Blink

BreflBrefl Join Date: 2004-02-11 Member: 26383Members
<div class="IPBDescription">What the hell?</div> Blink? How about 'snooze' or 'nap', or maybe call it 'Coma'.


First of all, it no longer gets you ANYWHERE. A celerity lerk or skulk, leaping, goes faster then this. The only real way to use it is to bunnyhop with it, which doesn't work too well on most maps.

Secondly, there's a 'minimum energy' on it. Which is superb and all, except it STILL drains energy, but just doesn't MOVE you anywhere.

Finally, you put a minimum energy on it, but actually failed to fix the fact that while swipe does 95 damage, it drains something like 100 stamina, but BITE on SKULKS does 90 damage, and only drains about 80 stamina (don't know what the stamina 'numbers' are, but those are just for reference). GG fade... first the hitbox, then the acid rockets, then blink, what's next, metabolize drains 50% of your health but lets you attack a bit faster? :/

Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    You are <b>supposed</b> to bunny hop with the blink (it's basically a slow moving noisy leap now), which works fine once you get used to the angles. You have 300 hp and 150 armour, even at hive 1 this gives you 600 total life (750 total at hive 3). This means as an unupgraded fade a single LMGer CAN NOT kill you with a single LMG clip, something that used to be possible in every other single version of NS to date. If the LMGer misses 11 of his shots then that means that even with a full LMG and pistol clip he can't finish you and will need tor resort to knifing instead.

    Try carapace, you get 300 hp and 250 armour, which at hive 3 means you can take 1050 damage before dying (but only 800 at hive 1). Even shotgunners are going to be having difficulty taking you down now.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    The higher health/armor on the Fade compensates for the blink changes. Since 2.01, I've loved the new blink and celerity is, in my opinion, the best MC upgrade for Fades. I can say that the only times I've run out of energy is when I'm beating on buildings for extended periods of time.
  • SuicideRusherSuicideRusher Join Date: 2003-02-23 Member: 13893Members
    change the name from Blink then, it doesnt match what it means (instantly moving like it did in 1.04)
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-Brefl+Feb 12 2004, 12:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brefl @ Feb 12 2004, 12:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Finally, you put a minimum energy on it, but actually failed to fix the fact that while swipe does 95 damage, it drains something like 100 stamina, but BITE on SKULKS does 90 damage, and only drains about 80 stamina (don't know what the stamina 'numbers' are, but those are just for reference). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Apparently you don't know what the damage numbers are either. Bite does 75, Swipe does 80. Onos gore is the only alien attack that reaches 90.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If you want Blink to be fast, use Celerity. You can quickly get off a metabolize after each blink to keep your energy up, and heal you to boot. If you don't want to take adren as a Fade you have to be very careful with your energy.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    To be honest, I prefer the beta 1 (2?) fade. A tap of blink sent you flying with a relatively small energy cost, and metabolizing health allowed carapace, which seems a better deal than adrenaline substitutes (and fit the fade's image better, too, I think). Not that you really needed adrenaline, anyway, from what I saw. This all was perhaps enough to make up for the fade's lower durability, in my opinion.

    I suppose this again places me in the unpopular minority. :p

    (I admit that I didn't play fade all that much in betas one and two (or at all, actually), just enough to get a feel of what changed from Way Back When. If I'm imagining the change in blink between 3.0 versions, feel free to ridicule me.)
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Brefl+Feb 12 2004, 02:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brefl @ Feb 12 2004, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First of all, it no longer gets you ANYWHERE. A celerity lerk or skulk, leaping, goes faster then this. The only real way to use it is to bunnyhop with it, which doesn't work too well on most maps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It works great for me. Gets me away from danger, and gets me closer to my target. Who said it had to be faster than "A celerity lerk or skulk, leaping?" It is was it is, and if you can't seem to get the hang of it, keep practicing.
  • ZdrozZZdrozZ Join Date: 2003-01-11 Member: 12158Members, Constellation
    What are you talking about? Blink works fine, IMHO fades are overpowered now with the 300 hp/150 armor and the new metabolize. I'm really not a decend fade player but I can do serious damage.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Although the name should be changed... "Fly"?
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    edited February 2004
    <!--QuoteBegin-Brefl+Feb 12 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brefl @ Feb 12 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Blink? How about 'snooze' or 'nap', or maybe call it 'Coma'. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Blink, to blink then all of a sudden your basicly there? "I just blinked and he was there"

