Lerk Survey

2

Comments

  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-MrGunner+May 5 2005, 03:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 5 2005, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We've already established (albeit through random unsubstantiated kill ratio boasts) that your 3.0 Lerking skills far surpass mine, while my 2.01 Lerking skills were much better than yours. What's your point? Are you telling me you regularly dive into the middle of a group of 3 marines with shotguns, kill them, and get away, facing good opponents? This after you yourself pointed out that you drop to a single shotgun blast.
  • AnbuAnbu Join Date: 2005-01-06 Member: 33008Members
    I'm not exactly the best person with a shotgun, but i've seen him do that to me and others quite a bit tbh =[
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-Cxwf+May 5 2005, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This after you yourself pointed out that you drop to a single shotgun blast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    All lerks do.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    <!--QuoteBegin-MrGunner+May 6 2005, 08:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 6 2005, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cxwf+May 5 2005, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This after you yourself pointed out that you drop to a single shotgun blast. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    All lerks do<span style='color:orange'>, unless they have carapace.</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fixed.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-grepdashv+May 4 2005, 09:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (grepdashv @ May 4 2005, 09:53 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:
    b. a little too high (for the cele lerk it is way too high)

    2. Should lerks be able to perch?
    a. yes (allows to ambush)

    3. For your playstyle, which do you prefer?
    a. bite (spikes just dont cut it, if you cannot circle strafe you traget)

    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
    No. 2 lerks tag teaming a rine team, one with spikes another one with bite sound horrid to me

    5. In terms of game balance, should spikes be able to damage mines?
    b. no (a mined pg is expensive and should not be cleared by a hive 1 lerk)

    6. Spores should damage:
    c only armor, but the cloud should stay longer and strap armor away rather quickly for LA and slower for HA

    7. Umbra should damage:
    a. nothing

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

    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)?
    * EITHER bite OR spikes with modified flight system
    * umbra
    * spores
    * primal scream

    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-->
    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)?
    * EITHER bite OR spikes with modified flight system
    * umbra
    * spores
    * primal scream

    bite or spike completetly depends on the flight system. allow the lerk to circle strafe a rine again and i am for spikes, otherwise i have to go with bite

    umbra at hive 1 makes the lerk a powerfull aid during early game hive rushes as well as forcing him to a more extreme playstyle. umbra yor way to a rine and then fly in and make the kill

    spores at hive 2, that strap away HA armor allow the alien team to smoke HAs out, that dug themself in a siege base

    primal scream is a nice base breaker <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ,although i always wanted to see some kind of paralyzing spikes added to hive 3 for the lerk (only la rines are affected)
  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation
    edited May 2005
    <!--QuoteBegin-Grendel+May 5 2005, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ May 5 2005, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrGunner+May 6 2005, 08:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ May 6 2005, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cxwf+May 5 2005, 03:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ May 5 2005, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This after you yourself pointed out that you drop to a single shotgun blast. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    All lerks do<span style='color:orange'>, unless they have carapace.</span> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fixed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I dont think most lerks can fly at marines and only get shot by one shotgunner. 70 hp isn't hard to take down from a lerk and after that, one good shot with weapons 2 can drop a lerk.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-Zephor+May 6 2005, 11:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zephor @ May 6 2005, 11:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    I dont think most lerks can fly at marines and only get shot by one shotgunner. 70 hp isn't hard to take down from a lerk and after that, one good shot with weapons 2 can drop a lerk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think thats quite hard to get that 70hp if the lerk a**-ra*es you or you are reloading.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    The acceleration/energy use of a lerk flap should naturaly perform like a 2jump script. More thrust; more energy; less flapping. Would not effect balance, just remove the advantage of spamming jump, nwheel, or scripts.

    Primal should take 25% less energy than it currently requires and last 25% longer.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I answer my dealio exactly the same as nIn. I'd like to see backwards flight, just to see what could be done with it, but the current lerk is pretty much in a sweet spot where it doesn't need much changing.

    For god sakes, don't stick us with spikes again.
  • ThreeLeggedSkulkThreeLeggedSkulk Join Date: 2005-01-18 Member: 36305Members
    <!--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 <b>lerk</b> for your <b>clan</b>... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Please everyone else shut up
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I lerk for /whois: which would be my clan... KTHNXBI
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited May 2005
    And I play baseball for the NAMBLA cup. Want to hear my professional oppinion on steroid scandals? No? Thought so.

    <span style='color:orange'>- Which really has nothing to do with the Thread, please stay on topic.</span>
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited May 2005
    <!--QuoteBegin-SaltzBad+May 6 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ May 6 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And I play baseball for the NAMBLA cup. Want to hear my professional oppinion on steroid scandals? No? Thought so. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, but I might be interested to hear what brand bat you recommend... Your talking about a massive issue here, not one only relevent to pro league play.

