Polling Fade Upgrades
lagger
Join Date: 2002-10-31 Member: 1805Members
<div class="IPBDescription">General Poll</div> Hi everyone, I just wanted an update on what everybody was using for their fade upgrades from these four choices.
Movements
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Celerity
Adren
Defense
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Carapace
Regen
I ushally get adre/regen unless I'm finding their aim particularly good then I switch over to adren/cara which seems to be a more defensive upgrade since you must stay near your gorg/hive a little bit more. I just wanted to know the general upgrade everyone uses between these choices. If everyone could just give their choice and a <b>BRIEF</b> description why I would be thankful.
Movements
------------
Celerity
Adren
Defense
------------
Carapace
Regen
I ushally get adre/regen unless I'm finding their aim particularly good then I switch over to adren/cara which seems to be a more defensive upgrade since you must stay near your gorg/hive a little bit more. I just wanted to know the general upgrade everyone uses between these choices. If everyone could just give their choice and a <b>BRIEF</b> description why I would be thankful.
Comments
Silence. Nothing more fun than silently warping into a group of marines, having them hear two thunks and a gun drop to the floor, and turn around to find nothing there.
For example, regen is good, but if you're near a lot of MC/DCs and you've take adren, then you can just metabolise to full health instead. So regen would be a bad choice compared to, say, carapace.
Thats just one example.
Celerity is because I find the fade a tad bit slow without it, and adren is useful only if youre using acid rocket, since youll die if you stay in combat long enough to run out of energy...
Celerity is because I find the fade a tad bit slow without it, and adren is useful only if youre using acid rocket, since youll die if you stay in combat long enough to run out of energy... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The carapace speed reduction thing was scrapped, IIRC. It doesn't make you go any slower than not having carapace.
It depends on the role for me, for fade. 2 hive and still "trying to win" state, I normally go adren (I can't stand being out of energy), and regeneration. During the whole "trying to break the marine's base" state, I get carpace/adrenaline. The carapace lets you take many more shots, and blink away into your nest of defense chambers safely to heal up for the next round.
Adren is by far the best for moving across the map. Celerity is NOT faster with blink hopping than is unlimited blink.
Regen is just duh. Not only this, but with adren you can use meta at no energy penalty to give double the regeneration rate. You just have to time the meta with the regen ticks.
Adren is useful for killing electrified nodes quickly. It's also useful for fighting as blinking up to them real fast then blinking away gives much more menuverablility.
Also, if you have adren by the time they have jetpacks (hopefully you do) then you stand at a very good position, regen/adren is by far the most useful upgrade when killing JP'ers.
NOTE: Why are people saying silence? The upgrade is worthless other than a fun standpoint, and it wasn't even part of the topic...
I've been playing with celerity and adrenaline and can't decide which is the better of the two.
Regen every time.
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Celerity beats Adrenaline when you get into a combat situation though, although I usually take celerity/carapace I have to agree with Necrosis, it depends on the circumstances i.e., are there DC's nearby, have the 'rines got gun upgrades, are you hitting a fortified location or scouting etc. etc. :
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Celerity beats Adrenaline when you get into a combat situation though, although I usually take celerity/carapace I have to agree with Necrosis, it depends on the circumstances i.e., are there DC's nearby, have the 'rines got gun upgrades, are you hitting a fortified location or scouting etc. etc. : <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Adren/Regen is most usefull all around and can be used in any situation, contrary to just getting celerity or carapace.
Also keep in mind that one of the biggest advantages to fades is that you can already do all; kill elec nodes, kill marines, harrass their base, work with a team, having upgrades that keep in line with their versitility is indeed the smart thing to do.
There's just simply no way man. If you think that, you're either not blink hopping correctly or you're catching on walls, because you should <i>not</i> be running out of energy between hops, ever. You only need a split second of pull for your hop, which you easily get from the one before. The only time you'll ever run out is in a lengthy vent, where blinkhops are mostly impossible.
And sometimes saves your life against certain rine weapons/upgrades.
Redem is a nice upgrade for a base assaulting fade , works until upgraded shotguns are widespread. Cara fade naturally last longer (something to consider for a 50 res lifeform) and regenerate on their own at 2 hives.
I prefer cara fades since 1.04 ... with adequate gorge support (healspray or DC outposts) they are devastating. The "samurai fade" (cara celerity) is a shotgun wielder's nightmare.
I always take regeneration, because it's a great help during battles, after battles, and when taking down electrified resource towers and small outposts.
without silense your just a slower and taller skulk.
That doesn't make any sense at all. A Fade is much faster and stronger than a Skulk, silence or no silence. With silence, you actually move <i>slower</i> than if you had celerity or adrenaline.
It so totally does. I suggest you try it again and really pay attention. It's not even hard to notice the difference.
I don't recall when a fade was faster moving then a skulk. I sitll remember that time I didn't pick celerity and the marine in front of me was running nearly as fast as me...
Plus, sure, the fade's swipe does a whopping 5 more damage than a skulk's bite, but the fade actually attacks slower than a skulk. Thus, a skulk is more capable of dishing out damage to both marines and buildings than a fade is. The fade is practically a skulk with lots of hp and a little less offensive power (Besides Blink)
Laggers Choice
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Adren
Regen - Early Game
Cara Mid-Late Game
There's just simply no way man. If you think that, you're either not blink hopping correctly or you're catching on walls, because you should <i>not</i> be running out of energy between hops, ever. You only need a split second of pull for your hop, which you easily get from the one before. The only time you'll ever run out is in a lengthy vent, where blinkhops are mostly impossible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Dude. You missed my point.
Lets put it this way: An adren fade can go from one side of the map to the other faster than a celerity fade. This is a fact. Blink hopping (even with celerity) is not as fast as the non-stop blink power adren gives.
There's just simply no way man. If you think that, you're either not blink hopping correctly or you're catching on walls, because you should <i>not</i> be running out of energy between hops, ever. You only need a split second of pull for your hop, which you easily get from the one before. The only time you'll ever run out is in a lengthy vent, where blinkhops are mostly impossible. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude. You missed my point.
Lets put it this way: An adren fade can go from one side of the map to the other faster than a celerity fade. This is a fact. Blink hopping (even with celerity) is not as fast as the non-stop blink power adren gives. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No, I get that, but I still think your "fact" is wrong because you're doing something wrong.
I'm saying that if you never run out of energy by blink hopping, and you blink hop all the way around the map, it's same same as blinking continuously. It's not like blink hopping is slower than blinking outright. It's exactly the same. You maintain all the speed of a celerity blink during the duration of the hop, and you start another one as soon as you hit the ground. There's no loss in there, especially if you know how to skim. Blink hops strung together are exactly the same as a continuous blink.
Late game: celerity carapace. Have a gorge or dc outpost nearby. You just can't survive and get any damage in without cara against hmgs, shotties, and high weapon levels.
As said above, silence is also pretty sweet. If I have a good, supportive team, I'll take silence. While they distract from the front, I'll come in the back way and destroy them.
Blink.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Plus, sure, the fade's swipe does a whopping 5 more damage than a skulk's bite, but the fade actually attacks slower than a skulk. Thus, a skulk is more capable of dishing out damage to both marines and buildings than a fade is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, swipe deals 160 damage per second and bite deals 180 damage per second.
<!--QuoteBegin--gekigarion+Oct 22 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gekigarion @ Oct 22 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The fade is practically a skulk with lots of hp and a little less offensive power (Besides Blink)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But, because of its greater quantity of health and armor, and because of blink, the Fade is able to deal much more damage than a Skulk.