Fades are very powerfull in the beginning till almost the end.
pachanga
Join Date: 2011-09-11 Member: 120835Members
<div class="IPBDescription">Fade help.</div>Fades are able to two shot me right away. Nothing I can do to slow them down or even hurt them. I notice it will take all marines upgrades from armor to guns to come to close to killing a fade. And, by that time game as been going on for over an hour. Fades needs some type of nerf, in the beginning till middle of the game they are so over powered nothing can stop them. It is becoming very annoying to even play marines the first hour of a game. Can we have it so fades needs to get upgrades as well. It seems once aliens got the 2nd hive Fades can destroy anything. If you lower there damage more, so the commanded needs to upgrade fades in time, it will help alot. Cause, right now the first hour of any game Fades over power every thing.
On the side note, Lerks are still kinda hard to fly and shoot at them same time, but its a working progress.
On the side note, Lerks are still kinda hard to fly and shoot at them same time, but its a working progress.
Comments
In my opinion (as I stated <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114892" target="_blank">hehe</a>) they should weaken the fade that it needs 4 swipes to kill a marine if the melee upgrade has the same number as the armor of the marines.
I already saw it that way in the PrototypeMod and the fade still was a serious enemy for a single marine, because it can avoid damage via blinking. But it nerfes the fade a bit as a "one-fade-army", gives the marine a little bit time to fight back and it emphasize the fact that dhe fade is not good against buildings (destroying RTs e.g.)
On the other hand, to make up for it I would like the stab (2nd fade weapon) to do more damage so that it can kill a marine in one hit.
And if somebody manages to pull this one off:
<!--quoteo(post=1873782:date=Sep 8 2011, 12:49 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Sep 8 2011, 12:49 PM) <a href="index.php?act=findpost&pid=1873782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At least how it is now you can blink in the air, swipe and drop down on the marine and it will hit, without giving the marine a chance to do anything about it<!--QuoteEnd--></div><!--QuoteEEnd--> he deserves the kill ;-)
Sam Harris
Washington , DC , USA
You know a skulk needs 3 bites to kill a marine, assuming equal upgrades, right? Isn't the fade supposed to be the anti-marine lifeform?
he deserves the kill ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, i dont have a prolem with that, i actually agree with you there, i have done it myself and its rather diffucult.
BUT, the thing i dislike about it, and why i actually brought it up is that as a matine you dont do anything about it, fades dont appearatm till after a few seconds, thats either after 1-1;5 swipes or just before the stab hits
Fade are ok how they are now (DMG and HP).
The problem most think Fades are OP is because of the FPS and Tick problems. So Fades are very hard to even hit sometimes. Sometimes it will not Register a PB.
I fear more the Skulks in this build more than the Fades (larger Hitbox).
On that note, I think there's something wrong with the timing of the fades invincibility.. because I myself have noticed that I can unload 4 shotgun shells into a fully visible fade that just came out of a blink and not once of all 4 shots get the hit notification. But then, if I pace my shots so that the fade is taking a "step" (beginning walk cycle) my shots will always hit.. however, both shots were targeted to a fully visible fade.. I think this is a bug because why should the fade be invincible if he's visible at some times, but not other times? Well hopefully it gets fixed.. but I know the timing to shoot and when not to anyways.. just look for the hit indication X and try to remember when you shot and saw it come up, and when it didn't. :P
Remember that you can balance the early game, even if the late game assets are missing.
There won't be no HMG or HA. There will be exosuits with minigun, dual miniguns or railguns.
In regard to the OP, fades should kill in 3 swipes with equal upgrades, everything else would make them too weak.
And then they need to have the initial cost of blink fixed, it's not there. (Blink spam)