    The BLINK of an eye?

    yah know?
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    Don't ya mean adrenaline?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-cHIs-+Feb 13 2004, 04:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cHIs- @ Feb 13 2004, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Brefl+Feb 12 2004, 08:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brefl @ Feb 12 2004, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Blink? How about 'snooze' or 'nap', or maybe call it 'Coma'. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Blink, to blink then all of a sudden your basicly there? "I just blinked and he was there"

    The BLINK of an eye?

    yah know? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Did you play 1.04?
    Fades don't move fast at all now.
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    I can't speak for all here, but <b>I did</b> play 1.04. Blink was instant..yes... but it was also difficult to use for most people(I managed pretty good with my jump crouching), and it was prone to many many bugs.

    You call it flying? No, that was the 2.01 blink. Fades were ridiculous in the amout of time they could spend in the air. Not to mention that on 70% of them had a hitbox. I remember playing a fade and NEVER dieing for darn near 20 games in a row as a fade. All because blink was essentailly turning the fade into a second flying unit.

    The fade was, what the lerk is now. A fast flying unit that uses a melee attack and can be easily killed by a few shotgunners, but most people miss.

    Now, the fade is more what I beleive it was ment to be. A medium-heavy ground assualt unit. Note I say ground...not sky. The new blink contains a nice little way to stop flying fades by inducing a choke in their blink, so you can only do it in burst.
    I admit that I was mad at first, becuase I thought fades would be useless, and die to enemy fire instantly. But, after the hip/ar upgrade, they are much better fighters under fire, and have a really good role as shock infantry. I can really nail people with the 3.0 fade just as good as a 2.01 fade. I just use a much different tactic.

    All in all, the fade is really nearing perfect, with the exception of AR.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...

    Now, I don't see how this could be so glitchy.... Couldn't they just put in a little bit of bullet proofing to make sure that you could blink there without getting stuck?

    I think with blink like this, the fade would certainly live up to it's name a bit more, and I would actually enjoy playing as it.

    The lerk, skulk, gorge, and onos are all relatively fun (lerk by far the most), but fades are pretty slow, run out of energy too fast, have a horrible small cone for their claws attack, and are just not that much fun....

    lerks are like flying skulks, but they require a good deal of skill to use, but are fun even if you have trouble killing with them. Onos are tanks, and just due to that, they're fun. Especially if you're good and can take out like four rines alone.

    Gorge is fun merely cause you need to try to lead your shots.
  • SymbioteSymbiote Join Date: 2003-09-07 Member: 20625Members
    i see nothing wrong with blink. it allows fades to blink in and attack. i dont remember much of 1.04 cause my memory sucks, but blink wasn't as efficient as it is now. it was somewhat like leap but faster. controlling it was also hard.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited February 2004
    No. The CURRENT blink is somewhat like leap but faster. The OLD blink shunted you forward towards where you were aiming at insane velocities(ALMOST hitscan, so to speak), basically making you "teleport".
    Duckjumping helped alot, but you could get stuck in entities and func_whatever. Occasionally you would just pass right through them.

    Experienced blinkers learned what to avoid blinking towards(ie ME OMGLOL), and did good as melee-fades, rather than acid-rain fades(as was the norm).

    And personally I see little difference between 3.0 and 2.0x blink. It's still ugly(lolol I can FLY), non-cool, and definitely doesn't fit the "go through walls" theme.
    If the old blink was restored(and fade hp/armor nerfed accordingly), I would actually not suck at fading. Whee.
    Sure, I can just go fade alot in combat now[I mean train at fading] and not suck anyway, but the old blink was way cooler, way better, way more fun, way more atmospheric, ... and way buggier. Oh well.

