SLizer
Dec 6 2003, 07:14 PM
I was just wqndering now that i have started commandeering more how to deal with fades?
I usual make base and start capping resource towers and electrifying them but then, at the mark of 5-8 fades evolves.
I have lost quite few game by, team lettting loose all electrfied rt`s. And then 1 regen fade takes out 5 resource towers and team don`t bother to kill it.
Then we have the base rt, and everyone knows what happens when marines are on the base and they have 1 rt.
So how would i counter with pesky fades taking out my resource?
Norml_E_High
Dec 6 2003, 07:31 PM
Well, once you start seeing fades taking out your electric RTs, hand out some shotguns. Shotguns are a fades worst enemy, and they usually blink away like the sissies they are when they hear one or see one. Just have some people running around recapping, or guarding the remaining towers. Also, DO NOT electrify any more res. If they are taking them out with fades, you are wasting 30 res.
Dracka
Dec 6 2003, 08:10 PM
Imho elec rt:s aren't so useful (if you need that kind of protection, use mines they are cheaper), because they are too expensive and that slows your game up. My first tip would be: learn to play without elec rt:s.
And what to use agains fades? Minetraps & shotguns + some aim and teamplay

Blocking fades is absolutely good tactic (not with any buildings, it's lame).
Special_K
Dec 6 2003, 09:01 PM
Spend the res you used on electrifying on upgrades and weapons. Your marines should be able to keep fades of your unelectrified rts. Consider mining your rts.
Better yet, keep pressuring aliens all over the map, so the fades are too worried about marines in their hive than taking down your unelectrified nodes.
im_lost
Dec 7 2003, 12:11 AM
How many mines are needed to kill an uncarapaced fade?
Warrior
Dec 7 2003, 12:47 AM
Just dont guard them. Drop and run is the best strat. How ever this requires pressuring the aliens, so they dont have time to kill your res.
KRagg
Dec 7 2003, 01:08 AM
| QUOTE (i'm lost @ Dec 6 2003, 07:11 PM) |
| How many mines are needed to kill an uncarapaced fade? |
Tested in 2.01.
4 mines to kill a fade without cara or cara level 1.
5 mines to kill a fade with cara level 2 and 3.
lagger
Dec 7 2003, 04:58 AM
| QUOTE (i'm lost @ Dec 7 2003, 12:11 AM) |
| How many mines are needed to kill an uncarapaced fade? |
Depending on weapon level. 3-4. I ushally put 5 anyways incase its just a pass by blow or a skulk by the fade sets it off etc.
Sarisel
Dec 7 2003, 05:38 AM
| QUOTE (lagger @ Dec 6 2003, 11:58 PM) |
| QUOTE (i'm lost @ Dec 7 2003, 12:11 AM) | | How many mines are needed to kill an uncarapaced fade? |
Depending on weapon level. 3-4. I ushally put 5 anyways incase its just a pass by blow or a skulk by the fade sets it off etc. |
no, not depending on weapon level
XCan
Dec 7 2003, 12:35 PM
An important issue to remember is that you shouldn't lecc the rts until you've at least 2, or else you'll be slowed down as hell.
Starlude
Dec 7 2003, 07:36 PM
my reply to a fade is usually 2 or 3 shotgunners. Regen fades hitting an elected RT are already weakened, and marines using the classic fade trap (get the fade "stuck" on the marines, as he tries to blink out, allowing the shotgunners to get in the necessary 1-3 shots) usually annhilates them.
Victim
Dec 7 2003, 07:50 PM
Also, in some cases it is possible to hide a marine near an electric rt at an angle where he can probably hit the fade hitting the rt. For example, on ns_bast, a marine in main aft junction can hide in the corridor along the top right of the room. A fade attacking the rt will probably hit roughly from the back so he can watch the door to marine spawn. After the fade has been zapped for a bit, the marine sneaks out and shoots the fade in the back. Since the fade is both injured and distracted, there's a chance to kill him even with an LMG before he blinks away. Aliens aren't the only ones who can use stealth and ambushes.
Tonstar
Dec 7 2003, 09:18 PM
wow this has been really helpfull to me considering I try and get phase tech as quick as possible I don't ussualy have alot of res to be elec. nodes, but I try to anyways wich leaves no res for upgrades, I'm going to try and start using mines more often, thanks!
i also have this problem. you dont have many options really, it depends how skilled your rines are vs the fade. all you can do is comm is upgrade your weapon or drop some hmg/shotties and neither choice is a sure method.
Mintman
Dec 8 2003, 01:11 AM
Keep them so busy that the fades are after your marines rather than your RTs. It is probably the hardest, but most effective, counter.
If they are defending their hives/RTs/chambers/fortified choke points every 30 secs how in god's name are they going to be attacking your RTs?
