The Lerk.

N1RampageN1Rampage Join Date: 2003-12-15 Member: 24420Members
edited March 2005 in NS General Discussion
<div class="IPBDescription">Poll maybe?</div> <span style='color:orange'>Changed to poll format by Marik. Possible answers suggested by N1Rampage have been snipped out of this post and moved into the poll question area above.
<span style='font-size:8pt;line-height:100%'>By the way, N1: if you're going to thank me, don't edit in a "thank you!" into this post to do it. Last I checked, editing the top post in a poll thread resets all the poll results, because it assumes the whole question is new and people need to answer the new one</span></span>

I think it's at #3, it seems kinda of weak, but I know people will say its for support, but just SCREAMS to be opened-up like a hotrod. I seems to be having to do alot of running away after only a few shots fired. I was once even blown out of the sky with 2 people with shotties, over 50 yards away, no problem, first shot from each guy.

Could it be possible to make it faster by a few units and give flight unlimited power (like in the one beta)?
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Comments

  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    The lerk is fine. Leave the damn thing alone already.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Lerk can be good...very good. But due to how it fights, has a larger skill curve than other aliens...it takes lots of skill to actually be a good lerk, that fights, instead of a solely support lerk.

    I say that it's fine, after months of experimenting.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think it's perfectly fine (I marked neutral). In classic, it's easy to take a full bite off of a marine's lifespan. Either that, or force the comm to spend lots of res on medpacks to keep his team alive. Either way, it hurts marines a lot. Just stay at a distance and spore, and there isn't any real danger (don't give marines enough time to pistol snipe you). Now that shotgun distance is reduced at a distance, they are less dangerous.

    In combat, spores either gives you lots of kills, or forces everyone to get resupply if they don't already have it. Even if they have resupply and armor 1, it still makes it easy for the focus skulks on your team to get easy kills. If you are sporing often, marines won't have a chance to weld each other, even if they get welders and have enough teamwork to consider it.
  • GNSGNS Join Date: 2005-02-02 Member: 39476Members
    I voted option seven, but than again I am a nub. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    Lerk is by far the easiest class to use in NS classic. All you have to know is how to hit your jump button and move around. Most people don't lerk for the sole reason that they could go fade for only 20 res more and as a fade you can screw up without having to worry about dying. As a lerk if you screw up you die very very quickly. Count 1 guy going into a room and there are 3... you're dead. Only see lmgs but there is a shotgun.... you're dead. Not watching your back and a marine sneaks up on you... you're dead.

    The reason I love lerking is that you can do it cheap, you can aid your team momentously without having to kill a single marine, you can take out single marine with the utmost ease, and very few people know how to lerk very well. There are a dozen excellent fades in competetive ns but I can list all the excellent lerks on one hand.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I'm waiting for the poll that asks people if they think the lerk should get spikes back in a slot other than slot one. (IOW, bite is preserved) IMHO, spikes are the only thing lacking on the lerk right now.

    Regards,

    Savant
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Do you realize how strong spikes were? It's the Alien equivalent of a pistol, with non-stop firing, no reload, and fastest escape in case of danger. No, no spikes.

