female member of the canine race <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> or just moan) at the commander to give them armor and weapons so they can go rambo again <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->. Not that it makes any real difference.
I see a number of people here underestimating the HMG damage. They don't realize that as distance increases the damage goes down (due to accuracy). HMG at close range is insane damage -- not even an <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> can take close range HMG fire without having to do something about it.
Smart fades know that getting near a player with HA/HMG is a bad idea (well, if the marine knows how to shoot). I see some commanders giving HMG's out to people in light armor, which is just stupid. Even a skulk can take out a LA/HMG player.
[Edit]I'm sure some people prefer Light Machine Guns and Pistols to the heavier weapons.
Not only does the welder do excellent, unlimited, close-range damage (i.e. for carving up resource nozzles/hives, but its crucial for keeping those heavies on their feet.
HMG has 3x the clip size and insane damage. Sure -- mobility and range is an issue, but when I'm playing alien, nothing strikes fear into me like 3 HMG/HA marines moving together as a team.
If you don't want them setting up forward bases, throw up 2 or 3 siege cannons in your main base. They'll take out anything that gorges try to build up nearby. Unless the Fades want to run a long distance back to a "forward" base, you won't have to worry about them healing up right around the corner.
Having 4-5 defense chambers at the same location is not as useless as you seem to think, Flatline, as they can heal several aliens/chambers at the same time. All you need to do is place them slightly apart so that most of their healing range don't overlap. It also helps if some of the chambers are taken down, as the rest can still provide healing.
As stated before, the most reliable way to take out a fade is to keep the fight at medium range. Close range, Fade Boy's gonna whip out those long, sharp claws of his, and go Turbo Ginsu on your face. Long range, you're gonna get pinged in the nugget with acid rockets while wasting a whole lotta LMG ammo. Medium range however, is the butter zone. A marine or two at 30 or so paces, each one hammering away with LMG fire, can nibble a fade away to nothing with shocking quickness. I've also found the shotgun to be highly useful for those close range "OH **obscenity**!" encounters. Pogoing and pinging a fade in the head while he's trying to swipe you with the claws takes some skill and no small amount of luck, but you can drop him 1 on 1 if The Force is with you.
Also, whenever possible, I like to send out "hunter/killer" groups when the fades start getting thick. 3 HMG/HA marines for general purpose **obscenity** whomping, a light/LMG marine or two for scout/harassment duty and welding the heavies, and if I've got the scratch to spare, a jetpack equipped grenadier. While the HMG's aren't terribly accurate at long range, when 2 or 3 of them open up on the same target, that target goes down in short order. Load 'em up, find the nearest wall o lameness, and have one or two marines go Disco Inferno on it. When all that noise starts showing up on hivesight, the other half of the squad can then lie in wait until the defenders show up. Of course, with all that "teeth" (firepower), you need to make sure your "tail" (logistics) is in order. Nothing makes for a poor commander like keeping a grenadier's magazines full with ammo drops <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Except that the Fade's attack is closer to an Eightball Gun than an AWP. You don't crouch and hide behind a corner when your opponent has a rocket launcher.