Focused fade blink dicussion
kabab
Join Date: 2003-12-15 Member: 24384Members, Constellation
Okay so put about 6 hours of play in this new patch :)
The new blink definitely a big improvement I really like it!
There are some aspects I think need tweaking to make it feel more fluid because currently it has a very jarring effect..
- Could use some acceleration ramp up when entering blink currently you go from stop to full speed in a very small amount of time.
- The blue effect (which is very awesome) I think needs to fade in as you go faster it flashing on and off gives me a headache its a bit like a strobe light...
- You shouldn't stop dead when you come out of blink that just feels wrong some momentum needs to be carried.
- currently blink is not very effect when your chasing down a marine that is running away from you doing small blink taps have a really jerky start stop feel and along with flashing into and out of the blue state its quiet annoying..
- I think you need to travel faster whilst in blink feels slugish imho..
- Better air control is need while your blinked you should be able to turn corners easily.
- Really need crouch!
- Whilst your blinking I think the friction needs to be reduced so you slide more off little edges you snag..
I understand some of this will make the fade even stronger but i think that can be balanced out by adjusting the health/armour/damage.. What I think is most important is the feel of the ability which should always be priority..
The new blink definitely a big improvement I really like it!
There are some aspects I think need tweaking to make it feel more fluid because currently it has a very jarring effect..
- Could use some acceleration ramp up when entering blink currently you go from stop to full speed in a very small amount of time.
- The blue effect (which is very awesome) I think needs to fade in as you go faster it flashing on and off gives me a headache its a bit like a strobe light...
- You shouldn't stop dead when you come out of blink that just feels wrong some momentum needs to be carried.
- currently blink is not very effect when your chasing down a marine that is running away from you doing small blink taps have a really jerky start stop feel and along with flashing into and out of the blue state its quiet annoying..
- I think you need to travel faster whilst in blink feels slugish imho..
- Better air control is need while your blinked you should be able to turn corners easily.
- Really need crouch!
- Whilst your blinking I think the friction needs to be reduced so you slide more off little edges you snag..
I understand some of this will make the fade even stronger but i think that can be balanced out by adjusting the health/armour/damage.. What I think is most important is the feel of the ability which should always be priority..
Comments
I agree with everything but this. Having a straight trajectory provides your opponent with enough information to try and estimate where you are Blinking to, which keeps the Fade somewhat predictable (you want this, otherwise the only people having fun playing Fades are Fades), and forces Fades to learn to master Chain-Blinking. The 'cooldown' (they call it delay I think) may need tweaking to facilitate this, however then Fades are never in one place long enough to be hit by anything.
Perhaps the Fade's model/hitboxes should persist very briefly at the Blinks starting point (potential for some dissipating Fade model/graphic), allowing opponents a larger window to hit them.
My main annoyance is having an abrupt stop when you exit blink. It's like a graceful creature flying through the sky and then hitting a wall.
The midair stop and the delay between blink and attacking would still make fighting a jetpack user too difficult to touch.
1) Love the direction its going, but it needs refinement. Needs air control like NS1, instead of moving to the destination in a rigid straight line.
2) Momentum needs to be retained when exiting blink instead of hitting a dead stop.
3) Need a bit more time in the "ethereal" zone to better choose when/where you're exiting to enable better tactics. This issue may get better once air control like NS1 is in.<!--QuoteEnd--></div><!--QuoteEEnd-->
this was posted in different thread, but I felt it must be repeated here.
<u>skill based movement, air control and momentum</u>
^
this is the main thing fade lacks, in fact the game itself. that is why alien movement feels so slow/sluggish.
blink feels rather slow. You can't just tap few times to blink, you're forced to HOLD blink to keep moving. (no momentum)
Without air control you can't strafe while blinking, big problem.
Being forced to constantly hold blink to travel, notice how quick your energy.
holding blink feels like holding sprint on marines, this isn't good at all.
also their is delay in attacking as you enter and leaving blink state.
Fade is now a Killingmachine. By using the blink by the right way ( like 180 degree blink turns and mazeblinking) the Marines (even 3 with SG) have some problem to hunt him down. And if the second att of Fade has enough power its like Moorhunjagd.
If the Fade get Aircontrol he will be Overpowered!
