After reading some points in Windelkron's post about changing the onos, I've decided to suggest some things for the fade, although they might be big changes... probably not as big as his, but meh.
My suggestion is to remove metabolize, replacing it with a whole new weapon more atmospheric than metabolize, and modify the blink. Most of this post works in conjunction with Windelkron's thread, so you should head over and read that first.
First I'll explain some changes to the blink I'm suggesting. Right now, the fade looks like a messenger sent from the heavens (AND hes ANGRY OM G !!1!). I'm suggesting some changes that will make the blink a lot more atmospheric than that. First off, while blinked, the fade is invisible, he can not be seen. Also, at the point of "blinking," the fade leaves that blue puff of smoke like he did in 1.04, many of you know what I'm talking about, and if you dont dont worry about it. Second of all, the fade would enter a sort of... simi no-clip mode. Once he presses (and holds) on the mouse button to engage the blink, he has to move foward with the arrow keys, he is not moved foward himself. This new mode would allow much easier control for newer players, and for advanced players it would allow them to get to much harder and more intresting places. All the while blinking the fade is still vaunerable.
Alright, now I'll explain the new weapon replacing metabolize that I'm suggesting here, we'll just call it "grab" for the time being, even though thats not a very .. inspiring name. This attack allows the Fade to latch onto one player, and drag the player along with himself. The player does not take damage while latched on, however, the fade takes damage in a set amount of time, and eventually the player in possession will escape the fade's grasp. While the Fade has a marine in his possession, he can still blink, and acid rocket, but he can not swipe. Also, having a marine slows the fade's movement speed considerably. Finally, the fade can drop the marine by engaging the grab attack, and the marine will be stunned for a moment, allowing the fade to kill him in one swift blow. Also, the grab attack uses three fourths of the energy bar, which regenerates very slowly while he has a marine in his possession. It uses another one half to drop the marine, and has a cooldown time of thirty seconds. This should make it so the fade can not continually drop and pick up marines, stunning the entire group for other aliens to kill them. Both these energy bar depletions when using the attack are able to be changed to different values to make it more balanced. These are just a suggestion.
Now imagine a game where a fade has both of these. He appears out of nowhere, and grasps onto a single marine in the squad heading towards the hive, and dissappears again, leaving an erie flash of blue smoke. All other players shoot their guns at the area where the fade used to be.. but they cant find him. Moments later, the marine body drops down into the middle of the group, and the marines look up to find the fade perched on an overhang just above the squad. He dissappears again, and the marine squad is shaking in their boots.
Thats now atmospheric the game should be when played, and it can be like that if these ideas are added. And, you can use the onos devour code for the grab attack.
Now for a marine counter to the new blink. Since it is undoubtably more powerful than before, they will have an upgrade which is much like phoemones.. (however you spell it). When the fade blinks, small yellow puffs are left behind of where it was during the blinking. Theese puffs are of course, delayed, so the marines cant just gun the fade down by aiming just a bit ahead of the puffs. The puffs would simply give the marines an idea of where the fade is heading to, and where to possibly shoot to hit him. This upgrade would be available at the observitory.
Now the hive order of weapons is..
Hive 0: Swipe
Hive 1: Blink
Hive 2: Grab
Hive 3: Acid Rocket
What do you think?