    As for the lerk: it seems a bit flakey to me, but that might be just me trying to use it as an offensive unit. I tend to go up front on the battles a lot instead of defending; I think that's what it should be for. A flying skulk!
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    I suspect bite, and the flight model in general, were designed and tested with NS:Combat in mind. The flight model is not very friendly for a support role, as it makes it difficult to keep a healthy distance while covering your teammates. Lerk bite does allow lerks to easily take down RTs or other undefended marine structures.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    If lerks had nothing but umbra and gas, I'd still always want one of them nearby. The are the class that makes or breaks a kharaa team, ever so slightly more than the rediculous fade.
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    The lerk is fine as is, my only complain is about the so called "fix" for pancaknig. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I think I misunderstood the poll, but I voted the top option because I don't think they need to be changed. Lerks are extremely helpful alien units, but I think they're unpopular because of how unforgiving they are; if you mess up or are ambushed, and it will happen eventually, you <i>will</i> die. Fortunately they don't cost much so if you know what you're doing it's not hard to remain Lerk the whole game. It makes me cringe every time I see an alien team go completely without a lerk at hive 2; having a Lerk monitoring the hives and available for umbra on a shotty rush is simply invaluable.
  • eliotmateliotmat Join Date: 2002-12-01 Member: 10350Members, Reinforced - Shadow
    early lerk with scent of fear is rediculously effective.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    Good lerks dont die and kill alot,they get to the pg first,just as its going up and they are imo the quick response unit for aliens.If you are any good at all as lerk you know when to bite and when to gass,i know for me if im pubbing and have good team on aliens i can lerk till 75 res and then go oni.My best is gassing from a vent untill i get rines trying to boost eachother into the vent,oh the thrill of dropping out and munching three or four as they are neatly stacked one apon the other.Granted that does not happen with a good rine team but to be honest if they run past my posistion a little semi-silent glide up from behind can help wonders in killing that straggler.Its all about timing knowing your limits,understaing the maps and were to be were your needed most.Lerks own rts and can help save them faster than skulks.The fastes way to clear a room of rines is gass,sure they might not be dead but they are out of position and on the defensive.

    So i say dont nerf it all thanks.
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    I think the lerk is currently top notch.
    It COULD do with a tiny armour boost or something to protect a bit better against HMG/Shotguns.
    Im not pro at lerking but I have killed a couple of marines (including heavy armour) and flew out of the room and managed to live. Its a little bit overpowered early game.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    The Lerk is possibly the nastiest alien lifeform to deal with, if the player using it is a big user of Z-Axis dodge. (Much the same way the nastiest Fade players are)

    If anything, it's Bite coupled with Spores is <i>too</i> good, for what is theoretically the 'Support' lifeform.

    - Shockwave
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    If we are going to buff the lerk, I want flight model buffs, not hp/ability changes. Lerk is not underpowered persay, but it could use a little more non-celerity/adreneline versitility. Not to say it can't get kills without them, just that shotguns or HMGs will eat it alive.

    with a slightly better flightmodel it may be possible to make it retreat while dodging heavy fire without celerity.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    mmm heaveys means u should have second hive and that means umbra

    umbra is the most underated and underused alien "weapon" aleins in umbra are very hard to kill...
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    A lerk can indirectly fire upon marines from safety. It doesn't <b>get</b> any better than that. The lerk just requires practice. Hell, it's the main class that relatively ungifted but tactically competent people can use to really change the result of the game.

    And it doesn't take long to build up 30 more resources if you do get killed.

    If you're fed up of getting owned as a Lerk, then go play on a Q3 server and find out what it <b>really</b> feels like to get smacked down. Or go rack up some kills on a nub CS server and pretend to yourself that you have 1337 aim.

    Just please don't mess up the Lerk because you are not prepared to practice with it. If I can manage it (I'm 30 this year), then I'm sure the signifigantly sharper reflexes of our younger playerbase can manage it.

    General Hints:

    If you are running out of energy all the time, you aren't planning your energy usage well enough. Lerking without <i>Adrenaline</i> is tough, but it's perfectly possible. Don't spore till you're out of energy, then complain when you can't fly away from the marine you didn't keep an eye out for.

    Want to help kill HA and only have one hive? Kill structures, not troops. You can harass base and nodes and fly away until the marines are terminally distracted or you kill the structure you were going for.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Snakestyles+Mar 10 2005, 04:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snakestyles @ Mar 10 2005, 04:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mmm heaveys means u should have second hive and that means umbra

    umbra is the most underated and underused alien "weapon" aleins in umbra are very hard to kill... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Umbra is underused because it sucks up energy like nothing else, and is only effective to lifeforms it is in. Umbra takes far more skill and foresight to use properly then any other ability in NS, and it really doens't block THAT much damage in the end anyways.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    umbra used to be the single best ability that aliens had, now its a bit rubbish... fades and skulks generally move too quickly to be in the umbra, the area of effect is smaller vertically now you cannot launch it mid-air and the damage blocking has gone down to the point its only really effective for onos/hives/OCs. If it had a longer duration and slightly larger area of effect it would be more usable.

