My Campaign For Lerk Improvement

GibbyGibby Join Date: 2002-04-26 Member: 518Members
If anyone agrees with me, great. If not, great. I just think Lerks are lame until 3 hives. I've thought up possible improvements. I don't see them used often, and ususally not at all. Flying, while fun and fast, is rather hard to control, making it akward and difficult to use when attacking. And if you can crawl on walls, why bother flying? Plus, flying takes energy which makes attacking from midair a chore and will usually end in a (IMO)wasted 33 rps. I am aware of the "support" role of the Lerk. But they are rarely taken advantage of. Not many people are satisfied by Umbra-ing a doorway, flying back. Waiting. Waiting. Waiting. Umbra-ing the same doorway, flying back, waiting. Waiting. etc..


1.)<b>Increase HP to 80 and armor to 75, 100(if carapce is taken)</b>
They die really fast in direct fire. Noted, they're probably supposed to. But as the aliens are a deathmatch style team, and as morphing to a Lerk costs 33 rps, they seem a bit easy to die in the madness of battle which the deathmatcher craves.

2.)<b>Spike damage increased from 16 to 20 or ROF increased by one per second OR (what I really want to see) a 'shotgun' type spray that would serve more for suppression than the ultra-accurate ultra-weak spikes do currently. I think "spraying" spikes would be dang cool.</b>
The spikes are fun. But rather innefective. While a skulk, with enough practice, can strafe and kill a turret, a lerk can no problem. But it takes several minutes. And if you're caught in the act, it's usually goodnight Lerk. Again, deathmatch people aren't one for sitting about and firing spikes at a nearly-inanimate turret from a crevice for several minutes, then not getting a kill for it. Lerks really shouldn't be used for anti-building as much as anti-marine. If a lerk fired a swarm of spikes that did 7 or 8 damage a hit and consumed 1/3rd the energy it would be a fun time.

I'll illustrate a bit more. Right now it's 3 spikes a second. An annoying and perfectly accurate (despite a small arc) attack. It uses a lot of energy, and delivers a small result.

If perhaps the lerks fired closer to 12 spikes a second, in a large area of effect, (think HMG but without the pwnage), that did minimal damage, but would prevent marines from staying there (think Spore Cloud, but you'd have to be in LOS and it would constantly consume energy), and could be efficiently fired from the air, I think the lerk players would re-appear. Those would be fun. And I imagine would be getting a lot more kills. They should be a bit faster than normal spikes, smaller graphics.. etc..

3.)<b>Lower cost or reduce gestation time a bit?</b>
Haven't really thought about this in terms of balance, but it would help facilitate the class a bit more.

Well that's my plan. Please post your comments, as more replies means more notice by the dev staff! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

Comments

  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited November 2002
    Lerks are lame until 3 Hives?

    I guess all those games I've won by slipping into the Marine base with 2 Hives and eating their Infantry Portals were just flukes...
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    I find Lerks to be perfectly fine. I've assaulted Marine bases with a Lerk and survived at least a good two minutes before popping to a Grenade Launcher. Keep in mind, Spores are insanely powerful and once you Umbra you're nigh unstoppable except to explosives and gusty Marines with knives. Once the second Hive is up, the Lerk is the greatest combat support alien in my eyes. As a Lerk, I wouldn't expect too many kills and that's not my object in the game. If there's three Fades attacking the Marine base, I jump in there and set up an Umbra. Not many people use Lerks mid-late game, preferring to go Fade instead. If you want a strong combat class with speed and a lot of butchered Marines, try a Celerity Fade.

    As for the energy it costs to fire spikes, I think its a great tradeoff, if not a bit too powerful. If you have adrenaline, jump in front of Marines, let loose and Umbra and go wild with spikes. See how long you last in battle. I for one carefully gauge my time in the Umbra before letting it regenerate and topping off another cloud. Lerks are fearsome creatures already, their low hitpoints and armor are a <b>very</b> fair tradeoff for what they can do on the battlefield.

    Umbra is the most useful item in the Lerk's inventory, I just can't put it into words how great it is.

    Well, that's just my opinion. (Shouldn't this be on the Idea Board)?
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    while flying is difficult at first, some practice and it becomes much easier, I don't use the class much but I'm not too bad at flying.

    1: avoid direct fire by flying if they shoot at you
    2: marines already fall quickly to spikes
    3: don't gestate where you could be easily shot, same as other classes
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited November 2002
    Lerks aren't increadibly useful until hive #2, but they're still better at taking out turret farms than skulks even then. However, if there aren't a couple of lerks on your team after hive #2, you're playing on the wrong team. Umbra ends the game. If lerks were "buffed" to more than a support role and still had umbra, guess what you would see. A team of lerks.

