FADE is a JOKE!

24

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1859359:date=Jul 10 2011, 07:05 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 10 2011, 07:05 PM) <a href="index.php?act=findpost&pid=1859359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which would be fine if the game was played with 3 times more marines than aliens, but as it isn't, you need to make it more of a 1 to 1 balance.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought I was the only one who understood this.
  • TrueVeritasTrueVeritas Join Date: 2006-10-20 Member: 58082Members
    <!--quoteo(post=1859359:date=Jul 10 2011, 06:05 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 10 2011, 06:05 AM) <a href="index.php?act=findpost&pid=1859359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which would be fine if the game was played with 3 times more marines than aliens, but as it isn't, you need to make it more of a 1 to 1 balance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In NS1 players had to spend their resources on making structures. You couldn't have 5 fades up because then you wouldn't have resource towers, chambers, a second hive, etc. In NS2 with an alien commander and lack of necessity for gorges you can have nearly the entire team save up for fade.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1859383:date=Jul 10 2011, 12:40 PM:name=TrueVeritas)--><div class='quotetop'>QUOTE (TrueVeritas @ Jul 10 2011, 12:40 PM) <a href="index.php?act=findpost&pid=1859383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In NS1 players had to spend their resources on making structures. You couldn't have 5 fades up because then you wouldn't have resource towers, chambers, a second hive, etc. In NS2 with an alien commander and lack of necessity for gorges you can have nearly the entire team save up for fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And in NS1 having to save money for something you personally won't use was really damn annoying and I am really glad it's gone.

    I would prefer it if fades were brought down to a less overpowering level, they can still be just as interesting, it is just as fun to use blink to kill one marine as it is to kill 5, as I am using the same skill, I just do less damage per second or have less health or can do it for less time.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    <!--quoteo(post=1859383:date=Jul 10 2011, 03:40 AM:name=TrueVeritas)--><div class='quotetop'>QUOTE (TrueVeritas @ Jul 10 2011, 03:40 AM) <a href="index.php?act=findpost&pid=1859383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In NS1 players had to spend their resources on making structures. You couldn't have 5 fades up because then you wouldn't have resource towers, chambers, a second hive, etc. In NS2 with an alien commander and lack of necessity for gorges you can have nearly the entire team save up for fade.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Aye that is a problem. However, enforcing strict rules such as "only 20% of Kharaa are allowed to be Fades" can ruin the game's fun.

    Fades are meant to unmatched duelists, but lack the stamina in long team fights.

    The solution, IMO, should focus on adding diminishing effectiveness of a large number of Fades (or any lifeforms), forcing the team to diversify.

    For example, currently, if all 5 Fades charge in simultaneously, and the Marines have a good variable of weapons including a Flamethrower, Shotguns, and Rifles, then many of the Fades will probably die.

    Now the current weakness of the Flamethrower is that it is not very effective in short skirmishes that last just a few seconds. To effectively deter a large number of Fades from attacking simultaneously, Marines need a defensive AOE damage weapon. The Mine would be a good solution. If all the Fades charge in together, they will cause more damage to each other than if they attacked alone. The Kharaa team would be better off if, instead of having 5 Fades, they have 1 Skulk to clear some of the Mines, 1 Fade to distract the Marines, while 2 Lerks stay back and snipe, and one Gorge to heal the Fade and Lerks as they retreat.

    Oops... I digressed.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1859359:date=Jul 10 2011, 11:05 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 10 2011, 11:05 AM) <a href="index.php?act=findpost&pid=1859359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which would be fine if the game was played with 3 times more marines than aliens, but as it isn't, you need to make it more of a 1 to 1 balance.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1859377:date=Jul 10 2011, 11:35 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jul 10 2011, 11:35 AM) <a href="index.php?act=findpost&pid=1859377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought I was the only one who understood this.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've been puzzled by this for quite a while. I'm still not completely sure how the combination of 1:1 ratio, huge bursts of lifeforms (5+ people hit the fade res at the same moment) and hit and run is going to work as a whole. It kind of reminds me of a NS1 shotgun rush, except that this one potentially happens every round and isn't an all-in move in the same way as SG rush is.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    fade is great as is ... only one think whay we need now is ONOS ! to finish the game.

    Because after while the aliens don't have power to break that marine camp in base.
    fade is cleaner, not the tank!
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited July 2011
    I think the thing that is frustrating everyone, is that you get to a point in the game where you are dominating and you just get HUGE stalemates.

