Fade
shaq_mobile
Join Date: 2009-12-10 Member: 69575Members
I know Fade is supposed to have a high skill cap... but don't you think it's a bit too high? It's 50 res and it's far more dangerous than an onos in most situations. A good fade player can easily dominate the match, even more importantly they ruin the fun for everyone else. A really good fade is extremely difficult to kill while they can dispatch you with ease. I'm not saying they need a huge nerf, but it's just not fun playing against them. Their res cost doesn't seem to really reflect their value. Balance is incredibly difficult and UWE is trying to balance competitive and casual, large and small games. I understand that. Balance is likely the most difficult part of multiplayer game development. Reading through the game development lens book has done a good job of opening my eyes to the difficulties of the subject, among others. Anyways, thank you for your time.
Comments
I just think they should find a way to lower the skill cap. Lerk for 30 res is pretty deadly, but they are very easy to kill because the margin for error is very small due to the health and more importantly, movement style. I think it just needs a little attention. It's super easy to take these posts like a rage, so I'm being careful not to let it come across like that. Having a ace up your sleeve with super clutch lifeform adds a lot to the match as well. So maybe its good to have a concept like this.
Fade is meant to just barely be able to defeat two shotgun-weilding (but not jetpack) marines of equal skill, in other words 50 res just barely > 40 res. If they've got jetpacks and are well co-ordinated, 60 res on the marine side is just barely > 50 res for the fade. So if you're taking them on alone, expect to die once or twice before you get lucky and manage to put him down.
Devs are considering ideas to make fades more viable against L3 shotguns/armor yet not overpowered against L0/L1 weapons. So feel free to make suggestions, I'm sure they're listening!
A scaling solution for fade and all aliens ( and I believe i've mentioned this before, if not in the forums somewhere, then to some influential people in-game). Would be to put a small damage scaling factor based on the number of hives the aliens currently have built. Keep standard fade damage to 2 hive aliens, multiply by a fraction (no real idea for actual scaling factor numbers) maybe 0.8 for 1 hive, 1 for 2 hive, then maybe 1.2 for 3 hive, 1.5 for 4 hive.
The other option is , or at the same time, a carapace scaling factor, on the same line.
This solution would also help in late game marine turtle situations, such as veil, when the third alien hive doesn't mean much for aliens, except commander provided onos eggs.
And if Colt is the best fade you've played against, be thankful lol (sorry colt, but there is better).
A skilled Fade will be more difficult to kill, but still not impossible. I'm not at all a great shot and I managed to kill a Fade that was clearing house yesterday. I hit them with a ~220 damage shot and then shot them in the back with my pistol as they were fleeing. This was a totally 1v1 (Fade vs Jetpack Shotgunner) situation in the courtyard area of Docking. This isn't an isolated incident either. It's pretty easy to take down a Fade with a shotgun, especially when you have a jetpack. You just have to predict where they're going to go and calmly take your shots.
On the contrary, Fades need to either be buffed or the shotguns need to be nerfed. The shotgun is an effective meatgrinder against a Fade right now.
It's easy to chase the fade off, but not so easy to kill him with that shotgun. A good fade can escape almost anything, the trick is to recognize a bad situation BEFORE it goes bad. Even your example, you get one shotgun blast (probably not 100% damage), and by the time you weapon switch a good fade will already be around a corner, they are just that fast.
Also, if it's late enough in the game for W3 the fade should also have all three upgrades, which means silence, which means he should have a surprise attack or two against the jetpacker. So you chase him off by turning on him with that shotgun after the first attack, but he has done damage to you as well. Either you turn and run also and the fade being much faster gains ground, or you risk dying when he comes back again at full health for another surprise attack.
Ah yes, Colt is very much a PITA to kill (and not just as a fade either).
This is good news. Even before the shotty update, late game fades needed some attention to be more viable. I hope that there is a 3rd hive carapace scaling personally. That or some kind of ranged attack.
Early game fades can be a pain if they come out before you have shotguns though.
did u whinge that u couldnt shoot a ct due to the ak47 having higer recoil then m4?
did u whinge that u couldnt no scope from 600m away with a awp?
do u ever just play the game and get good at something? or do u whinge that ur bad and don't understand basic movement techniques and use them to ur advantage?
if the answer is yes, then the answer is stfu
if the answer is no, answer still stfu
Stop your whinging and learn the game. how many hours u played 100? di
did u play ns1? probably no. so you have no idea how easy it is to kill a fade. also have no idea about how much a fade can influence a game.
This game isnt just a fps. u need to use ur brains to kill good fades. do u bait them? do you block them? do you use a shotgun? do you stay in a team? if no. then ur bads.
A good lerk is just as hard to kill.
Aus has probably one of the best lerks in the world. Scatter, Extremely hard to kill. literally impossible to solo. Should we now nerf them becuase there so good at it? or just realise that some people are very good at aspects of this game. WE SHOULDN'T NERF LIFEFORMS BECAUSE A MINORITY ARE AMAZING AT IT!
There are lots of factors that go into game balance. Nezz didn't even introduce a productive argument. He was just rude his entire post.
If a few people can dominate now, then it's only a matter of time before more people can reproduce similar results with practice. I don't think they need to be nerfed into the ground, I think they just need to be changed to maybe dominate less early and mid game and somehow come on stronger later. Part of the problem is people don't use the third hive ability much, which is powerful, but doesn't get you kills.
Also, I agree that you shouldn't nerf things into the ground just because a minority can excel with it. I just think fades should be adjusted so that perhaps they could be more practical late game and less unreasonable early game. UWE has to walk a fine line between balancing for large and small games and comp/non competitive play. That's not easy!