Long blinking fade should be blocked by bullets

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
edited October 2011 in NS2 General Discussion
<div class="IPBDescription">the best solution I think.</div>Althuogh UWE team has decreased the HP of fade, it's still hard to kill and even be mentioned still as overpowered unit.
It's because fade can easily run away, just by clicking right MOUSE for ages. They don't get any damage while blinking(teleporting?) i think.

So I have a deal, hope the team think about it.

As Camouflage can be disabled when got hit, long-blinking should be able to be disabled and stopped for a short moment when got hit. But, not for tiki-taka.

Then shotgun and some needed shots to empty spaces will work properly just as NS1. It may be able to prevent a teleporting, invisible, and also invincible fade that will once suddenly come right in front of marines' faces and kill them.

Most importantly, it can prevent Fades running so easily away just by keep clicking MOUSE2 as I mentioned upon!


and p.s.

I think that long blinking should be able to be tracked shortly, just like death eaters at the movie Harry Potter. It would look awesome. But only for guys pressing MOUSE2 more than 1-2 secs.

Comments

  • 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
    I'm all for fades being able to be shot up while blinking, but it shouldn't interrupt their blink movement. If you meant stopping it completely.

    Just give them a ghostly appearance for a second at most when they get shot. That way the fade would try getting them from the sides instead of attacking from the front.

    They should be safe from grenades and flamethrowers while blinking though. Otherwise it would be like spychecking in tf2.
  • Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
    <!--quoteo(post=1879081:date=Oct 10 2011, 10:27 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Oct 10 2011, 10:27 PM) <a href="index.php?act=findpost&pid=1879081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm all for fades being able to be shot up while blinking, but it shouldn't interrupt their blink movement. If you meant stopping it completely.

    Just give them a ghostly appearance for a second at most when they get shot. That way the fade would try getting them from the sides instead of attacking from the front.

    They should be safe from grenades and flamethrowers while blinking though. Otherwise it would be like spychecking in tf2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Marines have guns, that barely can kill fades just in front of him. Let them have range and time to damage.. fades always appear right in front of marines. Even I do and feel it a bit overpowered. It should be able to be predicted and be able to be prevented. If it makes fade so vunerable, then to increase health is a real easy solution
  • 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
    It would be extremely frustrating to stop to a dead hault whenever someone sprays a bullet down the hallway. Combine that with lag compensation and you'll never be able to blink during combat.

    Just have them be visible when they're taking damage and you'll find that a lot of fades start dying faster.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    actually it would be enough if you could see some small smoke particles created by blinking fades. so marines with a good eye will see where the fade currently is, and if scanned those particles will glow.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I milder solution would be to make the fade blink to behave like a energy shield, the more damage per second it take, the more visible the fade would become and the more it would take health/armor damage.

    This require transparency however.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    so you don't want that the fade is able to harass larger groups of marines and should stay away / die?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Here is a simple sketch of how the "blink shield" could work :

    In red you got the incoming bullets (damage) and in black the transparency, when the fade is hit he becomes slightly visible but recover invisibility with some characteristic time (to tune). Near 5 seconds the fade take a lot of damage (shotgun blast) and become more visible. The actual health/armor that the fade would take while blinking could be multiplied by some factor like (1 - black curve).

    <img src="http://i.imgur.com/V2DMF.png" border="0" class="linked-image" />
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1879090:date=Oct 10 2011, 02:49 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Oct 10 2011, 02:49 PM) <a href="index.php?act=findpost&pid=1879090"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->actually it would be enough if you could see some small smoke particles created by blinking fades. so marines with a good eye will see where the fade currently is, and if scanned those particles will glow.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's actually already possible to see a "mini-fade" flying around while the "real" fade is in etheral.
    But I agree with you, a simple particle effect instead of this "mini-fade" is needed.
    I don't think that all marine weapons should hurt fades while blinking. Maybe an idea for the future Railgun for exosuits?
  • 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
    I like the system you posted yuuki, but I would wait and see how much more harassment the fade gets before having damage taken multipliers added.

    Everyone will most likely prioritize the fade if it were to appear during blinking.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    if the fade was to move as he did in ns1, maybe.. But current fade only moves in straight lines...

    maybe we should remove blink, and give the fade sprint likes marines, it sure would even out everything.
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    Get back the ns1 fade =P
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1879107:date=Oct 10 2011, 04:19 PM:name=GeneralBowser)--><div class='quotetop'>QUOTE (GeneralBowser @ Oct 10 2011, 04:19 PM) <a href="index.php?act=findpost&pid=1879107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Get back the ns1 fade =P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Open steam, double click Natural Selection :P
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1879096:date=Oct 10 2011, 04:32 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 10 2011, 04:32 PM) <a href="index.php?act=findpost&pid=1879096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's actually already possible to see a "mini-fade" flying around while the "real" fade is in etheral.
    But I agree with you, a simple particle effect instead of this "mini-fade" is needed.
    I don't think that all marine weapons should hurt fades while blinking. Maybe an idea for the future Railgun for exosuits?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whoo that Railgun Idea sounds awsome! Would also be logic Tier 3 > Tier 2!
Sign In or Register to comment.