Fades are very powerfull in the beginning till almost the end.

pachangapachanga 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.

Comments

  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    edited September 2011
    I guess it is a bug that the fade with melee#3 is able to kill a marine with armor #3 in 2 hits (usually it needs 3 hits in melee#2 against armor#3 etc.) and I agree that this is overpowered.

    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 ;-)
  • lanematt121lanematt121 Join Date: 2011-09-04 Member: 119864Members
    edited September 2011
    hey i thin its totally rubbish !

    Sam Harris
    Washington , DC , USA
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1874140:date=Sep 11 2011, 04:17 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Sep 11 2011, 04:17 AM) <a href="index.php?act=findpost&pid=1874140"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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?
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    <!--quoteo(post=1874140:date=Sep 11 2011, 11:17 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Sep 11 2011, 11:17 AM) <a href="index.php?act=findpost&pid=1874140"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And if somebody manages to pull this one off:
    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
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I dom't have any Problems with Fade. They ARE easy to kill if you know how to manage it ( most people with SG shoot too early or too late. Fade needs 3 hits on even upgrades (in this Build) to kill you (when at Full HP/Armor). You have 2 shots before you die but if you hit em PB it is a win for you (360 heavy DMG).
    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).
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    It's all about timing.. if you shoot and you don't get the hit indication, you basically did no damage. So instead of being insane and repeating your shot timing you should attempt other ways to shoot the fade.. actually it's a case of patience paying off in more than 1 way, because if you are steady with your aiming, you not only actually register a hit but you give yourself time to aim. By time I mean less than a second still, but that's just the way fades are.. if you have a flamethrowerer in your squad you can open the opportunities up a bit because it will drain the fades energy. I don't find it hard to kill a fade, but I don't try to kill the fade.. I simply just try to ward them off with as much damage as I can load on them, and if my teammates help usually one of us will get the kill because the fades get greedy. I find that fades will only stick around to kill you if you're impatient because if you're impatient, then your shots will be hitting the fade.. but the fade just wont take any damage.

    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
  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    Remember this is a beta, and we don't have HMGs, JPs or HA yet. Once we get those the scales will turn and we can then discuss balance.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1875401:date=Sep 18 2011, 06:03 PM:name=Cygone)--><div class='quotetop'>QUOTE (Cygone @ Sep 18 2011, 06:03 PM) <a href="index.php?act=findpost&pid=1875401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember this is a beta, and we don't have HMGs, JPs or HA yet. Once we get those the scales will turn and we can then discuss balance.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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)
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