Fades OP?

ShalfaShalfa Join Date: 2011-10-19 Member: 128261Members
Excuse me for my noobyness in this post, but Isn't Fades over powered? I mean They kill you in two hits, they have LOTS of health and they move fast as hell.. Doesn't that seems a bit over powered? It does to me. Sure, you can say "but marines have their granade launcher and that's more OP than fades" but I mean, both flame throwers and granade launchers are just weapons, they don't make the marine move faster or something like that. Fade is best in all aspects (speed, Health, damage). Well I know Onos and exo suit and all that will come in the future and be stronger than fade but they haven't come yet. :) So.. Sorry If Im just talking alot of nonsense and Im a noob but this is just my thoughts.
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Comments

  • MooJrMooJr Join Date: 2011-10-18 Member: 128100Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester
    Most of the issues with the marines not being able to kill fades is the fact that due to FPS and net lag they are really hard to hit. Ive been taken down by a single marine with a shotgun in three hits. Then again ive destroyed a marine base almost single handed.

    Most of the issues should be solved when the game is more optimized and "smoother".
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Fades aren't OP.

    Reg is UP.
  • 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
    And the aliens are just stronger in the midgame as they can get their melee/armor upgrades much faster than the marines. Opposed to ns1 when it was tied to hive count.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    Also you obviously never played NS1, go play NS1 and fight fades there where it takes an entire team to kill one and then come back and talk about OPness
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    You do pay for it, so it being superior is reasonable...
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited October 2011
    Ns1 is in every way superior to NS2 but in graphics and engine capacity. What NS2 is to NS1 is what Dawn of war 2 is to dawn of war 1. Name style, completely different type of game.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    I would say yes, they are overpowered.

    Killing in two hits isn't the problem. The problem is, that they can blink too often, making them nearly impossible to hit if the fade knows what hes doing.

    I guess doing something about that, would solve quite a few issues with it. For example having a blink timeout, so that you can't blink for 1-2 seconds after going out of blink (like schimmels mod), or increasing the blink initial costs.
  • 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
    edited October 2011
    There would be a big difference if bullets could still damage a fade while they're blinking. So if they're flying straight at you or repeatedly blinking without actually going anywhere, they will die much faster.

    Just bullets though, grenades and flames shouldn't work against him during a blink. Otherwise you would get tf2 levels of spychecking or spamming during a fight.
  • GrizzyGrizzy Join Date: 2011-10-14 Member: 127323Members
    Guys.... wait till marines get heavy armor and minigun, then watch how those fades will squeal. Or jetpacks so you can chase fades down yourselves.

    And yea the usual fps, netcode and the imbalance between player skills.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    <!--quoteo(post=1881419:date=Oct 23 2011, 07:27 PM:name=Grizzy)--><div class='quotetop'>QUOTE (Grizzy @ Oct 23 2011, 07:27 PM) <a href="index.php?act=findpost&pid=1881419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Guys.... wait till marines get heavy armor and minigun, then watch how those fades will squeal. Or jetpacks so you can chase fades down yourselves.

    And yea the usual fps, netcode and the imbalance between player skills.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But most of those are late game items for marines, but the fade is a midgame class.

    as for letting the fade be hit by bullets while blinking.. i just think it makes no sense from a logical point of view. Upping the time between 2 blinks would already solve that problem, without the drawback of beeing illogical.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    I think the whole concept of the NS2 fade is a bit flawed.
    It is supposed to be a good damage dealer like in NS1, but due to the changed resource model the aliens can now field more of them.
    Yet one fade can still engage one or two marines with ease.

    Then there is the invisibility and invulnerability which can get quite annoying for the marines.
    The counter to constant blinking on the other hand - the energy drain of the flamer - is annoying for the fade.

    I would like to keep the fade's agility, so I'm not too fond of longer cooldowns or higher energy costs for blink.
    Getting rid of the invulnerability and the invisibility would be a step in the right direction, imo.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1881422:date=Oct 23 2011, 06:38 PM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Oct 23 2011, 06:38 PM) <a href="index.php?act=findpost&pid=1881422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But most of those are late game items for marines, but the fade is a midgame class.

    as for letting the fade be hit by bullets while blinking.. i just think it makes no sense from a logical point of view. Upping the time between 2 blinks would already solve that problem, without the drawback of beeing illogical.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, actually, given that the minigun is only useable by the exosuit and replaces the HMG, it is conceivable that the exo could be midgame while the minigun is endgame.
  • 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
    <!--quoteo(post=1881422:date=Oct 23 2011, 01:38 PM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Oct 23 2011, 01:38 PM) <a href="index.php?act=findpost&pid=1881422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But most of those are late game items for marines, but the fade is a midgame class.

    as for letting the fade be hit by bullets while blinking.. i just think it makes no sense from a logical point of view. Upping the time between 2 blinks would already solve that problem, without the drawback of beeing illogical.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't see how it's illogical that a fade would take damage from having bullets fly through him. Isn't like he can go through objects like railings, barrels, or players.

