Lerk Survey

grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">just wondering</div> If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
a. too high (lerks can go too fast up-down)
b. a little too high
c. just right
d. a little too low
e. too low (lerks can't go fast enough up-down)

2. Should lerks be able to perch?
a. yes
b. no

3. For your playstyle, which do you prefer?
a. bite
b. spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

5. In terms of game balance, should spikes be able to damage mines?
a. yes
b. no

6. Spores should damage:
a. health and armor
b. only health

7. Umbra should damage:
a. nothing
b. light armor / jetpack armor only
c. all armor, including heavy armor

8. Are spores currently too powerful as a hive 1 weapon?
a. spores are too powerful
b. spores are fine
c. spores aren't powerful enough

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spikes
* spores
* umbra
* spumbra (spores + umbra)
* primal scream
* other (please specify)

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
«13

Comments

  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    1. In terms of game balance, the lerk vertical speed cap is:
    I think the base lerk speed is too low. I like the speed with lvl 3 celerity is fine though.

    2. Should lerks be able to perch?
    no

    3. For your playstyle, which do you prefer?
    bite

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? I have never liked spikes, I prefer bite over it anyday of the week. The lerk has enough range weapons with gas.

    5. In terms of game balance, should spikes be able to damage mines?
    I don't think spikes should be a part of the game.

    6. Spores should damage:
    a. health and armor

    7. Umbra should damage:
    a. nothing

    8. Are spores currently too powerful as a hive 1 weapon?
    b. spores are fine

    9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
    bite
    spores
    umbra
    primal scream

    10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
    Leave the lerk alone. It's fine how it is. Maybe increase base speed a little but keep lvl 3 celerity at the same speed its at now.
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    1. In terms of game balance, the lerk vertical speed cap is:
    a. too high (lerks can go too fast up-down)

    2. Should lerks be able to perch?
    b. no

    3. For your playstyle, which do you prefer?
    b. spikes

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

    No, while spikes would work well with my playing style bite is very versitile and shouldn't be removed or changed in any way.

    5. In terms of game balance, should spikes be able to damage mines?
    a. yes

    6. Spores should damage:
    a. health and armor

    7. Umbra should damage:
    a. nothing

    8. Are spores currently too powerful as a hive 1 weapon?
    b. spores are fine

    9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
    bite,spores,umbra,primal scream (as is)

    10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

    Fun: I have fun playing it right now.
    Balanced: Mousewheeling + not so hot hitboxes = bad. Fix one or the other.
    intuitive: I think playing lerk is easy to learn but hard to master. Good as it is.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    1. b. a little too high

    2. b. no

    3. b. spikes

    4. No, all other classes only have 1 slot1 weapon. Would confuse newbs also.

    b. no

    6. b. only health. Because we all know focus + lerk = <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->

    7. a. nothing

    8. b. spores are fine

    9.
    * spikes
    * spores
    * umbra
    * other (lerk lift?)

    10. No comment.
  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    Wow lerk lift? are you serious?

    Weaker version of bile bomb might not be a bad idea though.

    I really think the lerk is fine as it is. Just leave the damn bird alone.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    1. In terms of game balance, the lerk vertical speed cap is:
    c. just right

    2. Should lerks be able to perch?
    a. yes

    3. For your playstyle, which do you prefer?
    b. spikes

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon?
    Yes
    The spikes are great for distant attack

    5. In terms of game balance, should spikes be able to damage mines?
    a. yes

    6. Spores should damage:
    a. health and armor

    7. Umbra should damage:
    a. nothing

    8. Are spores currently too powerful as a hive 1 weapon?
    c. spores aren't powerful enough

    9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
    * spikes
    * bite
    * spumbra (spores + umbra)
    * other - lerklift (ability to pickup certain classes)
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Its been a while since I played for a clan, but I did play as Lerk at the time...

    3. For your playstyle, which do you prefer?
    b. Spikes

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
    No. While I greatly miss spikes, having two weapons in one slot wreaks too much havoc with quickswitch. Not to mention bites and spikes place greatly different demands on your flight style--spikes are vastly more difficult to aim under the 3.0 flight model, while bites were vastly trickier to land under the pre-3.0 flight model. Pick one and stick with it.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    edited May 2005
    <!--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-->4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
    no. its fine the way it is. in the HEAT OF BATTLE RAWR it would be a pain in the **** to spore and get ready to bite, then oh no! SLECTED SPIKES WTH *dead lerk*<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Lord knows no-one would ever let me Lerk in a match, unless it's 3-Hive Umbra/Scream machine, but I just wanted to clear this up by saying I believe Grep is asking: Would you like to be able to choose, before you gestate, which slot1 weapon you have. In other words there would be two lerks essentially. Bite/Spore/Umbra/Scream and Spike/Spore/Umbra/Scream

    We now return you to the survey.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin-MrGunner+May 5 2005, 10:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 5 2005, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was going to answer the quiz but I agree wholy with MrGunner
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-Mouse+May 4 2005, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ May 4 2005, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrGunner+May 5 2005, 10:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 5 2005, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist.  Perching is stupid.  Changes to how the flight model work are unneeded.  Biting is way more awesome then spikes ever were especially with the current, awesome, flight model.  Anyone that thinks that vertical movement is too slow relies too much on pancaking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I was going to answer the quiz but I agree wholy with MrGunner <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, lerks are fine in the development part.
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    1. In terms of game balance, the lerk vertical speed cap is:
    Lerk speed is good.