Ballisto
Dec 8 2003, 01:11 AM
| QUOTE (Victim @ Dec 7 2003, 02:50 PM) |
| Also, in some cases it is possible to hide a marine near an electric rt at an angle where he can probably hit the fade hitting the rt. For example, on ns_bast, a marine in main aft junction can hide in the corridor along the top right of the room. A fade attacking the rt will probably hit roughly from the back so he can watch the door to marine spawn. After the fade has been zapped for a bit, the marine sneaks out and shoots the fade in the back. Since the fade is both injured and distracted, there's a chance to kill him even with an LMG before he blinks away. Aliens aren't the only ones who can use stealth and ambushes. |
hahahahaha once i did that same thing (i had an hmg) and mowed down a fade AND an onos that were killing an rt.
Stoneburg
Dec 8 2003, 03:05 AM
The strengths of the fade is its insane speed and evasive powers. Basically it can continually hit you were you are weakest (undefended RT's) and avoid being killed. The most effective way to fix this for YOU to decide where the fade will be and make sure that if he decides not to stay there (and die) the aliens will suffer. Basically, go for the hive.
Fades are great at taking out solo/small groups of marines and small bases, not so good at stopping large teams or defending an area.
If you don't want or can do that, drop a BUNCH of shotguns (4-8) and just hope to get lucky, same with mines, or you can turtle like crazy. The fades can't do much about a real turretfarm+elec, but of course while you're doing that, they're getting closer to onos which can...
Parallax
Dec 8 2003, 04:59 AM
My most brilliant fade kill ever was in cargo hive in NS_Nothing. All I had in the hive was two electrified RT's with an armoury next to the one closer inside the hive. Lo and behold a gorge and a fade got it into their mind to kill my structures and set up a hive.
When my marines arrived (about 6 of them) a skilled fade could have easily taken them out (lvl 1 guns and armour at this point). I thought quickly and chucked down about 3 shotguns, there in the hive. As those where the first shotties I had given out in this game, the Fade never saw it coming, and it and its chubby companion where reduced to nothing in short order (after my marines had picked up the shotties, I gave them each a clip of ammo). Before any more alien help had arrived, I had dropped a welder to repair the rt, and dropped some mines.
I believe that if you have fast moving marines, a well placed and used amoury is more useful than a TF.
As for not electrifing RT's because there are fades about, I say no way. Electrify ahead. Remember that most of the alien team is still skulks, and the fades take much longer to kill an electrified res than a normal res, and are much more wounded if a marine arrives unexpectedly.
-Parallax
BOBDolol
Dec 8 2003, 05:27 AM
The thing is, when you electrify it takes a LONG time to get the res that you spent on electrification back. If the fade takes down your elected nodes early on, then you just lost a lot of res
roqalicious
Dec 8 2003, 07:10 AM
First off, fades come at around the 3-4 minute mark.
Your best bet is to put a stack of 5 mines where they least expect it. Putting mine stacks by resource nodes helps alot. Alot of times fades try to use your base res node as cover or just to **** you off by hitting it and with a stack there they will blow up =)
Never put mine stacks close to where you will be standing, Then it become Xenocide instead of a defense.
You MUST MUST MUST have level 2 weapons and shotguns by the time the first fades arrive. 2 shotgunners will smoke a fade pretty quickly with L2 weapons.
Niteowl
Dec 8 2003, 07:29 PM
personally, i prioritize the higher lvl lifeforms for the rines to hunt. by fades, if i haven''t messed up, the rines should have w2/a1. they are USUALLY in groups. drop a shottie or two, and have them HUNT THE FADE DOWN. prioritize on taht. same with onii that come out.
i've had games where 4 w3/a1 la/lmg , 1 sg, down 2 onii (one got too greedy on structs, the other tried his damndest to run away and stomp, but too many rines

).
i've seen it actually quite often. as long as the fade isn't good (read: conservative) and thinks he can get easy RFK, he's usually down quite quick. just make it clear ot your rines he's a priority to take down.
it also gives the benefit of raised morale, which is great for teamwork. rines will rely on each other more, and move into hairy territory more readily, assuming backup
Doobie_Dan
Dec 9 2003, 10:13 PM
Everybody says that electrified RT's stop being useful when you see the first fade. So what do you do after the first fade arrives to make sure you have res? Do you have a separate group of 2 marines constantly running around the map recapping your res? Or do you just split the whole team up to be everywhere at once? I typically have a main attack force all headed in one direction and can't spare anyone from that, because there's usually 2-3 noobs who are running off on their own and getting killed anyway... and then I lose every res tower that's not on the path from base to the attack objective.
im_lost
Dec 9 2003, 10:47 PM
I once saw a comm that put up about 6 turrets at each res node immediately after we saw the first fade. I remember that we won this game (marines). I don't know that it's a good strategy, and it certainly isn't an option if you don't have any res to spare, but it is a possibility.