    I'd prefer the prediction shots over a clunky blink mechanic.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    edited October 2011
    Stealthy classes are usually associated with low armor/hp, high specialised attack and high speed.

    I do agree NS is really strange, they make it in to a high armor/hp, high specialised high speed attack which is against all other stealthy game models.

    Then you have the lerk, the support class with lesser armor/hp, average and varied attack which really should have more armor/hp.

    EDIT: And on the fade blink things. The second Matrix had some dudes that went invisible/ghost like and bullets went through them. Infact, they even healed much quicker after shifting state. That's a good idea if you give the fade lower armor/hp, as I think it should be a more specialised class and not the tank that the Onos has to be.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    edited October 2011
    Fades aren't OP

    Lerks 1 shot spike sniper is. It's equivalent to the AWP in CS1.6 -.-
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1881455:date=Oct 24 2011, 06:48 AM:name=SloppyKisses)--><div class='quotetop'>QUOTE (SloppyKisses @ Oct 24 2011, 06:48 AM) <a href="index.php?act=findpost&pid=1881455"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fades aren't OP

    Lerks 1 shot spike sniper is. It's equivalent to the AWP in CS1.6 -.-<!--QuoteEnd--></div><!--QuoteEEnd-->
    qft. lerk shotgun against amour 0 is crazy lol
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1881459:date=Oct 23 2011, 04:31 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Oct 23 2011, 04:31 PM) <a href="index.php?act=findpost&pid=1881459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->qft. lerk shotgun against amour 0 is crazy lol<!--QuoteEnd--></div><!--QuoteEEnd-->


    Don't get me wrong. I love it myself when I'm playing alien but sheesh. I smell a nerf bat coming soon, hopefully. No more gorge zergs. Lerk zergs, anyone?
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    It seems that with every passing update the aliens get nerfed.
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    Yes, lerks have become machine gun birds!

    Fades will run once the minigun comes to marines. What scares me is the idea of an Onos. :o

    The gorge needs more to do than just be the guy that sits back and heals everyone. Hydras only help for the first 10 minutes of the game then after the marines get GL's and flame throwers, the only job the gorge has is to heal. The alien commander can lay cyst so that's pointless as well. I do see though that they are doing something in the update along the lines of having heal spray fire at the same time with the primary fire?

    -B1ackSmoke
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1881424:date=Oct 23 2011, 06:44 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Oct 23 2011, 06:44 PM) <a href="index.php?act=findpost&pid=1881424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the whole concept of the NS2 fade is a bit flawed.
    It is supposed to be a good damage dealer like in NS1, but due to the changed resource model the aliens can now field more of them.
    Yet one fade can still engage one or two marines with ease.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is pretty much the main problem, as the (personal) res flow is largely unchanged from NS1 but there's almost nothing to spend it on other than lifeforms. There's mini-cysts and hydras, but those are fairly cheap and unimportant; designed to be, even.

    As opposed to NS1 where you had to use the same resources you'd use for going fade on Harvesters, Hives, and upgrade chambers in spots where their special effects would be of most use.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    Utilization of resources is the same as it was back in NS1. A few people would go gorge while the rest of the team would save up their resources to evolve to a higher life form.

    But I do agree that the gorge is not as important as it was back in NS1.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited October 2011
    <!--quoteo(post=1881431:date=Oct 23 2011, 07:13 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Oct 23 2011, 07:13 PM) <a href="index.php?act=findpost&pid=1881431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EDIT: And on the fade blink things. The second Matrix had some dudes that went invisible/ghost like and bullets went through them. Infact, they even healed much quicker after shifting state. That's a good idea if you give the fade lower armor/hp, as I think it should be a more specialised class and not the tank that the Onos has to be.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That sounds good. Lowering the Fades HP but giving him a heal while in ether (min 1s and each second will give you some health back). Increasing dmg to 2 hit kill only and a high adre cost for swipe.
    Would be interesting to test it out.


    <!--quoteo(post=1881480:date=Oct 23 2011, 11:24 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 23 2011, 11:24 PM) <a href="index.php?act=findpost&pid=1881480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Utilization of resources is the same as it was back in NS1. A few people would go gorge while the rest of the team would save up their resources to evolve to a higher life form.

    But I do agree that the gorge is not as important as it was back in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the gorge is even more important in NS2 than NS1 atleast as a support and structure tank. Also placing cysts at the front so the com can drop crags and whips.
    He just lost alot of buildings but he is more important at the front now.

    He is the counter to MACs, ARCs and farms and is the most important healing unit and the best motivator. A front gorge motivates the team to attack and they often group around a gorge pretecting him while getting healed so they often start to attack as a horde.