    Also you have to be on the floor or flying forwards to fire it. Why can't lerks fly backwards/hover and fire anymore? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-MrGunner+Mar 10 2005, 03:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 10 2005, 03:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The lerk is fine. Leave the damn thing alone already. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Quoted for emphasis. Especially against those "give us back spike" campaigners.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Thaldarin+Mar 10 2005, 11:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 10 2005, 11:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Quoted for emphasis. Especially against those "give us back spike" campaigners.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    So tell me, have you ever played the lerk when it had spikes? Many people here haven't, and they don't realize how valuable the lerk was with spikes.

    Don't get me wrong here, no one weapon is the be all and end all to defining an alien class. IMO, the spikes are no more or less important than bite, spores and umbra. They are intended to be looked at as a package of weapons. If people focus on the one weapon alone, it's easy to find flaws.

    The reality is that I could find flaws with EVERY alien weapon in the game. They all have pros and cons and they all have their place to be used. Spikes are the weapon that is needed to round out the alien arsenal for those cases when they are trapped against marines in a one hive situation where they are unable to bust the marine bases.

    Before people suggest that "then that's too bad you should lose" I would ask that if that is your opinion then the game should end THEN, and not 30 minutes later after marines decide to walk on your only hive. Spikes are even more important now that electrified structures are in play. Spikes give the alien team a chance to come back, a chance that they often don't have otherwise. If people want to deny them that chance, then they should either offer an alternative or suggest a method to end <b>pointless games </b>without having to spend a half-hour playing a game you know you are going to lose because of a early game error.

    Simple-minded statements like 'the lerk is fine' are based in ignorance, not fact.

    Regards,

    Savant
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin-Savant+Mar 10 2005, 12:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 10 2005, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    If people want to deny them that chance, then they should either offer an alternative or suggest a method to end <b>pointless games </b>without having to spend a half-hour playing a game you know you are going to lose because of a early game error.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    mp_autoconcede 1
    F4
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    If you have a lerk with the time to just sit around and spike an electrified rt to death, the aliens are horribly horribly owning the marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Serioulsy, the lerk is the most mobile alien; if a lerk isn't patrolling the map, and the aliens are getting away with it, chances are they don't need that lerk. If spike goes back in, it's NOT being used solely or even mostly to take down electrified structures. It's going to be used to flat out mow down marines. No, spike can't go back in. The lerk has all of the attacks it needs: one to take out lone marines, one to support aliens offensively, one to support aliens defensively...and another attack that might get used more often if the 2nd and 3rd weren't so much more important. Spikes turn this balanced support/patrol unit into a flat-out killer, which imo is not its purpose.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Sky+Mar 10 2005, 02:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Mar 10 2005, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you have a lerk with the time to just sit around and spike an electrified rt to death, the aliens are horribly horribly owning the marines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I disagree. First off, if aliens are in a 'one hive' situation and they don't have the resources to throw fades at the problem, then a lerk could go after a TURRET in a turret farm and create a blind spot. Going after a TF with spikes is not your first choice, you hit a turret instead.

    With spikes doing damage at 40/sec, (16 per spike and 2.5 rounds a sec) it will take 32 seconds to down a turret, add an extra 5 seconds for an adrenaline reload. That's NOT a lot of time when aliens are out harassing the marines elsewhere on the map.

    Going after a TF or phase gate will take 75 seconds, add 15 seconds for adrenaline reload. That's 90 seconds that aliens need to keep marines occupied while the TF or phase is taken out. In the big scheme of things that's not a lot of time if the marines are occupied. If aliens are just 'hanging around' then sure, a lerk won't be able to do squat without the comm noticing. However, if aliens are all in one area the lerk can hit another area. If they come there the lerk heads off and hits another area. While marines are kept busy welding and patrolling the aliens take out all the nodes on the map except the turret farmed areas.