    2. Should lerks be able to perch?
    No, this would be really wierd to look at and probobly pretty hard to code in.

    3. For your playstyle, which do you prefer?
    Bite. I hate spikes passionately, instant contact weapons that can be fired rapidly, with instant contact and minimal noise dont belong in the hands of the aliens.

    4. No, I don't like spikes, as stated above.

    6. Spores should damage:
    Health and armor

    7. Umbra should damage:
    nothing

    8. Are spores currently too powerful as a hive 1 weapon?
    No, spores are good

    9. The lerks weapon load is good as it is.

    My only complaint is that a lerks base speed is a little low.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    After seeing several people complain about the non-celeritous lerks speed, I'll comment that the 2.01 Lerk did seem to move much faster pre-celerity. Of course, post-celerity nothing compares to a 3.0 Lerk...but should Celerity be the mandatory, must have Lerk Upgrade, like regen used to be for all higher lifeforms?
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    Let's not hijack the thread, but celerity in my opion the best upgrade for a lerk. Its a must have for early lerks to get close enough to do any damage against marines that can aim. Adren is good for lots of direction change in flight(and gas spam), but I'd still rather have celerity. Silence is a joke for lerks :*(. I may not be the most experienced lerk around, but those are my general guidelines.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    edited May 2005
    The problem that people have is that celerity lerks move almost as fast as blinking fades but a lerk never hits more then 1000 or so in a classic map. In the jp room on ns_seige007 a lerk can hit around 1800 from the ceiling to the floor mashing 3jumps, while an adren fade can hit over 2000 in half that distance. Leaping skulks also travel incredibly fast but no one ever complains about them.

    Lerks cost 30 res and die to one shotgun blast but for some reason everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines
  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    I just think lerk lift would be a tad bit overpowering. The gorge can heal the lerk while in flight. Gorge with adren and a celerity lerk = never dying lerk who owns the map.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    <!--QuoteBegin-MrGunner+May 4 2005, 07:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 4 2005, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agreed.

    Anyone that thinks that vertical movement is too slow hasn't tried to kill a <b>good</b> pancaking lerk.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-Golden+May 4 2005, 11:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Golden @ May 4 2005, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyone that thinks that vertical movement is too slow hasn't tried to kill a <b>good</b> pancaking lerk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like killing lerks that just keep rushing me over and over even when they have no health. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    <!--QuoteBegin-milosis+May 4 2005, 11:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (milosis @ May 4 2005, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> u could make it so the gorge's abilities would be disabled when the lerk is lifting it, making the purpose of lerk lift to carry/lift gorges to crucial spots e.g. the top of the hive, vents, ledges. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think that this is the only way that lerk lift should be implemented. I think that its a great idea, but only if the gorge can't use abilities while being lifted. Otherwise when the second hive comes, your early celerity lerk / adren gorge death combo that ensured your second hive starts doing drive by bile bombs on rine start.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    <!--QuoteBegin-Router Box+May 5 2005, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Router Box @ May 5 2005, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-milosis+May 4 2005, 11:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (milosis @ May 4 2005, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> u could make it so the gorge's abilities would be disabled when the lerk is lifting it, making the purpose of lerk lift to carry/lift gorges to crucial spots e.g. the top of the hive, vents, ledges. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think that this is the only way that lerk lift should be implemented. I think that its a great idea, but only if the gorge can't use abilities while being lifted. Otherwise when the second hive comes, your early celerity lerk / adren gorge death combo that ensured your second hive starts doing drive by bile bombs on rine start. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which was, in fact, why BB was removed from Lerks to begin with.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    Didn't fades also used to have bilebomb? Not to derail the thread or anything.
  • SnakestylesSnakestyles Join Date: 2005-01-07 Member: 33308Members
    edited May 2005
    1. In terms of game balance, the lerk vertical speed cap is:
    d. a little too low


    2. Should lerks be able to perch?
    b. no

    3. For your playstyle, which do you prefer?
    a. bite


    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
    bite: i like to bite

    5. In terms of game balance, should spikes be able to damage mines?
    b. no

    6. Spores should damage:
    a. health and armor


    7. Umbra should damage:
    a. nothing


    8. Are spores currently too powerful as a hive 1 weapon?
    b. spores are fine


    9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
    * bite
    * spores
    * spumbra (spores + umbra)
    * primal scream


    10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

    Umbra should heal.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited May 2005
    <!--QuoteBegin-MrGunner+May 4 2005, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 4 2005, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lerks cost 30 res and die to one shotgun blast but for some reason everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thats exactly the problem--they are a 30 res lifeform that dies to one Shotgun blast. Therefore its more effective to make them "able to kill marines" without forcing them to stand next to the marine to do it.

