I think lower the fades armor and health and boosting the aliens another way would hurt more than help, right now a 1hive regen fade dies to 3 perfect sg shots.@lvl2 weapons. And fades arm for defending a hive thats going up, or clearning out a locked down hive around 4-6 mins. Think as fades as you 4-8 min portan defensive untill the hive goes up, unless you rez rush. with the 2nd hive, all the skulks are now mini fades due to leap. if they have jps and you dont have a 2nd hive, im sorry you should lose,. If you have a 2nd hive, you shoulhd have it 50/50. third hive you should win the game..
also if you make it so a lerk can take out HA trains and Jpers (via spikes), then that would be way to powerfull. Cuase he woudl rip to shreads LAs.
Now I am however for giving the lerk a 5-5% speed burst, but, that would be the only buff I could think that would be fair.
A lerks job is to annoy and weaken LA/JPers so a fade or leaping skulk will have an easier time. Or combine it with an onos somping, and the lerk gases the stomped reens, you will see alot of dead reens.
Id also like to see blink returned to orignal energy usage. but thats just me.
I still want to know how this is balance skulk bites marine, and he jumps while mouth is closed, now you have to locate him while he gets resupply in mid air and can still perfectly aim a 12 ga shot gun and since a skulk barley runs faster than a marine he can jump again if he needs to.
I feel they should have spike cause I believe the aliens need something as a team. I think if you take the myopic view of the lerk just by its self then you would probably say bite is better (in say combat), but as a support class in normal NS I would like to see a ranged attack.
If you want a biting class just be skulk, he costs nothing. Why do you want to spend 30 res just to have a re-Hash of this ability?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1hive regen fade dies to 3 perfect sg shots.@lvl2 weapons<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I thought Fade had 450 hp at 1 hive (armour counting for 1 point at 1 hive) so lvl2 SG would do 220 damage, leaving a fade on 10 hp after 2 hits?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> not quite sure about fade HP and SG damage but??
They dont seem to be able to take 3 full SG hits?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
You guys should be aware of that the topic is pretty much dedicated purely to classic NS, and not combat. I don't really care much what the end balance result will be for combat, as long as classic comes first, cause frankly, this gamemode is the mode that should come first, no matter what. Classic is the real NS for me.
One idea would be to have the lerk have spikes in classic NS maps and on CO he could have the bite, to keep the assault fighter going. Also it makes more sense to have bite in CO because of the fact that it is almost more about killing the enemy than supporting your teammates. Only the gorges offer support, and with the way the new evolution system works in combat it would be kind of a waste to sit in an egg in the vent and then when you hatch all you can do is watch the hive die instead of rushing in to attack. While I do agree that this thread has mostly to do with the classic NS maps, there is room to please both view I think, and if we are talking about balance issues why not talk about the game as a whole instead of just a half.
<!--QuoteBegin-paper_tiger+Sep 20 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (paper_tiger @ Sep 20 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *sigh* this is a cyclical argument at the moment... spore > spike no wait spike > spore no wait spore > spike . . .
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I hate spikes, spore is the new god<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Then I am affraid that you are worshipping a lesser deity MamboKing. Your god cant hurt HA or buildings... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You say this like spikes hurt those things.
Just make it so spikes do half damage to heavies. IF you bring em back. 15 damage @ 3 shot per second. reduce health and armor of lerk by 5. That I Think would balance it. The lerk got more buffed because it become a little more melee
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Yep. I say half damage to heavies from spikes would be perfect. Back in b4 in servers with the spikes pluginheavieswould always get owned by lerks. Imagine trying to take and hold Refinery hive.
Also just realized that half damage to buildings would need to be implimented too. but, if lerks get spikes back. make it so it will die to 8-9 pistol shots. Because if I remember correctly, I was owning marines easily with spikes, and it was pretty hard to kill me.
all i can say to this is slow hmg's and lmg's firerate -> Marines have to act in groups again, oni cant be owned by 2 noob hmgs and it requires a bit of aim to kill skulks with lmg... also killing a spike shooting lerk with slower firing but more precise lmgs would be possible I liked 2.0 hmg and lmg were balanced and pretty lethal in the right hands I like 3.0's focus, skulk, mt, catpack, beacon, turrspam block (maybe tfs clipbox could be made so skulks can find blind spots easier) - i love the way bases are built now so much to my opinion...
Comments
also if you make it so a lerk can take out HA trains and Jpers (via spikes), then that would be way to powerfull. Cuase he woudl rip to shreads LAs.
Now I am however for giving the lerk a 5-5% speed burst, but, that would be the only buff I could think that would be fair.
A lerks job is to annoy and weaken LA/JPers so a fade or leaping skulk will have an easier time. Or combine it with an onos somping, and the lerk gases the stomped reens, you will see alot of dead reens.
Id also like to see blink returned to orignal energy usage. but thats just me.
skulk bites marine, and he jumps while mouth is closed, now you have to locate him while he gets resupply in mid air and can still perfectly aim a 12 ga shot gun and since a skulk barley runs faster than a marine he can jump again if he needs to.
If you want a biting class just be skulk, he costs nothing. Why do you want to spend 30 res just to have a re-Hash of this ability?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1hive regen fade dies to 3 perfect sg shots.@lvl2 weapons<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I thought Fade had 450 hp at 1 hive (armour counting for 1 point at 1 hive) so lvl2 SG would do 220 damage, leaving a fade on 10 hp after 2 hits?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> not quite sure about fade HP and SG damage but??
They dont seem to be able to take 3 full SG hits?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Just my thoughts
It does 50% less damage overall, but it's ranged, and it's better for 1v1 counters as a lerk.
The lerk is a support unit, spikes are a support weapon.
this is a cyclical argument at the moment...
spore > spike
no wait spike > spore
no wait spore > spike
.
.
.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I hate spikes, spore is the new god<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Then I am affraid that you are worshipping a lesser deity MamboKing. Your god cant hurt HA or buildings... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You say this like spikes hurt those things.
-> Marines have to act in groups again, oni cant be owned by 2 noob hmgs and it requires a bit of aim to kill skulks with lmg... also killing a spike shooting lerk with slower firing but more precise lmgs would be possible
I liked 2.0 hmg and lmg were balanced and pretty lethal in the right hands
I like 3.0's focus, skulk, mt, catpack, beacon, turrspam block (maybe tfs clipbox could be made so skulks can find blind spots easier) - i love the way bases are built now
so much to my opinion...