    The first thing you blame it on is the best class, because there is literally nothing else it can be.

    I think UWE should get the Onos/Mech in asap, because balance (imo) is very hard to do without these end game classes.

    My concern will come if we still continue to see stalemates with the remaining classes and abilities added in.

    My big concern has been from the start, and continues to be damage based balance. Whereby when something becomes OP you just give the other side a bigger weapon or more damage and round and round we go.

    This is where I would like to see factors such as team play (combined powerful abilities/ think TF2 medic/heavy combo) or positive negatives (as I call them) such as sentries being exposed at the rear coming into play.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1859408:date=Jul 10 2011, 02:41 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jul 10 2011, 02:41 PM) <a href="index.php?act=findpost&pid=1859408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been puzzled by this for quite a while. I'm still not completely sure how the combination of 1:1 ratio, huge bursts of lifeforms (5+ people hit the fade res at the same moment) and hit and run is going to work as a whole. It kind of reminds me of a NS1 shotgun rush, except that this one potentially happens every round and isn't an all-in move in the same way as SG rush is.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, that's been puzzling me for a while too.
    I brought this up in the resource model thread, because I think that's were the problem comes from. The lifeforms are meant to more or less perform their NS1 roles, but the resource model is completely different. In NS1 fades were relatively scarce, it wasn't viable to get them in large numbers. Therefore they had to be strong. In NS2 the majority of the team can go fade, no problem. I'm not saying that it happens every game, but it's a possibility.

    So it's not unreasonable to balance fades for 1:1 combat.
    Of course then we are moving into the direction of a class based shooter, were every class is equally viable, just with different abilities.


    To answer the OP, I played a couple 180 games and had no problem blinking into three marines, killing one or two and getting out alive.
    Admittedly adrenaline is always very low.
  • LtJunoLtJuno Join Date: 2011-07-08 Member: 109043Members, Reinforced - Shadow
    Biggest problem right now is the shotgun. A Marine with a shotgun can wreck a fade in 2-3 shots (the slow on hit doesn't help the issue either). Which is a problem, the Fade isn't underpowered. It's weapon balancing for the Marines that is the problem. Fingers are being pointed in the wrong direction.

    When a shotgun (15 resource) can kill a Fade (50 resource, and requires an extra Hive), then there is something very wrong. Shotgun damage needs re-worked. If the shotgun isn't going to be nerf'ed, then the Fade needs a boost.

    I believe that a fade (even a poorly skilled player) should be able to annihilate a Marine 1v1 regardless of his weapon.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I have played a few more times as Fade since yesterday, I am starting to get a bit more use to it now.
    The damn thing still needs a lot more energy, Fade should be able to kill a structure faster than a skulk biting it, shouldn't it?
    The adrenaline of 178,179 fade just made him so much fun to use because he could blink so much more than he can now.
    It feels to me that the Fade is being balanced in preparation of the Onos, before the Onos is in.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I just found a bug that stops Fades and Lerks from receiving attack upgrades. Hopefully it will be fixed next patch!

    <a href="http://getsatisfaction.com/unknownworlds/topics/build_180_bug_attack_weapon_upgrades_not_working_properly" target="_blank">http://getsatisfaction.com/unknownworlds/t...orking_properly</a>
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Acid launcher should return. The fade just feels too limited without his ranged attack, and the fade was bound to feel like a skulk when you turn him into a melee only class.

    Bringing back the acid launcher would open up fadeplay greatly. The fade could help defend from marine sieges, he could also soften up the enemy before going in for the kill.

    And a few fades could siege marine bases ala ns1 so turret farms won't be the stalemate inducer like they are currently.

    Please consider this!
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    I wish the fade attacks worked off right/left click... shift being the blink ability key. So you have to click to swing not holding down buttons.. would be sweet. :) ok thats all
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I think if Fade movement, especially during blink, was more dynamic, like in NS1 (with momentum etc.) the Fade would be near perfect.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    edited July 2011
    <!--quoteo(post=1859453:date=Jul 10 2011, 03:59 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jul 10 2011, 03:59 PM) <a href="index.php?act=findpost&pid=1859453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think if Fade movement, especially during blink, was more dynamic, like in NS1 (with momentum etc.) the Fade would be near perfect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    been stressing this for long while now.