Instead of doing a big Blink do like 7 Blinks in a Maze will bring you at the same Place in a nonpredictable way and less Energy consumtion. And with Fenzy you can even do a Stop for a Kill and get almost full Health back!
Fade is just perfect. In anyway. For Ns1 Faders ( like me ) and new players also!
Can't wait for silence ( if developed for Fade), gotta love zero sound Blinks to just walk behind a Marine that thinks: Omg, omg. Fade flees!! Only 1 hit! Yeah lets sprint, I'm gonna get that beast! Where is it now? ....
Slash....
Chuckle
Se you online.
Ps: Delay on Attack? Dont use the 2. Attack of Fade. On the 1. Attack there is no "delay", as soon as you are out of bluescreen you can attack. It would be unfair if you can start the attack while in Godmode! Just hold 1. And 2. Mousekey at the same time to do a fast slash.
I agree that Aliens need Aircontrol, but only for Skulk (leap) and Lerk. But not for the Fade with this Blink. You have and Aircontrolable Fade with selfheal and regen in Air (+Aircontrol). But you were voulnerable while Blink. In NS2 you are in Godmode and you even deside how long it wil last.
The Fademovement atleast the Basics are how the Fade should be. A fearing unpredictionable Enemy. Finally a real treath for the Marines ( even in Groups).
<u>skill based movement, air control and momentum</u><!--QuoteEnd--></div><!--QuoteEEnd-->
This is very important to me. If the game doesn't have some interesting, skill-based movement and air control, I probably won't enjoy this game much at all :/
haha, never thought I hear this.
lazy @
i'm enjoying the current blink but I'm not enjoying the limited movement fade has or aliens generally at all. This is something what makes alien movement so sluggish.
New fade is perfect. Maybe even a little overpowered.
It sounds weird i know, but i tried the Fade today ( i sucked in Fade in other Builds) and killed around 30 Marines before i was killed. And that in the first Game on build 178. Even groups of 4 or 5, some with SG, were no Problem! Blink, kill, get health for kill, blink, blink, kill, get health for kill and on..... It like to be a sort of Chrono Fade :-) now!
That was posted 2hrs ago in the NS2 twitter. Looks like we'll get that air control.
I agree the fade right now is really powerful, and giving more air control will put it over the top.
However I'd rather have a more enjoyable and skill-based blink. Tone down the fade in other areas to balance it out....such as making it cost more or having less armor/health. Things that are fun and improve the game should be promoted.
Fades cost 50 res they should be hard to kill!
The fade in NS2 is still weaker the the NS1 fade particulary given the effectiness of the flame thrower to disable the fade And the lack of upgrades like focus.
Fade is now a Killingmachine. By using the blink by the right way ( like 180 degree blink turns and mazeblinking) the Marines (even 3 with SG) have some problem to hunt him down. And if the second att of Fade has enough power its like Moorhunjagd.
If the Fade get Aircontrol he will be Overpowered!
Instead of doing a big Blink do like 7 Blinks in a Maze will bring you at the same Place in a nonpredictable way and less Energy consumtion. And with Fenzy you can even do a Stop for a Kill and get almost full Health back!<!--QuoteEnd--></div><!--QuoteEEnd-->
I wanna fight a fade that is a bit scary and unpredictable (yet still counter-able). This is what I love about the new fade:
A marine is walking down a hallway by himself. I position myself at the end of a long hallway in front of him, and when he sees me I do a taunt then disappear. There is a dead silence of about 6 seconds while the marine browns his pants, then I appear right behind him and BOOM, marine soufflé!
^^^
Anything that reasonably helps to enable that scenario is okay by me. Right now you disappear and fall on his head awkwardly, breaking immersion. You should be able to go up in the air, glide around to behind him, then appear ready to strike his back in one step with a bit of skill. Marines should feel a bit uneasy when fades are blinking and be very alert.
It should still do the "fade" animation where I appear to teleport from one location to another, but just give me 100% control by letting me run around as normal while "blinking" and position myself accordingly.
Thoughts?
the fade is fine, the only reason it seems overpowered is because marines cant aim and they dont have armor/jetpacks yet. you ppl seem to forget the onos isnt even in the game.