BOBDolol
Dec 10 2003, 12:47 AM
| QUOTE (Doobie Dan @ Dec 9 2003, 05:13 PM) |
| Everybody says that electrified RT's stop being useful when you see the first fade. So what do you do after the first fade arrives to make sure you have res? Do you have a separate group of 2 marines constantly running around the map recapping your res? Or do you just split the whole team up to be everywhere at once? I typically have a main attack force all headed in one direction and can't spare anyone from that, because there's usually 2-3 noobs who are running off on their own and getting killed anyway... and then I lose every res tower that's not on the path from base to the attack objective. |
Sounds like you rely on electricity too much...
You know that games are winnable without electricity right? RTs are cheap and easily replacable. ELECTRIFIED rts are not. For every electrified node that a fade kills, you lose 45 res.
Have one group pressure, and another group cap resource towers.
Doobie_Dan
Dec 10 2003, 05:45 AM
I usually pick one node I think is important/hard to get to and electrify it and leave the rest. It just leads to a lot of recapping which isn't a problem, it's just when I have everyone attacking together I'm down to 1-2 nodes again. But I'll try the separate "res squad" next time... I'm surprised I don't see it more often. Maybe people just rambo on their own regard and this happens naturally.
mrfranswa
Dec 11 2003, 09:47 PM
The best advice to kill an annoying

is to make him go on the offensive. Electrified nodes are really good, (trust me. I know), but electrifying every node cost too much res.
The absolute best thing to do, is cut the map. A great example, is Hera. If you capture cargo hive, and the double node, you can use your own base. Then, it's nearly impossible for aliens to get from one side or another.
If you can't do that, then probobly the best thing to do is put up pg's,and electrified nodes, (on high risk nodes). These will never fall, because all u need to do is call a guy over, and he will kill the fade.
Fades actually aren't that tough. It's just that you A: need at least 2 people to kill them B: are hard to hit. The best anti fade weapon is the HEAVY MACHINE GUN, not the shotgun. The shotgun is the gorge/sulk butcher. When the fade is flying away, the shotgun is a peice of trash, (the important time). That extra 60 or 80 damage is worth it.
As for mines? a regennin fade will prob laugh. Take the 1 mine damage, (if you stack, you will need a LOT of mines), and still take down the node.
Doobie_Dan
Dec 11 2003, 10:13 PM
Shotguns are really good, the key is patience and not shooting him when he's flying around - he's trying to make you waste your ammo. As long as he's at a distance, he can't hit you either. (Acid rocket blah blah, that's a whole other ball game where you want nades). I'd rather have a shotty against a fade any day.
SLizer
Jul 19 2005, 09:55 AM
NECROMANCY laugh at tis was ol 1.04 when fades came at 8min!
Rushakra
Jul 20 2005, 03:08 AM
Mines do not protect RTs from Fades OR Skulks. Mines are for setting traps, not deterance.
A Fade who trips a mine on an RT will step back and metabolize twice, look for all of the other mines on the floor, and simply avoid them. A Skulk may get blown up, sure, but there's no guaranteeing that the Skulk simply won't avoid the mines by.. oh, jumping.. crawling up the RT at a point where there are no mines.. biting the legs while the mines sit inches infront of them.. dropping down from the ceiling.. That same Fade can even waste all of your mine-res by purposely detonating them, or a passing Gorge just spits them up. It takes a great deal of time for a Skulk to kill an Elec RT, even with Regen and a Gorge nearby (or Adrenaline Gorge+Skulk for endless healing and attack.)
Electrified RTs act as early warning for Marines, too. That arc of electricity you see flying through walls? It's a zap coming from the RT, hitting the Fade, and continuing to fly on. By noticing the direction and position of that arc, a Marine with good knowledge of the map can effectively determine that an RT is getting hit, and which one it is.. all while out of direct LoS and sound range of it. That Fade who continues to swipe is going to be mincemeat for the sneaky 'Rine who shift-walks over and pops him while he's without armor from all the shocking or energy from all the swiping (if the Fade is smart enough to metabolize every so often, though, you may be in trouble.)
ZiGGY
Jul 20 2005, 03:24 AM
threadnomancy bad
stallioN
Jul 20 2005, 03:34 AM
| QUOTE (SLizer @ Jul 19 2005, 04:55 AM) |
| NECROMANCY laugh at tis was ol 1.04 when fades came at 8min! |
Resource towers couldn't be electrified in 1.04.
SLizer
Jul 20 2005, 07:47 AM
Sry must have bee n2.0 then anyway those fades didnt pop out before very late not the nowdays four but eight minute
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