    As a Marine com it is so easy to defend MS and even distract some aliens by using MACs but as soon as a Biler Gorge comes into the game its game over.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited October 2011
    It's kinda been done, lower HP, higher damage that is. I think the whole 2-hit kill thing was just frustrating as there isn't much you can do in time against a teleporting monster that can 2-hit you, heck 3 hitting as it is now is a bit much it still feels like, it can kill you faster than you can kill it. Throw in hit reg issue and lag and you've got an unstoppable force in the right hands at the moment. But higher teir stuff will at least lower this helplessness somewhat later.

    I also agree the res model just doesn't fit the game right at the moment and allows for high teir unit spamming.
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1881484:date=Oct 23 2011, 06:39 PM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Oct 23 2011, 06:39 PM) <a href="index.php?act=findpost&pid=1881484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's kinda been done, lower HP, higher damage that is. I think the whole 2-hit kill thing was just frustrating as there isn't much you can do in time against a teleporting monster that can 2-hit you, heck 3 hitting as it is now is a bit much it still feels like, it can kill you faster than you can kill it. Throw in hit reg issue and lag and you've got an unstoppable force in the right hands at the moment. But higher teir stuff will at least lower this helplessness somewhat later.

    I also agree the res model just doesn't fit the game right at the moment and allows for high teir unit spamming.<!--QuoteEnd--></div><!--QuoteEEnd-->

    hay, a sergal ;D
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1881485:date=Oct 23 2011, 10:50 PM:name=SloppyKisses)--><div class='quotetop'>QUOTE (SloppyKisses @ Oct 23 2011, 10:50 PM) <a href="index.php?act=findpost&pid=1881485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hay, a sergal ;D<!--QuoteEnd--></div><!--QuoteEEnd-->

    I knew the Overgrowth/NS2 crossover was a bad idea
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--quoteo(post=1881485:date=Oct 23 2011, 06:50 PM:name=SloppyKisses)--><div class='quotetop'>QUOTE (SloppyKisses @ Oct 23 2011, 06:50 PM) <a href="index.php?act=findpost&pid=1881485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hay, a sergal ;D<!--QuoteEnd--></div><!--QuoteEEnd-->

    I did not know what a “Sergal” was so I did a Google search. Some strange things came up in that search...
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    edited October 2011
    <!--quoteo(post=1881495:date=Oct 23 2011, 07:14 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Oct 23 2011, 07:14 PM) <a href="index.php?act=findpost&pid=1881495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I knew the Overgrowth/NS2 crossover was a bad idea<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't like that game :<

    <!--quoteo(post=1881500:date=Oct 23 2011, 07:41 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Oct 23 2011, 07:41 PM) <a href="index.php?act=findpost&pid=1881500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did not know what a “Sergal” was so I did a Google search. Some strange things came up in that search...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes sir, now I betcha won't sleep tonight! x3
  • 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
    edited October 2011
    Now now, in the end of the day we're all here for natural selection 2.
    Just putting that there before silly things happen. :V I respect everyone. Except trolls.

    Back to the fade discussion, I'll probably get shot for saying this. But isn't scanning revealing fades completely against the design of the fade?

    Or perhaps it should be used more to help players fight against fades. But in that scenario the fade would be similar enough to ns1 fade that they wouldn't need the armor nerf it has currently.

    I just find it odd that a situational use like the scan on the observatory has such an effect on the fade that would pretty much turn it into an inferior ns1 fade.

    Granted I never seen it used in combat against fades, so I could be entirely wrong about this.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited October 2011
    <!--quoteo(post=1881396:date=Oct 23 2011, 09:31 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Oct 23 2011, 09:31 AM) <a href="index.php?act=findpost&pid=1881396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ns1 is in every way superior to NS2 but in graphics and engine capacity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    RAH RAH RAH.
    we already heard it on the thread you created to say the same damn thing.
    you're not even contributing to the content of the thread, you're just complaining again.
    save it.

    here's an example of contributing conversation to a discussion:
    "say, what if they included the HMG mid game? that could aid in fade combat gameplay especially if it's rounds were dedicated to fade armor etc?"
  • moses-moses- Join Date: 2011-10-22 Member: 128826Members
    Hey kind-of new to the ns2 forums but wanted to add my input to the whole 'phade' topic.

    To me it just seems silly to say that any class on the alien side is OP at this time in the development in the game is silly. NS2 still has has not released half of the same game play elements as NS1 such as marine armor and weapon upgrades as several people in this thread has mentioned.

    Perhaps making tweaks to the hp/dmg to the phade seems like a good idea now, but in future updates and releases that might not co-inside with the original design of the phade's role in gameplay.

    I guess the main issue is that in mid-game situations phades seem to over power any type of marine play-style. If I am not mistaken there are strategies to counter act phade's such as putting pressure on the aliens expo hive. Not to mention this is a team based game style of play so marines should be in groups if I am correct, so that yields a higher chance of killing off phades more likely. Again I am relatively new to this so don't flame to hard on me :) I just think with time these things that we call 'op' will eventually die out as new patches and functionality get released.

    Again, probably completely wrong :)
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