    Weapons:

    1. Bite should be used only to take out a LMG marine only if he's alone and you have the drop on him. If that's not the case, skedaddle with your flying ability.

    2. Spikes are not a weapon to be used on marines unless you are ready to run! They are best used to take out turret factories from way far away. You can sucessfully keep a marine team in his base with spikes from a vent. Marines hate spikes because they take out turret factories! They will waste precious minutes trying to vault up into the vent to fire a couple of shots.

    3. The reason I've been playing lerk more and more is because I used to play a fade almost exclusively. Umbra + Fade = death. Not enough people knew how to slowly advance a fade under umbra. Cast umbra and then wait until your energy is back to about 3/4ths. Move forward about 15 feet and then cast it again. Rinse repeat. Your fades will be able to take out a turret farm in about 2 or 3 minutes if they don't suck. If they're good, less than a minute, no matter the size of the farm.

    4. Spores are an end game weapon. If a lerk with spores and cloaking manages to approach the marine spawn area, they will end up spawning and dying. Spores kill an un-upgraded marine in about 2 or 3 seconds!! I constantly get about 20 kills in the last 5 minutes because I am sporing all over their base. Spawn, die, spawn, die.

    Some tips I think are handy:

    Unless someone placed a sensory chamber first I don't even bother getting any upgrades but adrenaline. A good lerk should never be damaged, and if you are you're likely about to die anyway. Cloaking helps lerks that are scouting/offensive spiking very much.

    Learn to fly! Once you can use flying well (ie don't get stuck on support beams and can fly straight into a vent with no delay) there is little possibility of death. Run away, constantly.

    Remember that deathmatching (which you say aliens are good at) doesn't just mean rushing the enemy. Use elements of suprise and don't fear retreat.

    Edit: maybe this should go in the Khaara strategy forum.
  • Stephen_Hawking_RwCStephen_Hawking_RwC Join Date: 2002-11-21 Member: 9572Members
    I think lerks are fine, flying is always difficult in this game, for both marines and aliens, and I think that makes it more of a skill to master. Their spikes do plenty of damage if you hide and shoot carefully, or can fly and shoot. Besides, at 2 hives umbra becomes available, letting you snipe from safety... They're more support role to me than anything. Basically, if you're good at flying and shooting (which I'm not, dang wheelchair) then they become quite deadly. I mean a lerk firing a stream of spikes from hiding can take out a light marine easy, and even the heavy ones will go down in about 10 seconds, which isn't hard for them since spikes are kind quiet. I'd say the only thing to get rid of the trace effect for spikes.... but that might be too mean, maybe with stealth upgrade, it'd be gone?

    Lerk = stealthy/speedy/flimsy fighter
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    I think the lerk is fine as it is. I love it. It only really becomes useful when you have two hives, because you can umbra yourself and chew away at a very frustrated marine, without hardly taking any damage. If the health and armor was increased, he'd be freakin invincible, especially if the player is a skilled flyer.

    Taking out turrets doesn't always have to take 2 or 3 minutes. 2 hives makes it a lot faster. If you're feeling gutsy, you can fly up to the turret factory and umbra yourself, and start chomping away at it while the umbra lasts. But don't bite too much, or you won't have enough energy to umbra again when the cloud dissapates

    A shotgun-style spike blast would be.... lame. The lerk's spike attack and low health, and the fact that umbra doesn't stop knives or welders, makes the lerk a long-range fighter. Adding a super-fast spike attack would overpower it, IMO.
  • padijunpadijun Join Date: 2002-11-01 Member: 3419Members
    I love playing Lerk. They're very effective as backup for the fades with no 3rd hive. Just keep the umbra up and your teammates will last forever. They're also great guerilla anti-structure fighters, too. Learn to look for places where you can fly above the fire of the turrets and rain spikes on their structures. Stay in the vents and shoot stuff while it can't shoot you.

    Basically, Lerks are a great asset to the team as it is, but they're not for getting 4:1 kill/death ratios (until you get spores, of course).