    <!--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-->everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    There's no "instead" there. If they have long range attacks, they can do both.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    What exactly do you mean by perch? Like stick to the cieling?
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-Cxwf+May 5 2005, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's no "instead" there. If they have long range attacks, they can do both. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The only time I ever get spore kills is when the comm is slow or from when they have very little health left after me biting them. Spikes only ever got me kills against morons that weren't paying attention or ran in straight lines. Bite lets me go 20-0 in scrims. It's not really a hard choice for me.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-grepdashv+May 4 2005, 02:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (grepdashv @ May 4 2005, 02:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you play as a lerk for your clan, please respond below to the following questions:

    1. In terms of game balance, the lerk vertical speed cap is:
    a. too high (lerks can go too fast up-down)
    b. a little too high
    c. just right
    d. a little too low
    e. too low (lerks can't go fast enough up-down)

    2. Should lerks be able to perch?
    a. yes
    b. no

    3. For your playstyle, which do you prefer?
    a. bite
    b. spikes

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

    5. In terms of game balance, should spikes be able to damage mines?
    a. yes
    b. no

    6. Spores should damage:
    a. health and armor
    b. only health

    7. Umbra should damage:
    a. nothing
    b. light armor / jetpack armor only
    c. all armor, including heavy armor

    8. Are spores currently too powerful as a hive 1 weapon?
    a. spores are too powerful
    b. spores are fine
    c. spores aren't powerful enough

    9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
    * bite
    * spikes
    * spores
    * umbra
    * spumbra (spores + umbra)
    * primal scream
    * other (please specify)

    10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1. A little too slow

    2. No, a pointless ability

    3. Bite

    4. No choice, the flight system favors biting. Spikes with the current system would be awkward to play.

    5. Spikes should not be in the game anymore

    6. Health and Armor

    7. Umbra should damage nothing

    8. Spores are fine

    9. Bite, Spores, Primal Scream, Umbra

    10. Just needs a little speed burst. All of these "creative" concepts such as perching are unneccesary and would just create more fuss than what it is worth. The current flight system favors biting, which is why spikes should not be an option. having weapons available during gestation would just cause confusion.

    It is not worth it, the lerk is fine the way it is, just leave it alone.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    <!--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-->5. In terms of game balance, should spikes be able to damage mines?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If it's implemented as poorly as gore spit to kill a mine, then don't even bother.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    edited May 2005
    <!--QuoteBegin-MrGunner+May 5 2005, 10:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 5 2005, 10:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cxwf+May 5 2005, 08:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 08:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's no "instead" there.  If they have long range attacks, they can do both. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The only time I ever get spore kills is when the comm is slow or from when they have very little health left after me biting them. Spikes only ever got me kills against morons that weren't paying attention or ran in straight lines. Bite lets me go 20-0 in scrims. It's not really a hard choice for me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then I'd say you have substantially improved your Lerk skills since 3.0 came out. Back in 2.01 I was the one going 20-0 as Lerk in scrims. Basically, Lerk deaths in 2.01 were caused almost exclusively by map geometry (ie, getting caught on a protruding object on the ceiling and being suddenly unable to move). If you could avoid that (swoop key maybe?) you could live forever.

    Look at it this way: if we are trying to maximize the Lerk's power (which I'm not sure if we are, don't want it to be <i>too</i> powerful so as to be unbalancing), then that doesn't automatically mean giving it the best overall chance to survive a fight against all enemy types. A lerk that is somewhat less powerful in some types of fights can still be much more useful to the team as a whole if he is better at other types of fights which are harder for skulks and fades. Right now it seems as if the Lerk excells at killing the same types of things that skulks and fades excel at killing, and the standard marine counters to skulks and fades are basically the same counters to use against Lerks.

    The 2.01 Lerk didn't have the same power as the 3.0 Lerk to just swoop down and destroy a single unsuspecting marine--but EVERY alien can do that. On the other hand, only the 2.01 Lerk can assault an enemy group carrying overwhelming firepower, and not only survive, but slowly rack up kills. (with possible exception of stomping Onos)
    (overwhelming firepower defined--3+ marines carrying at least as much res in weapons as you spent on your lifeform)
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-Cxwf+May 5 2005, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On the other hand, only the 2.01 Lerk can assault an enemy group carrying overwhelming firepower, and not only survive, but slowly rack up kills. (with possible exception of stomping Onos)
    (overwhelming firepower defined--3+ marines carrying at least as much res in weapons as you spent on your lifeform) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This right here tells me that you are not a very good lerk.
  • grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
    <!--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-->What exactly do you mean by perch? Like stick to the cieling?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, or any part of the map geometry. Basically, skulk walkwalking, minus the walking.

    <!--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-->bite or spike choice<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    To clarify, this would be a mutually exclusive choice made at the time the player chose to go lerk, not two weapons in one slot or the ability to switch back and forth (although it has been suggested that a perched lerk would get spikes and an unperched lerk would get bite).
  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    In the competitve scene most lerks are getting really agressive. Spikes are not needed. Perching isn't needed either.

    The base speed of a lerk should be increased a tad bit. I'm talking vanilla lerk, with no upgrades.

    Lerks are actually fine the way they are and should be left alone, TBH. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> FTW
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