    Granted I'm being kind of liberal on the definition of "lerking for your clan" <img src='http://swiftspear.0x01a4.com/Img/Emotes/Evil-fix.gif' border='0' alt='user posted image' />

    Grep, feel free to ignore me if you don't like my credentials. I still met the minimum requirements though.

    <span style='color:orange'>- Which really has nothing to do with the topic at hand, this looks like a private convo you two should have. Stay on topic please.</span>
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Keep in mind, the maximum vertical speed - without celerity - is rougly 1200 units/second...
    Yeah, I think it's all good; lerks are perfect right now.
  • Blue_MaryBlue_Mary Join Date: 2004-08-26 Member: 30921Members
    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:
    Just right, but needs a little more speed up without celerity. Feels awkward.

    2. Should lerks be able to perch?
    See 3. (A yes though).


    3. For your playstyle, which do you prefer?
    Spikes. If there was a Perch ability, it would give Lerks the ability to use the Spikes alot better than with the flight model right now.

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

    No. It's either one, the other, or both on the Lerk to begin with. A choice will complicate things and slow down choice and gestation process.

    5. In terms of game balance, should spikes be able to damage mines?
    If spikes were reimplimented as a Hive 1 weapon, they should not damage mines, int he same manner as Parasite, for it would make them more useless, like in 2.0x

    6. Spores should damage:
    Health and Armor. There is nothing to change.

    7. Umbra should damage:
    Nothing. Umbra should remain as the defensive weapon.

    8. Are spores currently too powerful as a hive 1 weapon?
    Spores are a little overpowered.

    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)?
    1. Bite
    2. Spikes
    3. Umbra
    4. Spores

    Yes, it is the 1.0x Lerk loadout, but I think it is the most balanced. The Lerk should be an offensive weapon between the Skulk and Fade. Primal Scream only takes away fromt he offensive capabilities. I mainly see Primal Scream used for killing the CC faster, or to power up an Acid Rocketing Fade. Nothing else really, as I think it's on the wrong lifeform(Should be on Onos).

    Spikes, if given a 1-3 point damage reduction, would serve fine as a Hive 1 weapon, if it can't kill mines. Keep Bite for close combat/structure killing. Umbra for the 2nd hive ability stays, as it's perfect for what it does, and assists in the 1-hive lockdown situations. Spores at Hive 3 seems right, because if you're not using a Proto tech item (Heavies to filter it, JPs to dodge), then it assists in destroying faster, while not overbalancing if the Marines are still a formidable force (using proto lab equipment).


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

    Being able to Perch isn't useful unless Spikes gets implimented, because the current flight model is perfect for Perching and then spiking the heck out of a Marine, or for hiding in a corner in the ceiling, as a flying creature would be best at. It needs to be more than just a skulk with wings, in my opinion, and spikes is the big difference in my opinion.

    However, I don't want to see the flight model change, other than backwards flight. It was a great improvement from the older flight model.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    <!--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-->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) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I find the current setup acceptable, so C.

    <!--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-->2.  Should lerks be able to perch?
    a.  yes
    b.  no<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A, yes they should.

    <!--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-->3.  For your playstyle, which do you prefer?
    a.  bite
    b.  spikes<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A

    <!--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?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If spikes is being considered for the lerk again, add it as an additional hive0 or hive1 weapon. Spikes can be useful, however not useful enough to replace bite as a primary weapon. If they are re-added for whatever reason, they should damage structures at 1/3 their normal damage and do no damage to groundpounding LA or HA. Normal damage is done to health and jetpackers.

    <!--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?
    a.  yes
    b.  no<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Yes, this should be one of their primary uses.

    <!--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-->6.  Spores should damage:
    a.  health and armor
    b.  only health<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A, as they are now. Spores are one of the primary ways in which to dislodge camped marines, changing them will drastically alter how marines can camp in one spot without moving.

    <!--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-->7.  Umbra should damage:
    a.  nothing
    b.  light armor / jetpack armor only
    c.  all armor, including heavy armor<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A, nothing. There is no need for umbra to do anything, at hive 2 aliens have a great advantage in terms of abilities and endurance.

    <!--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-->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<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    In the current build, spores are fine, B. In previous builds I would have said C, however the tables have turned against marines yet again.

    <!--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-->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)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Bite, Spores, Umbra, Spikes. I have never liked primal scream, it would be an incredibly powerful hive2 weapon, however at hive3 it is simply a gimmick given the incredible firepower available already.

