MrBen, you probably have a good point there (although sensory comes with too high a cost to the alien team). I was just remembering what things were like in 1.04, when in all my nubbishness I was frightened to turn around the corner when fades came around. Basically ignore the second paragraph of my last post because while it says some things I've been thinking, it would seem my dramatic flair got the best of me. That’s what you get posting while yer tired. More on track though, reading Saltz post actually led me to realize exactly what I think needs to be done. He has a good idea too, and I'll go over that in a bit.
The fade is fundamentally weak in HP/AP, and that’s true, but the main weakness comes in blinks inability to get the fade close enough to the marine without giving him enough warning. When the marine sees a fade flapping towards him, he can get a good bead on him and where he will land. With a bit of crack-jumping or side-strafing, a decent LMG marine can seriously injure an average fade, and a shotty marine could kill even a skilled one.
Say Saltz’ idea were implemented, the one about a quick cloaking effect on the fade during a blink. If a fade at the bottom of a hill encountered a marine at the top, they would both see each other and get ready to kill one another. The only difference is that instead of the marine lining the fade up and filling him full of lead as he approached, the fade would *gasp* fade! Against a lone marine without cover, the fade would have favorable chances of winning. Without the knowledge of where the fade will be coming from (dead on, or land behind and come in from the back?) the marine can't use his range to blast the fade to itty bits when he approaches or lands. This may not be a huge advantage, and footspeed changes may be more effective, but I still think the fade deserves something to this extent.
It could even be an unbalancing advantage, I certainly don't see how, but it's possible if many grouped marines couldn't stand up to this type of fade.