18 March 2016 - 01:27 CET
Give them metabolize for free. It's a part of the vanilla fade. Make 3 biomass metabolize upgrade the same as advanced metabolize. Replace advanced metabolize upgrade with something else.
why are we buffing fades again?
Give them metabolize for free. It's a part of the vanilla fade. Make 3 biomass metabolize upgrade the same as advanced metabolize. Replace advanced metabolize upgrade with something else.
A lot of people that don't play Fade these days like to say: "People forgot how to play Fades." The main issue for me is what Grissi said: They have to run away after 1 direct shotgun blast.
phonee sayswhy are we buffing fades again?
Fade is super weak in ns2 in general? Aliens at high level comp tend too lose much more so a buff to them
loMe saysA lot of people that don't play Fade these days like to say: "People forgot how to play Fades." The main issue for me is what Grissi said: They have to run away after 1 direct shotgun blast.
I'm not sure which side of the fence I sit on with this argument yet, but one thing I'd like to argue against is the presumption of fades playing solo or together with another fade, instead of other lifeforms like bile gorge / lerk spikes / skulks.
If you add those into an equation when fighting against SGs, you do kind of get a balance where fades aren't terribly weak i.e.
1. Lerks spiking dmg and forcing marines into bad position
2. Bile gorge removing armor / ?heal capacity mid fight / ?babblers absorb 1 SG shot
3. Skulks either tanking a SG shot, or doing the dmg whilst fades tank/bait shots
This is a little nod towards the L2P argument and alien team play being pretty bad atm
phonee sayswhy are we buffing fades again?
Fade is super weak in ns2 in general? Aliens at high level comp tend too lose much more so a buff to them
i've got 2 trains of thought here my first is:
figure out something that makes biomass 6 help fades tank more sg blasts.
quick simba do the math on wep 2/3 sg vs fade hp, then adjust biomass to scale where it puts them out of range of getting 2 hit
also something i'd rather explore is changing how fade speed works. right now fades play like poussays until their celerity upgrade.
i wanna see:
-base fade speed buffed
-celerity upgrade nerfed
so that we see the same speed on fades with cele 2/3 upgrade, but this encourages fade players and alien commanders to consider going crag hive first instead of always playing shift. the current meta is stale, lets shift it up where we have walk em sock em fades that run into 3 sgs and blink out.
Give them metabolize for free. It's a part of the vanilla fade. Make 3 biomass metabolize upgrade the same as advanced metabolize. Replace advanced metabolize upgrade with something else.
Currently Fade is not weak at all. It just requires good team play to accomplish things vs good marines or extremely smart individual play.
It's not "weak" but often requires teamplay to accomplish big things .. a good celerity Fade with the right timing can land 4 swipes roughly before 3 shots comes to kill him against a good marine. As the swipe rate is slightly faster than the SG rate.
The ability to get in and out like lightning as well, he rarely has to commit to the marine like that to get something done.
Long story short: If you guys want a stronger independent fade, play NS2C instead.
To touch the Fade in the current state would effect WAY too many things atm.
I do think phonee's idea on increasing base speed of fade and nerf on celerity might not effect too many things and would possibly lead to different tech paths. Since you have to play fade sometimes without celerity, and people probably played it more in the past before everyone went shift first (if that ever happened). You do have to adjust your fade play based on different speeds already. Also, the increase on hp of fade by time biomass 6 hits could go either way.
Deckard says
I do think phonee's idea on increasing base speed of fade and nerf on celerity might not effect too many things and would possibly lead to different tech paths. Since you have to play fade sometimes without celerity, and people probably played it more in the past before everyone went shift first (if that ever happened). You do have to adjust your fade play based on different speeds already. Also, the increase on hp of fade by time biomass 6 hits could go either way.
#theorycraft
It's a straight buff to Fades that while I would be interested in experimenting with I think would lead to the Fades winning more engagements and making things slightly OP in the aliens favor during the early to midgame.
They basically get the best of both worlds, a lil bit of cele with a full crag/shade upg + metab on hive 1.
Biomass 6 already puts Fades at a pretty healthy pre-cara hitpoint pool I think. ~440 if I'm not mistaken.
+5 HP per Biomass with a starting pool of 250/80 = 410 effective HP and if you add on 6x5 = 30 hp you get a ~440 HP Fade.
Still not enough to survive two W3 shotgun blasts without some form of regenerative tick but if you tack on carapace you are more than capable of taking some late game heat.
Sounds like an awful lot of changes that don't really accomplish anything other than try to rebalance the Fade in a really strange way.
I agree with wob and locklear, if you make fades more survivable they could easily move into OP territory.
The only thing that needs work is swipe hit reg...
Realistic fade change list (see my posts circa 2013)
1. Swipe back to 80 dmg
2. Attack speed increase (counters retartedly easy shotgun solos)
Unfortunately there's no way with the current economy to create the fantastically cool 1 fade gameplay without causing the "fade ball." I always hated that nomenclature..
It's true with a couple of spikes it's negated, good point. But if you're able to take down the arms lab, fades should really have a chance at field day in marine spawn without a lerk. They can still get 2.5 shotted by 5 beacon-ed 0/0 marines though.
i think taking /down/ a pg is a good trade for when you getting the /arms lab/ down during a push.
why /are/ you sO FIXATED on killing 5 marines with the arms lab goes down. ns1 had this fucking problem, a fade would /rANDOMLY/ Wander in the marine start during a push and kill the arms lab, then all marines get 1 shot by focus swipe fades and they usually lost the game.
marines have a choice: they either /have/ to take a fight through the pg w/itho/ut an arms lab vs /2 hive/ life for/m/s with a gorge/shift/crag probably nearby /or/ marines have to sac the pg (losi/ng/ all map co/ntr/ol and probably the game) and get the arms lab back up.