    <!--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-->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-->

    Almost all of the questions asked here were about the lerk weapons and only 1 was asked about the flight mechanics, which is by far more important. Lerk players are currently limited by the manuveurability of the lerk. Additional flight manuveurs would significantly increase the level of play when using lerks. Some thoughts I've put out before:

    Lerks desparately need <u>some</u> type of sideways movement ability. My personal desire is to see a banking ability, which is simply the lerk flying sideways. This should be able to be done at 75% of the lerks maximum forward speed or less, and once sideways movement is started, maximum forward speed should be achievable again. It should also be possible to fly vertically without forward movement at all. These should be separately bound keys from forward/backward/strafe keys. Lerks should also lose no speed while turning, in fact they should gain speed when turning. I would like to see lerk health go down to 100 and armor increase to 50, carapace doubling it to 100. My reasoning for this is shotguns drop lerks in pretty much a single hit, 2 at the maximum. Without carapace, lerks are !!!!!<b><i><u>*****incredibly*****</u></i></b>!!!!! (That's about as much emphasis as I can add via text) vulnerable to marines if they make even a slight mistake. For a 30 res lifeform, it is incredibly fragile, and this will simply reduce the frustration level when playing it and also does not turn it into a super tank.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Personally I find the lerk to be perfect the way it is, as long as hitboxes are fixed. With screwey hitboxes they are a little unbalanced, but not by a huge amount.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    <!--QuoteBegin-TheAdj+May 7 2005, 05:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 7 2005, 05:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Without carapace, lerks are !!!!!<b><i><u>*****incredibly*****</u></i></b>!!!!! (That's about as much emphasis as I can add via text) vulnerable to marines if they make even a slight mistake. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is what makes lerking so much fun.
  • nInnIn Join Date: 2004-09-20 Member: 31826Members
    Again I will say that vanilla lerks base speed should be increased. They are just too damn slow. That way dcs, scs can be used more than just mcs now. Yes I know some clans use dc, sc now, but increase in base speed would also make it more viable for other clans.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Perhaps a change to make celerity less necessary? Right now, going for bite kills with adren/silence is absolutely mind-boggling if the Marines have any aiming skill.
    Right now, celerity is the resupply of combat, or armour1 of previous NS. It's absolutely necessary.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    While I will always pine for having spikes back, I'm not seeing the type of support for it that makes it likely to return. So, given that Lerks are probably going to stay as biters for the forseeable future...

    The difference between Celerity and Non-Celerity Lerks is too high right now. Celerity has become too much of a "must have" upgrade for Lerks, as non-Celerity Lerks are just too slow. Lerk base flight speed needs to be increased slightly, but preferably without also increasing Celerity flight speed, which is plenty high enough as it is.
  • GoldwinGoldwin Join Date: 2005-05-07 Member: 51110Members
    Concerning Lerks and Celerity, I would like to add that a level 1 Celerity Lerk's speed is how I feel a vanilla Lerk should be.
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    *raises hand* <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited May 2005
    *raises hand*

    I think we all are so far.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    *raises hand*
    Isn't that the point of this thread, to see the opinion of clanning lerkers on the lerk?
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Lerks are a pain, and though I'm personally begrudged against them (Some people know why) I respect them. They're POWERFUL support units, but flimsy and vulnerable on their own (unless it's 2_of_8) I think they're well balanced, from the perspective of one who never lerks, and deems the death of a lerk a thing to celebrate.
  • Vlad_DraculVlad_Dracul Join Date: 2004-09-21 Member: 31839Members
    Lerk is fine for <b>clan</b> play
  • IsamilIsamil Join Date: 2003-11-25 Member: 23552Members, Constellation
    1. In terms of game balance, the lerk vertical speed cap is:
    C it's useful for dodging but its not going to instantly get you out
    2. Should lerks be able to perch?
    Don't care I can't see it being used that much
    3. For your playstyle, which do you prefer?
    A
    4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
    Having 2 weapons in a slot is annoying
    5. In terms of game balance, should spikes be able to damage mines?
    Yes, while I don't really want spikes anyway; it wouldn't be unbalanced because the lerk has to show itself to hit the mines
    6. Spores should damage:
    B If they didn't damage armor focus would become much less powerful, and the lerk wouldn't be able to soften up the target very well.
    7. Umbra should damage:
    A Its a support weapon...
    8. Are spores currently too powerful as a hive 1 weapon?
    B Fine as they are
    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
    Metabolize or 1.04 spores.
    10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
    I think the base speed is fine as it is, it makes celerity required(mostly) to be an attack(biting) lerk. Being able to strafe midair would be nice to try.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    *raises hand*

    As I said before, I lerked for my clan when I was in a clan...but I quit a little while ago for lack of time to join the weekly practices.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    I'll rephrase my post.

    Mature presentation in a discussion does not make up for lack of content on the presenters end.
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