    But still, I wish they were a little more durable. I hate getting taken out by a grenade that's 30' away and wasting 33-39 resources.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    <!--QuoteBegin--(e)kent+Nov 21 2002, 11:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Nov 21 2002, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The reason I've been playing lerk more and more is because I used to play a fade almost exclusively. Umbra + Fade = death. Not enough people knew how to slowly advance a fade under umbra. Cast umbra and then wait until your energy is back to about 3/4ths. Move forward about 15 feet and then cast it again. Rinse repeat. Your fades will be able to take out a turret farm in about 2 or 3 minutes if they don't suck. If they're good, less than a minute, no matter the size of the farm.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Don't do it that way. Fly up to the Turret Factory, Umbra, and have your Fade buddy run in behind you. Just keep the Umbra up while he poinds away at the factory and you'll have it dead inside 20 seconds. Add more Fades for speed.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <!--QuoteBegin--Inexorable+Nov 21 2002, 10:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Nov 21 2002, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Don't do it that way. Fly up to the Turret Factory, Umbra, and have your Fade buddy run in behind you. Just keep the Umbra up while he poinds away at the factory and you'll have it dead inside 20 seconds. Add more Fades for speed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That doesn't work very well if they have a bunch of marines in the room.
  • KovacekKovacek Join Date: 2002-11-01 Member: 3346Members
    I like to save for a lerk at the start of a game. They're just so damn cool. It doesn't take long to learn how to fly.. my fav tactic is to circle around a marine, bombarding him with spikes, then quickly switching to bite and taking him out in one bite. With 2 hives... just umbra, fly around in the umbra and spike all enemies to death. With 3 hives, do whatever the hell you want - you've won anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    Lerk's are extremely underestimated. I frequently play with a guy [TG]Cryptic that will take a marine patrol of like 4 with his Lerk's bite and spikes. When HA comes into play, it is then that the spikes become ineffective. But at that point the Spores come out and everyoen loves those <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    If I agree with any of your suggestions, it would be that lerks should have 100 life ^^
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    lerk are supposed to be weak..and for me their useless till 2nd hive...since im not a good lerker <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    133 kills, my most so far in an EXTREMELY long Bast Game. I was lerk the entire 2:30 hours of it. Oh, and only 35 deaths. Spore cloud got me about 30 , but only at the very end. Generally I would divebomb bit, or umbra/bite, or umbra/spike, or just strafe/cirlce-fly/spike. I racked them up, and oh yes, the marines were not happy. The lerk I will take over the skulk anyday. Its expensive for a reason. Its the best harassing unit in the game. And a good assualt with skulk help. And once you get the 2nd hive it becomes the best alien support unit. The skulk is great, but they light assualt, and good scouts and perfect ambushers, the lerks are just great at hit and run. With a well balanced team of kharaa, you can rock marines unless they are equally good.

    (Such as , every squad is at least 3 people, and the 3rd has a shotgun and a welder..their players..or their comm is smart. Or, if when you rush their base they have an observatory..smart comm there, be ready for a fight)
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    That's great and all. I've never seen that happening. The servers I frequent have 0 lerk players, because no one goes into an online game with an end result of being bored in mind. They are weak as hell, have nothing to do until two hives, and if you get two hives, it's Fades. Fades are spectacular all around aliens. Lerks are just.. lame. I CAN fly pretty well (sometimes when we have 3 hives I take lerk and fly around the level gassing vents to find the hiding marines). I just can't justify 33 rps for such a lame alien class.

    What I'm seeing more and more often is that people don't bother with Lerks or Onos. Onos gets stuck in the map all the time, gets stuck on ladders, and is innefective unless the player has had a LOT of practice with Onos. Lerk dies really easy, can't do anything interesting, and flies around fast.

    So it's going to be Skulk -> Fade
    Or Skulk ->Gorge

    And only 3 of the 5 classes are going to be used. Which blows, because I'm sure that Flayra spent a ton of time on the lerk and Onos class.

    Fades are awesome, as they should be. Onos is fine, just not worth taking because of the map issues.
    Lerk is pathetic and weak and without Spore Cloud, is not necessary. Yes, that's right Lerk players. My aliens have won many games without a single Umbra.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    The Onos does have some aggravating clipping problems. But the fact new players don't see the benefit to the Lerk and Onos doesn't mean they suck.

    At one hive the Lerk is still a decent sniper and harrasement unit. At two hives it becomes a walking globe of invunerability. I've seen 2 Fades and a Lerk hold off 5 HMG marines singlehandedly due to Umbra.

    The Onos isn't the be-all end-all basecracker most people expect it to be, but it's still incredibly useful for it's cost. It takes out unsupported marines with incredible ease, and acts as a wonderful damage sponge when with teammates.

    Love them, use them. The Lerk kicks **obscenity**.
  • Agent_Orange1Agent_Orange1 Join Date: 2002-11-13 Member: 8375Members
    I love lerks, there are great to play. I don't think you should go lerk till hive 2 is up though, it takes RP from the gorgs.

