THANKS FOR BITE LERK !
tux77
Join Date: 2012-05-20 Member: 152340Members
I just would say thank you very very much UWE for bite lerk again because spike was just useless and thank for hearing about community lerk player request.
Vampire bite seem very cool in the idea moreover ;) , now just give bilebomb to gorge and put back umbra on lerk again ;) .
THANK YOU !!!
Vampire bite seem very cool in the idea moreover ;) , now just give bilebomb to gorge and put back umbra on lerk again ;) .
THANK YOU !!!
Comments
Vampire bite seem very cool in the idea moreover ;) , now just give bilebomb to gorge and put back umbra on lerk again ;) .
THANK YOU !!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Huh? :/
But yea, the change is by no means official yet, unless you know something new
Progress is being made gentlemen.
Progress is being made gentlemen.<!--QuoteEnd--></div><!--QuoteEEnd-->
About 3 or 4 patches too late.
But regardless, it's progress in the right direction finally.
Edit: Now all lerks need is ranged spore again.
Hence why I hope they bring ranged spores back.
Range spore for cover, bite for the poison, toss another ranged spore as you fly away and watch the marine die a slow death unless the comm drops him a medpack.
Trail spores need to go, or else they are going to need to bring that lerk armor back.
Hopefully we won't have to wait another 4 patch cycles for this to happen.
The bite is fairly powerful in terms of damage, and if a Marine does not hit up an armory or get a medpack they die.
I have yet to see any compelling arguments against projectile spores.
I find spore trail more fun, although it wouldn't synergize too well with poison bite. Regular bite on the other hand...
However if the lerk's main attack is close range, a player sitting back with spore is wasting the lerk. Plus the spore wouldn't need insane range.
Performance has improved so aiming is easier. Obs gives motion tracking and scan pings aliens on the map. Marine have an ESP-mini map too. Guns are ranged if I'm not mistaken and also give amazing area denial in long hallways. So those points are <i>pretty</i> moot by current game standards.
Grenade launchers/lmg combo is a bad gameplay mechanic.
I agree. Unless it's an upgrade that adds an additional amount of poison damage after the main bite (so that you can kill people from the grave ^^)
This was not an issue in NS1, ask yourself why.
(performance-, hitreg- and animation-issues is the answer by the way).
Yeah I cannot see poison bite being very useful. Its a cool concept though, but doesn't synergise well with the lerks playstyle. Would make more sense on a skulk - leap in, poison, leap out. Or cloak, poison, then hide.
How about a vampiric bite? The lerk bites down hard, and clips onto the position on the marine for a second or two. During that time, the lerk gains health and takes it from the marine.
Squadmates would need to be around to shoot off the lerk, since a lerk stuck to your back would be impossible to remove alone.
There are two ways to implement this:
<ul><li>the health gain exceeds the rifle's DPS - this ruins combat in obvious ways</li><li>the health gain does not meet or exceed the rifle's DPS - this is useless like spores would be right now if they werent so difficult to see through</li></ul>
Careful!
A poison bite could be an interesting strategy vs. exo together with gas: both would attack health directly and avoid armour BUT the lerk has to get dangerously close to do both and then make its escape. Sounds balanced, challenging and fun (unlike ranged spores...)
We are happy with how the trailing spores are working, and those are not changing.
We believe the concept of the poison bite does synergize well with the Lerks other abilities, as he can get a quick bite in while flying by a marine while sporing, and keep on flying. If it was just a regular bite it would be too similar to the skulk, and would mean the Lerk has to remain in close for some time biting to melee the marine to death, rather then the hit and run (fly) tactic of the poison bite.
As mentioned already, the bite is not the only additional ability the Lerk is getting, and there are some other changes to his existing abilities, and possibly to his health / armor. It will all be clearer soon.
--Cory
It means you have to move to use them effectively, but it doesn't force you into close range.
We are happy with how the trailing spores are working, and those are not changing.
We believe the concept of the poison bite does synergize well with the Lerks other abilities, as he can get a quick bite in while flying by a marine while sporing, and keep on flying. If it was just a regular bite it would be too similar to the skulk, and would mean the Lerk has to remain in close for some time biting to melee the marine to death, rather then the hit and run (fly) tactic of the poison bite.
As mentioned already, the bite is not the only additional ability the Lerk is getting, and there are some other changes to his existing abilities, and possibly to his health / armor. It will all be clearer soon.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
This sounds very reasonable and I like the direction the lerk is taking!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Any chance of trying "spores take on your momentum"?
It means you have to move to use them effectively, but it doesn't force you into close range.<!--QuoteEnd--></div><!--QuoteEEnd-->
Might work and would probably be a middle way. Although the skill would be a lot harder to master with this change.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So if I understand this forces marines to go back to an armory or else they'll die regardless of health/time?<!--QuoteEnd--></div><!--QuoteEEnd-->
Or just get a medpack from the comm as I understand it.
I've heard that you are thinking about changing Lerk's arsenal as well as its flight model.
Here is the flight model I made about 2 months ago (which I've modified to to be compatible with b208). It is not perfect, but I hope it may bring you some inspiration.
<a href="http://dl.dropbox.com/u/60032446/lerk_mod_4.5.zip" target="_blank">http://dl.dropbox.com/u/60032446/lerk_mod_4.5.zip</a>
We are happy with how the trailing spores are working, and those are not changing.
We believe the concept of the poison bite does synergize well with the Lerks other abilities, as he can get a quick bite in while flying by a marine while sporing, and keep on flying. If it was just a regular bite it would be too similar to the skulk, and would mean the Lerk has to remain in close for some time biting to melee the marine to death, rather then the hit and run (fly) tactic of the poison bite.
As mentioned already, the bite is not the only additional ability the Lerk is getting, and there are some other changes to his existing abilities, and possibly to his health / armor. It will all be clearer soon.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I totally agree with cory why having trailing as lerk.
About the same time you added the trailing spores, you also massively improved the flight model and main weapon of the Lerk. My hypothesis is that those changes had a larger effect on making Lerks engage in combat than adding trailing spores ever did.
It seems pretty obvious that when the Lerk goes from "completely ineffective in close combat" to "most effective in close combat", people will use it more in close combat, regardless of having ranged options.
<!--quoteo(post=1939205:date=May 27 2012, 03:50 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 27 2012, 03:50 AM) <a href="index.php?act=findpost&pid=1939205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We are happy with how the trailing spores are working, and those are not changing.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a shame, considering they're completely useless against good marines (apart from hitting mouse2 when you're trying to escape to throw their aim off slightly).