    EDIT:<!--QuoteBegin-Symbiote+,--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Symbiote @ ,)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i see nothing wrong with blink. it allows fades to blink in and attack. i dont remember much of 1.04 cause my memory sucks, but blink wasn't as efficient as it is now. it was somewhat like leap but faster. controlling it was also hard.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Blink was MORE efficient then. Fades themselves however weren't, since they had less hp/ap, and got shot up pretty fast if they tried anything as bold as blinking right into a base.
    And controlling it wasn't hard, except for learning what to not blink towards- heck, its easier than lerk flight, instead of HOLDING a button and aiming where you want to go, you just aim where you want to go and click- you're there.<== When it worked as intended that is... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • Pepe_MuffassaPepe_Muffassa Join Date: 2003-01-17 Member: 12401Members
    Have any of you played the mod Rocket Crowbar? it is a fun mod, but the machine gun second fire (the grenade) makes you do a massive fart and flings you at high speeds across the room.

    That is what the fade blink should be like. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I know experienced blinkers could do some pretty impressive things in 1.x, but I just used it to run away faster. Even with jump-crouching, about half of my attempted blinks failed, and I lost adrenaline without actually going anywhere, although I didn't get stuck in objects very often.

    For utility, I believe the 2.x Blink is the best. For coolness, definately 1.x

    By the way...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...

    Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    2.X blink was definitely better than 3.0.

    My concern is that by lowering blink, Fades are forced to take celerity as their only viable MC upgrade. Silenced Fades were super fun in 2.01, but now their base run speed and blink is simply too slow for a 60 res hit and run alien for silence to be really feasible.

    In 2.01, it felt like I could really customize Fades to fit the situation and my play style. Now, regen/celerity seems to be the mantra everybody is chanting.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--QuoteBegin-Cxwf+Feb 13 2004, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Feb 13 2004, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...

    Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nononono, I mean it would check if there was room above/below/or next to wherever the line intersects, and if so, move you there. (It wouldn't be too hard to code, HL should already have collision box detection, and so I think you could just create an imaginary box, run it along the line (and if it hit the ceiling, just make it follow the ceiling, not go in to it) (hit the floor, and you would follow that) (a wall, and it would follow that) (where it intersected though, it would stop... or just before it so you aren't stuck in it... I was thinking about how to make an efficient teleporting thing about a month ago, and I believe the superhero mod for cs almost has this idea.... Amazingly enough, they call the power 'Blink'. The only problem is you can sometimes get stuck in the wall or ceilings, but I think that could easily be prevented with some collision detection beforehand.)

    Yup...
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--QuoteBegin-The Finch+Feb 13 2004, 08:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Finch @ Feb 13 2004, 08:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> for a 60 res hit and run alien <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I thought they were 50 res again...
  • NeoMatrixj2NeoMatrixj2 Join Date: 2002-11-22 Member: 9638Members
    i remember with old blink on elevators in ns_nothing you could blink through the bottom of the elevator and appear up top if you did it right.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-Psyke+Feb 14 2004, 07:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Psyke @ Feb 14 2004, 07:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cxwf+Feb 13 2004, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Feb 13 2004, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wasn't around for the early blink, but i assume it shot out a line, and just changed your coordinates to be standing where the line intersects the ground...

    Now, I don't see how this could be so glitchy<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If it put your middle where the line intersected the ground, you would ALWAYS be stuck. If it put your feet where the line hit the ground, you would get stuck whenever you aimed towards the ceiling. I can't say I know exactly how it worked myself, but believe me, its complex to get right. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nononono, I mean it would check if there was room above/below/or next to wherever the line intersects, and if so, move you there. (It wouldn't be too hard to code, HL should already have collision box detection, and so I think you could just create an imaginary box, run it along the line (and if it hit the ceiling, just make it follow the ceiling, not go in to it) (hit the floor, and you would follow that) (a wall, and it would follow that) (where it intersected though, it would stop... or just before it so you aren't stuck in it... I was thinking about how to make an efficient teleporting thing about a month ago, and I believe the superhero mod for cs almost has this idea.... Amazingly enough, they call the power 'Blink'. The only problem is you can sometimes get stuck in the wall or ceilings, but I think that could easily be prevented with some collision detection beforehand.)

    Yup... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed, they probably did something a little like this...but as I said, the result was about half the time it would decide that if you did Blink, you would be stuck, so it canceled the Blink to save you being stuck...resulting in draining energy without doing anything. Not a very reliable way of escaping a marines line-of-fire.
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