celerity sound and lerk
Sharp-Shooter
Join Date: 2011-05-11 Member: 98364Members
not sure if its a bug, but i just wanted to point out that a few patches ago, UWE removed celerity sound and screen effects however, it is not removed for the lerk, intentional? or bug, overall i hope it does get removed/fix
that is all,
P.S, remove tracers for lerk spikes, instead have a little green smoke coming out of its mouth when firing spikes so you can see it in the dark when you look at is as opposed to tracers saying, HEY IM OVER HERE AND WAITING FOR YOU TO SHOOT ME DOWN!
that is all,
P.S, remove tracers for lerk spikes, instead have a little green smoke coming out of its mouth when firing spikes so you can see it in the dark when you look at is as opposed to tracers saying, HEY IM OVER HERE AND WAITING FOR YOU TO SHOOT ME DOWN!
Comments
I'd love to see the Lerk and Hydra tracers work like normal tracers, once every shot instead of ALL OF THEM :P
Any day I can bring this video up is a good day . For most machine guns I think tracers are every 5th to 8th round. The other 4-7 bullets are invisible to the eye. 10 seconds in really gets the point across.
Edit. I think you meant to say 'once every OTHER shot...'
I think the trace effect just needs to be less heavy and dissipate faster.
Which makes me wonder about those tracers anyway.
The Lerk's spikes are pretty much insta-hit with no gravitational penalty, so there shouldn't be a need for tracerrounds.
So for an evolving lifeform, it makes no sense to even "research" it...that's not how evolution works.
Instead, how about giving the Lerk's spike-nozzles a faint glow when being used?
A marine will have to start searching for it, in far away dark corners.
Makes the confrontation much more fun and balanced imo...because he's hunting a stealthy lifeform.
Definitely agree with this, its been scarily easy to pinpoint lerks locations and down them the past few days.