Lerk Purpose - Timid
Slithers
Join Date: 2010-07-30 Member: 73368Members
The Lerk is a class that I favour a lot and would "want" to play a lot more if it wasn't so weak. I understand you can get kills on it, you use the chem trail to blind Marines, but other than that, the class even compared to a skulk is kind of weak.
In my honest opinion, I enjoyed the spray gas from the distant over the chem trail, but that's just me. My question is, will there be any more changes and implementations for the Lerk to be a more useful class that people will "want" to play as a key role for the game?
In my honest opinion, I enjoyed the spray gas from the distant over the chem trail, but that's just me. My question is, will there be any more changes and implementations for the Lerk to be a more useful class that people will "want" to play as a key role for the game?
Comments
I played some really satisfying games as lerk tonight, but whenever someone really tried to shotgun me, the outcome was pretty saddening.
too bad they gave the entire marine team shotguns
Like umbra, or what not.
What about being able to pick up the Gorge off the ground and bringing him up high in to vents and other locations on the map aswell?
I <3 Lerklift. Was so much fun
The Lerk needs something more than spike.. or spike needs to become more powerful.
Maybe look at NS1 <i>Lork</i> to get ideas.. it always seemed to be used back in NS1
That way he can set up traps for jet packers???
I always thought web was a great gorge ability, but maybe the Lerk can do more with it...
just an idea...
Would be neat if Lerk could buff fellow aliens with an Umbra Spray, which also lets them carry a small Umbra cloud with them.
in 1v1 it might actually be quite inferior to a skulk if you go for an all-in.
i think gas only really makes sense to keep marines away from certain locations (e.g. destroyed powernodes) or to prepare an assault for your teammates.
it is also possible to stop a marine rush without even getting into melee range: start the gas while flying away from them. if you were roosted and/or cloaked before, they usually cannot react fast enough, if you fly a straight line they might still hit you through the gas though.
i also saw someone flying in a circle around my marine, nowhere to escape for me without losing any health or waiting for the gas to disappear.
overall the lerk could use some minor buff, yes. 30 is really not that cheap... but i like their gas-concept in general.
maybe it could just deal a bit more damage? bypassing the armor does not help that much unless you go all the way reducing their health without scratching the armor. and that somehow contradicts the idea of using gas combined with other kharaa types.
Overall, the cost of 30 PRes seems quite steep for a "support" class that has a short expectancy.
Wider spore cloud trail would also help a lot.
The Lerk needs something, I don't know what it is myself, but it definately needs to pack a bit more of a punch and be put more to use then it is now, I am sure UWE will figure something out, or people can help them.
The flight mechanics is nice but a bit simple, there is not much you can do to gain speed or avoid bullets.
For the spores it would be really cool to give them the speed of the lerk on creation, and a bit of gravity and friction. But I imagine It would be pretty bad for performances.
I played some really satisfying games as lerk tonight, but whenever someone really tried to shotgun me, the outcome was pretty saddening.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the real reason that lerks feels so weak is because of the shotgun buff.
And the fact that shotguns are almost able to 1shot lerks(5hp after 1 full hit), with no weapon upgrades.
Against shotgunners, gassing is usually suicide, unless you're sneaky, or have carapace(survives 1 full sg hit, weapon 0, with 53hp and a bit of armor).
The shotgun currently work as a sniper, too much damage on range, and maybe a bit too much damage in general.
Now it's the other way around. Get in for gasing, get out for killing (fart and throw things like a mean old grandpa).
Not that every class should be like in NS1, but yes, the lerk needs tweaking. Would like him to bite again..
As for the gassing i like the new method cause its so intense flying through a corridor with marines left and right.
Im not too fond of his spikes tho, he should be a biter.
The option to shoot spores at distance as they were could be a choice on second hive maybe? Giving the Lerk a chance against marines who by then normally have armour upgrades and shotguns/GL's etc.
sal
Spikes are just too unaccuracy and needs huge buff. Same with "shotgun" spikes and also should cost alot less energy.
Make spikes alot more accuracy and increase "shotgun" damage, accuracy and reduce energy cost.
Current gas is fine imo but it would have an addition effect to make marines dizzy.
Lerk should have third ability. Perhaps umbra, some kind of super speed for 10 seconds, projectile gas, bite, sticky bomb which would cost 75% energy and would immobilize marines for 5 seconds in large area, knock back with head which wouldnt do damage, and so on. It just depends how people would want to play lerk, more as support or offensive?
Ok, this would be possible too with shooting spore clouds. But than it would be overpowered. The only real problem is, that the shotgun is balanced for rambo-marines. One good shotgunner is enough to kill a lerk. So why should this shotgunner move with others of his team. And when he does, how overpowered is this? With 3 or more people with shotgun, you can expect someone to be able to hit you and than there are 30res gone.
the problem behind this is the current armory, and personal resources. Rather then depend on the commander to supply the marines, marines depend more the armory for weapons. the relationship between commander and marines is broken, they act far more independent. The armory must be tied better to the commander.
this game is now made like CoD or counter-strike, marines have their own personal resources, and nice buy menu. All is missing is adding exp for leveling honestly. This is one of those combat ideas charlie got, and still has not changed/improved the idea of while it has been actually big problem. been said before, and been ignored before.
now to the lerk issue
if you want to keep the current broken gas trail, keep it but make simple tweak to it.
holding it would release gas trail behind the lerk as he flying but tapping it would release it as projectile.
if you want the lerk to actually be useful in combat;
1.bring back lerk bite
2.give him umbra
3.add the old gas modal back
The spore trail is just too easy for Marine to avoid it. Marine - <i>Well I see there's a smoke trail here, I'll just step to the side. Problem solved...</i>
Lerk is too weak to be "Up close and in direct combat" and it's a high price to pay for a short lived life form.
I too prefer the old NS1 style where you could keep your distance but still force out the Marines from area.
Oh and lerk lift would be awesome to have again. Even the possiblity to lift a marine and drop him off a cliff. ;)
Spike also needs tweaking, specifically they need to be more accurate. Lower damage and/or RoF to compensate if needed but they can't hit the broad side of barn at mid range and above and its really frustrating.
1) Spore radius should be a bit larger. Marines just have to duck and sidestep about the length of a marine and they're out of the gas.
2) Lerk health/armor should be boosted slightly. I like assbda's 50 health / 25 armor suggestion.
3) Perhaps spore gas could "settle", taking up more surface area over time before disappearing, thus increasing the likelihood that any marines in a gassed room will be gassed. This could totally alleviate the spore radius problem.
Those changes would probably make the lerk a lot better.
I guess the lerk will get some love eventually.