    I've even pointed out what we can do to help the fade reduce energy usage. unless they plan to reduce energy costs seriously, we must find better "fix" for this.

    the problem lies in how blink works currently, constantly holding blink drains the energy because thats the only way blink works.
    player should be able to gently tap it, and move same direction with ease as ns1 fade did.

    to do this blink can work in two ways.

    1.blink will work as it currently does, holding it fade would enter his eternal world
    2.gently tapping blink, the fade would blink gently forward as ns1 fade did

    the difference between these two movement methods, one drains your energy quickly while you're protected from damage while the other doesn't protect you against damage but it does conserve your energy. Though for best results the fade, or rather alien race requires better skill based movement to begin with - better mobility is key to aliens success.
  • LaggasaurusLaggasaurus Join Date: 2003-11-13 Member: 22773Members, NS1 Playtester
    edited July 2011
    <!--quoteo(post=1859392:date=Jul 10 2011, 12:55 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 10 2011, 12:55 PM) <a href="index.php?act=findpost&pid=1859392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And in NS1 having to save money for something you personally won't use was really damn annoying and I am really glad it's gone.

    I would prefer it if fades were brought down to a less overpowering level, they can still be just as interesting, it is just as fun to use blink to kill one marine as it is to kill 5, as I am using the same skill, I just do less damage per second or have less health or can do it for less time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeh I kinda think the other way in that by introducing an alien commander they removed the money sink that kept the whole alien team having 50res at 5 mins, its the same with marines by separating weapons off from the commander (although I do feel this helps a lot with the pot luck of who gets weapons in public play) they've removed the choice of what you spend resources on, do you want weapons, upgrades or meds/ammo. Maybe a way round this would be to put building resource towers back to gorges, since this wouldn't take too much away from the alien comm when there's a full tech tree and it would reduce the team of fades at 2nd hive occurrence.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Which would be fine if the game was played with 3 times more marines than aliens, but as it isn't, you need to make it more of a 1 to 1 balance.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem is the fade is designed to be good at 1v1 engagements and you can't change that without basically creating something that isn't the fade we've always known. Marines just need to adapt as before and stop ramboing once fades appear, together marines kill fades very quickly.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->to do this blink can work in two ways.

    1.blink will work as it currently does, holding it fade would enter his eternal world
    2.gently tapping blink, the fade would blink gently forward as ns1 fade did

    the difference between these two movement methods, one drains your energy quickly while you're protected from damage while the other doesn't protect you against damage but it does conserve your energy. Though for best results the fade, or rather alien race requires better skill based movement to begin with - better mobility is key to aliens success.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That is perfect man, and it would even resolve the problem with flamethrowers, as the energy drain would stop them going ethreal but not stop fades using the normal blink and thus not being just dead in the water when set alight :)
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    The only way an equal 1v1 marine vs fade could work is if the marine spent 50 res on his equipment. Currently the marine can't spend 50 res on equipment. The shotgun is only 15 res.

    So its really 50 vs 15. The Fade should win most of the time.

    The FT is 30, but the FT is not really designed for 1v1.

    Lets say the Jumppack is 30, and a marine gets that plus a GL (20+30=50...just like the fade). In this scenario, a 1v1 with a marine and fade should be a closer fight (assuming the GL didn't suck right now). However, marines are suppose to stay in groups, and are not 1v1 specialists.

    If a group marines encountered an equally sized group of aliens and both sides spent equal res, the fight should be pretty close (assuming both equally skilled). We shouldn't look at 1on1 scenarios as the litmus test for balance. The marines really need more higher tier stuff right now, if they want to compete with the fade on a more even footing.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    Fade's secondary stab attack should do 190 damage. There, gentlemen, is your surgical striker.
  • RUben1RUben1 Join Date: 2010-11-24 Member: 75246Members
    Fades got spoiled in the previous builds, <b>the fade is good as it is right now</b>.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1859460:date=Jul 10 2011, 04:29 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jul 10 2011, 04:29 PM) <a href="index.php?act=findpost&pid=1859460"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1.blink will work as it currently does, holding it fade would enter his eternal world
    2.gently tapping blink, the fade would blink gently forward as ns1 fade did<!--QuoteEnd--></div><!--QuoteEEnd-->
    As far as I know Charlie still has plans to add a quick dodge movement to the Fade, which would be something like what you are suggesting, I think. Think there was a twitter post a while back, that had a link to a cinematic from another game, where the guy was doing short quick movements, forward and to the side, and was blurring, rather then disappearing when moving fast. So, something like that. Charlie started to implement it, but never finished it, as there were higher priority things, but I'm pretty sure the fade is still going to get that.