    Spikes give VARIETY to the aliens that they need now, since they are limited in how they can respond to certain threats. Right now thist is one of the big things lacking in the game. It is getting to the point where you are forced to respond in a certain way all the time, so much so it's almost like the game is scripted.

    <!--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-->If spike goes back in, it's NOT being used solely or even mostly to take down electrified structures. It's going to be used to flat out mow down marines. No, spike can't go back in. ... Spikes turn this balanced support/patrol unit into a flat-out killer, which imo is not its purpose.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->You're kidding right? Right now spores do more damage than spikes do when you consider the area effect on marines.

    If you have ever tried using spikes to kill a marine you will know that it is much harder to do than it seems, since you have to be in SIGHT of the marine the entire time you are firing. LOS from marine to lerk = quick lerk death. With spores you can 'peek out' and toss then retreat while the cloud does its damage. They are far more deadly than spikes that need LOS and can only hit one marine at a time.

    If you think spikes would be a real threat to marines, just play on a server that has a spike mod for the lerk and try it. After you get pistol whipped the first 5 times, come back and tell me how you were 'owning' the marines with your spikes. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    <!--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-->The lerk has all of the attacks it needs: one to take out lone marines, one to support aliens offensively, one to support aliens defensively...and another attack that might get used more often if the 2nd and 3rd weren't so much more important. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->IMO the lerk as the worst weapon load-out of the aliens with respect to its needs and it's class.

    The gorge, supposedly a 'key support class' has <b>FOUR</b> weapons that will affect and/or damage marines/marine structures. This is an alien that is <i>supposed</i> to be a <b>SUPPORT</b> class right? The lerk, on the other hand, only has TWO weapons that will damage or affect marines/marine structures, yet it is supposed to be a 'hybrid' support/attack class. The reality is that in classic it is anything but.

    If anything, this should be reversed - the gorge should be the alien that only has a limited attack arsenal and the lerk should be the hybrid attack/support alien that can both attack and support. At present, once marines each a certain point, the lerk becomes useless except for the occasional umbra cloud, which even then they don't even get umbra protection for <b>themselves</b> when they shoot umbra at range. They have to choose to leave themselves undefended to support another alien.

    The lerk gets NO ADVANCED WEAPONS as the game goes on. So while marines get harder and harder to kill as they get armor upgrades and HA, the lerk does not get any better tools to use to address this. The lerk is a gimped class, which is why you see more people avoid using it in the game.

    I used to love the lerk, but even now I avoid it unless the aliens have a 'sure win' and we need umbra to help bust the marine's last stand with LVL3 weapons in their base. The lerk really doesn't have a good place anymore. Sure they are good for early game harassment of marines, but the aliens really need the early game res to build up hives and drop chambers. Once the second hive drops the aliens need fades more than lerks, since marines are usually pushing with weapon and armor upgrades.

    IMHO, while the lerk can be fun in combat (where there is no 'loss' when you die) the risk/benefit ratio is classic is too high given what the lerk can do and how well it can do it. I'd sooner take a skulk with upgrades and save my res for fade/onos.

    Regards,

    Savant
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Well I've always been saddened at the removal of spikes, I would love to see them make a return, balance issues can always be solved.
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    Am I the only one who kills the first turret of a turret farm as a skulk circlestrafing it? It may need two goes to down it but it's incredibly effective. I think it's just that players now are losing their guts... I'd gladly give marines some rfk if I can take down a turret farm in exchange and possibly freeing up a nice tactical spot for the aliens, be it a hive or doubles or whatever.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited March 2005
    It doesn't need buffing, it needs changing. To "fun". Spores are goddamn annoying.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Align+Mar 10 2005, 05:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Mar 10 2005, 05:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It doesn't need buffing, it needs changing. To "fun". Spores are goddamn annoying. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    so are a lot of things in ns..
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