Fades Are Fine

Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
edited November 2012 in Ideas and Suggestions
I've seen a few topics on here lately stating that Fades in their present state are too weak. Most people seem to be comparing their value to that of the Onos which is not a good comparison. If Fades were to be made stronger they would completely dominate the Marines, at present it already takes 2 Marines to deal with one Fade as in deny it attacking in an area.

Giving it more health/armour would make it more of a super skulk rather then a nimble but fast assassin type unit. What I would like to see is the fade being given say a damage buff when striking the rear of a Marine. This would fit its role as a stealthy unit and give it a slight buff while not over powering it.

A second option would be too increase its strike damage but reduce its health. This would be a good balance and suitable for its role. If a Fade charges in head first against two Marines though it should lose almost every time.

Comments

  • SiminiSimini Join Date: 2012-09-28 Member: 160916Members
    No their HP is still too low, they need at least 100-150 HP buff which i believe was their original HP in NS1, and an attack buff since at late game marine it just takes way too long to kill just 1 marine with armor 3. trying to take on 2 marines at that stage is just way too difficult, especially if they know how to aim and have shotguns.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I am of the complete opposite opinion. What you are proposing is an increase to the fades skill ceiling. It would leave inexperienced players in the same state, or even detriment them, while empowering the better players.

    I think that, in the hands of a very good player, the Fade is fine at the moment. We've seen them rape recently (I am reminded of Gorgeous' 30 kill streak in a competitive game) and the changes that have gone through for them since haven't been complete overhauls. It is still roughly the same Fade it was. The problem is that the Fade is hard to play. Its really hard to play. I have a very large amount of play time in NS2 (even more in NS1, if that counts for anything) and I still never go Fade, because it is a wasted class on me. It isn't necessarily harder than, say, a skulk or lerk, but those classes are considerably cheaper. People dying with the skulk get annoyed, but they aren't enraged because the skulk is free. The lerk is a lot cheaper, but even then, people are still complaining about the lerk being ineffective (something experienced players are having trouble comprehending at the moment).

    The ultimate solution, in my opinion, would be something that raises the skill floor of the fade. Some change which greatly affects the very new players, but hardly affects the veterans at all. Unfortunately, at first glance, health increases seems the simplest answer to this kind of problem. It is nowhere near ideal, but it does address some problems. Ultimate, the best solution will be very difficult to come up with. You need something which empowers noobs, but not pros. You need a mechanic which doesn't emulate what a veteran can do with the fade (for example, widening the attack arc to make it easier to hit detracts from the skill of aim that good players have). It is a very difficult problem to solve. Maybe the best solution is to just wait for players to become better with the fade?
  • sanobrewsanobrew Join Date: 2007-05-04 Member: 60801Members
    edited November 2012
    Fades in NS1 were 300-150 (250 w/ carapace). Fades in NS2 are 250-50 (100 w/ carapace).
    In NS1 Fades could get the Focus evolution which allowed them to do more damage per attack but their attack rate was reduced significantly. In NS2 it takes a Fade around 4-5 Swipes to kill a marine with Armor level 3.

    Another thing worth noting was that in NS1 armories didn't repair a marine's armor but in NS2 it does and with Fades doing less damage this means that Fades can rarely get a kill an retreat. Instead a Fade will blink in, get 2-3 swipes in a marine and if the Marine team is good they will shoot the Fade and the marine that was damaged will just be able to heal 100%, faster than the Fade can return to his hive to heal.

    Vortex seems to be a pretty useless ability as I've rarely seen it researched in a typical game (unless it's toward the late-late-game where the Khaamander has nothing else to research so he researches Vortex for the lolz). I think a 2nd ability such as NS1's Metabolize (which was ability when used would regenerate a Fade's health and stamina every time it was used but the Fade couldn't attack while using Metabolize) would be much more useful.
  • sm0kie420sm0kie420 Join Date: 2012-11-02 Member: 166135Members
    Another thing to note was how bunnyhopping could maintain speed or even accelerate, while you metabolized. Often times it would be blink in, 1 focus swipe, blink out, bunnyhop while metabolizing, repeat. And is there a delay between blink and swipe?
  • SafewoodSafewood Join Date: 2012-11-03 Member: 166381Members
    <b>@ sm0kie420:</b>
    Yes and no. It shouldn't have any delay as soon as you release the blink key, but sometimes, you can't attack until a few hundred miliseconds after.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    edited December 2012
    Basically fades suck past 15:00, wep,arm 2, or JP's....

    /Thread

    EDIT: LERKS are better then fades and they cost 30ress :)
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Fades are useful for like 10 minutes then they're pointless. Why buy something that barely does any more damage than skulks do, and has ultimately atrocious hit detection (glancing swipes can suck my Onos horn)
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    yeah, for their cost fades aren't that great once marines get upgrades.

    Maybe, make them cheaper, like 30 resources, but make their access an upgrade the commander has to make with 2 hives? Dunno, just trying to look at it from different angles.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It's hit and run role is mostly negated by free armour repairs... Add to this that the damage output and HP/AP are low, you can't really call it hit and run, more like tickle and flee
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    I do like the idea of a damage bonus if you hit the marine in the back. Maybe give the fade the ability to do a 'charge up' attack as well, where he reaches back with both talons for a big stab attack. This plus silence and celerity would be a great combo. Wait for marine to pass, run up behind him while charging the attack and nail him in the back with both talons (like in the exo introduction video). The silence would mask your approach and celerity would give you the speed to catch up. The back stab damage bonus and the bonus from the charge attack would make it really nasty hit.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Fades are too effective if marines didn't manage to keep up in Arms Lab research and too weak if they did.

    If you wanted to buff Fades to make them more viable against those Arms Lab-enhanced marines, you have basically two options:
    <ul><li>Buff the Fade by nature but delay the moment when they can actually appear in the march, like requiring the khammander to research lifeforms first that are more advanced than Gorges. Lerk requiring 1 Hive and 20 Tres, Fade requiring 2 Hives and 30 Tres and Onos requiring 3 Hives and 40 Tres.</li><li>Add some researchable upgrade that makes the Fade more effective later on while still keeping the initial weaker Fades.</li></ul>
  • ComboBreakerComboBreaker Join Date: 2012-11-22 Member: 172856Members
    edited December 2012
    I have to say I personally hate fades.Even though I've learned how to make more or less close snapshots with shotgun,fades are still a great pain in the ass to deal with.

    I do agree that fade needs some love.But definately not HP and Armor increase.I've seen people that could WRECK stuff as fades.Like getting jetpackers midair.So it means that it is possible to be effective as fade even late game.

    However it's control is rather clunky.Changes I propose are :

    -During blink you are not moving forward.While holding right key you are simply hovering midair.Holding WASD keys allows you to move into desired direction,with space and cntrl to get you higher/lower.Imagine how agile fade could become.It does not need lots of health,since it can evade shots more effectively and not just predictably charge straight at you.
    -Make it attacks slow but more devastating.
    -Making Vortex a ranged skillshot as was suggested many times.
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    I remember original blink from NS1 where it was actually a teleport instead of a fly around thing. You would zoom ahead instantly like a bullet until you hit something or went max range.
  • ktrktr Join Date: 2012-11-22 Member: 172808Members
    edited December 2012
    IMO, Fade's health and armor is fine. Things I would change is 50% damage reduction during blink, and backstabs do critical/higher damage (<a href="http://youtu.be/U98Tbr5P2bs?t=45s" target="_blank">http://youtu.be/U98Tbr5P2bs?t=45s</a>).
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
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