    --Cory
  • TrueVeritasTrueVeritas Join Date: 2006-10-20 Member: 58082Members
    <!--quoteo(post=1859479:date=Jul 10 2011, 12:52 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jul 10 2011, 12:52 PM) <a href="index.php?act=findpost&pid=1859479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I know Charlie still has plans to add a quick dodge movement to the Fade, which would be something like what you are suggesting, I think. Think there was a twitter post a while back, that had a link to a cinematic from another game, where the guy was doing short quick movements, forward and to the side, and was blurring, rather then disappearing when moving fast. So, something like that. Charlie started to implement it, but never finished it, as there were higher priority things, but I'm pretty sure the fade is still going to get that.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    He doesn't mean a quick dodge movement. He means an NS1 style acceleration with the tap of a button instead of the "move forward quickly and then lose 80% of velocity" type deal it is now.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1859483:date=Jul 10 2011, 06:04 PM:name=TrueVeritas)--><div class='quotetop'>QUOTE (TrueVeritas @ Jul 10 2011, 06:04 PM) <a href="index.php?act=findpost&pid=1859483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He doesn't mean a quick dodge movement. He means an NS1 style acceleration with the tap of a button instead of the "move forward quickly and then lose 80% of velocity" type deal it is now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah, ok, gotcha.

    --Cory
  • LaggasaurusLaggasaurus Join Date: 2003-11-13 Member: 22773Members, NS1 Playtester
    Not instead of the current blink, as well as. This could be interpreted as a short delay before going into ethereal mode and if you let go before hand you maintain your momentum.
  • TrueVeritasTrueVeritas Join Date: 2006-10-20 Member: 58082Members
    <!--quoteo(post=1859502:date=Jul 10 2011, 02:14 PM:name=Laggasaurus)--><div class='quotetop'>QUOTE (Laggasaurus @ Jul 10 2011, 02:14 PM) <a href="index.php?act=findpost&pid=1859502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not instead of the current blink, as well as. This could be interpreted as a short delay before going into ethereal mode and if you let go before hand you maintain your momentum.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I want this so much. Add in metabolize and regeneration as well and fades would be way more fun than they are now.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    and I want !!! that once fade is in "blink" state, will not be followed by turrets.
    It's always anoying to die as fade cos of turret fire in blink state !!!

    I hope it is bug, not the intention.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited July 2011
    other than the ability to kill buildings faster than they are now, I had to sit ther whacking a power node for a few minutes, there is nothign wrong with the fade, I just finished going 19-2 as fade the two deaths being from dying twice as a skulk waiting for hive to come up. LEARN TO PLAY STOP COMPLAINING. quickly tap the blink buttong while strafing around marines and use your secondary attack not the first. with full ups you almost always 1 shot marines. Baddies should refrain from making balence suggestions.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    I think the blink should be like it was in NS1, but you could still keep the effects. Basically the blink should keep the fade's momentum and not be a "aerial teleport". That is, the blink should accelerate in air taking into account the previous velocity and gravity. After-blink it should keep the momentum and velocity. That is the blink should add an accelerator vector to the direction of the fade is looking. This way the blink becomes much more skill-based, because the cost of energy per distance unit depends on the player's ability to blink around avoiding walls and ceilings, the fade can travel fast. Jump should also keep the momentum, that way the player can hop around after-blink to a better position for the next blink. Basically easiest way to implement this is to port the NS1 blink code and add the NS2 effects.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Momentum is key here imo.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1859544:date=Jul 10 2011, 05:09 PM:name=Jiriki)--><div class='quotetop'>QUOTE (Jiriki @ Jul 10 2011, 05:09 PM) <a href="index.php?act=findpost&pid=1859544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically easiest way to implement this is to port the NS1 blink code and add the NS2 effects.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How little you know about coding.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    edited July 2011
    <!--quoteo(post=1859561:date=Jul 11 2011, 01:39 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Jul 11 2011, 01:39 AM) <a href="index.php?act=findpost&pid=1859561"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How little you know about coding.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, I've coded since I was about ten and I'm pursuing MsC in CE. What I mean about "porting" is about taking the formula that calculates the result velocity and try to do the same idea in LUA even if the inputs and outputs are not the same. When someone says "porting PI digits calculation from C to Java" it does not mean you copy paste the code you know.

    In fact, the blink code should fairly simple. Probably puzl can confirm this.
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