    If I were going to add something to the wishlist of lerks, it would be the ability to latch on to a wall/ceiling with my talons. It would be nice to hang from the ceiling like a bat instead of having to perch somewhere. But I don't think they are underpowered at all.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Heh, I'd love to have that perch abliltiy as well.

    To balance it, have it use a marginal amount of energy, say 1 pt per second, and you don't regenerate your energy while clinging. That way it won't be like a flying skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->


    Otherwise, the lerk is perfect as is, been having a lot of fun with em recently, getting pretty good at flying too. It's not easy, but it has to be the most fun and inventive way of implementing any kind of flying on the HL engine I've ever seen.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    It would also be neat if you could "perch" on a Marine. Get on one and have him type over chat "Yaaarrrrgg.. I'm Green-Helmet the Tasty, and this is my parrot .ARRRGGHH not in the face! NOT IN THE FACE!!"
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Daxx22+Nov 22 2002, 08:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Nov 22 2002, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heh, I'd love to have that perch abliltiy as well.

    To balance it, have it use a marginal amount of energy, say 1 pt per second, and you don't regenerate your energy while clinging. That way it won't be like a flying skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->


    Otherwise, the lerk is perfect as is, been having a lot of fun with em recently, getting pretty good at flying too. It's not easy, but it has to be the most fun and inventive way of implementing any kind of flying on the HL engine I've ever seen.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think Lerks are powerful enough, but I love the sound of that perch ability. How about it's activated by holding crouch, and the lerk isn't able to shoot while doing it? I'd love to perch up in a dark corner, then swoop down and bite some marines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • HaydukeHayduke Join Date: 2002-11-02 Member: 5048Members
    Lerks are pwnage.

    I rain death and destruction with lerks. their weak spot is that they are, well, weak. They are easy to kill. But this is balanced by probably the best kharaa skill in the game: umbra. Learn to use lerks, they definately don't need to be buffed.
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    That's a great idea, the possibilities of ambush would be near limitless. There should perhaps be a limit to as what you can perch on, after all this ability would nearly rival the Skulk's aptitude for sneak attacks.

    Up in the sky, its a bird, its a plane, its Uberlerk.


    P.S. Honestly, I think Inexorable is starting to lose it.
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Lerks.... Sure upgrading them would be nice but like others have said it would throw the lerk a little too much power. Lerks are also not the best without 2 hives because think about what would happen. As soon as the little skulks got 33 resources they would go lerk when that is truely rude to the gorge waiting for them to max out so he can build the hive so they can have 2 hives! Lerks are more then effective when it comes to combat, but attacking and flying are not the best of all things to do, you will be screwed quickly that way and even if it was a umbra. Chances are you left that a mile behind you when you just dropped it a split second ago when flying.

    I was going to finish this post, but I just got lazy...
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    You know what <i>I</i> see a lot? Marines underestimating the lerk. It's like they don't expect lerk spikes to do any damage. I lay into a guy across a hallway with like 8 spikes and he runs around the corner to hide, then rushes back just to run into my spray again. Stupid. And speaking of corners, <u>use corners to your advantage.</u> I can get a lot of kills just by popping around a corner and spraying, and then flying back a ways and covering the corner with spikes.

    Lerks are also the most annoying alien to deal with. It's great fun to harass a marine base. By the time they've realized they're being shot at and found where the spikes are coming from, you've already put about 5 spikes into someone's back. Then everyone starts running around like chickens with their heads cut off. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Secret_NinjaSecret_Ninja Join Date: 2002-11-19 Member: 9286Members
    Hundreds of things have been said about the Kharraa and they are all interrelated in the end. For one, the aliens have one huge gambit: psychological warfare. The lerk is hands down the most annoying alien class in the game. It can fly circles around you (in the right hands), lay into you, and not get hit once (either from and umbra it put out earlier, or good flying, or poor aim on your part). I ALWAYS play lerk for a bit during a match, simply because it is fun to sit completely motionless in your umbra while shooting spikes at the (also motionless) marine who thinks he can win such a war of attrition. He won't. And if I decide to start moving around, well, he (and usually his buddy running around him frantically) will be dead before I even have to start worrying about my adrenaline.

    Simply put, if you think harassing marines, helping your teammates, and earning the coolest and most useful hive abilities is boring, then you may not be playing the right game...or at least not as the right side.

    I won't go into the Onos thing too much...but I will say that on the games I play, if we have three hives, we have at least ONE onos, if not two or three or four.
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