Lerk Spikes
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">how to make them short and long range, yet balanced</div><!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->The lerk can only shoot a pair of spikes if the previous pair of spikes have hit a wall/object/player.<!--colorc--></span><!--/colorc-->
this way if the lerk is sniping, there is a long delay until it can shoot again, as it takes X amount of time to hit a long range target
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but the closer the lerk gets, the shorter the travel time of the spikes, so the faster the spikes can shoot :)
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so you can snipe without being overpowered, and up close you still do damage comparable to a biting skulk because of the rapid fire
what do you guys reckon?
then there is no need to have spread, or grenade launcher like angle drop off etc.
this way if the lerk is sniping, there is a long delay until it can shoot again, as it takes X amount of time to hit a long range target
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->|=________=________=________=________=________=________="<!--colorc--></span><!--/colorc-->
but the closer the lerk gets, the shorter the travel time of the spikes, so the faster the spikes can shoot :)
<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro-->|========"<!--colorc--></span><!--/colorc-->
so you can snipe without being overpowered, and up close you still do damage comparable to a biting skulk because of the rapid fire
what do you guys reckon?
then there is no need to have spread, or grenade launcher like angle drop off etc.
Comments
I personally like the idea of melee/middle range lerk with fullauto rapid fire spikes. with damage drop off. (Nailgun logic. the nail won't hurt anyone 20 meters away, not enough speed.)
It feels a bit less contrived than only allowing one spike in existnce at a time, as there's no real reason why the lerk would be incapable of it and the variable fire rate can be unpredictable. However with the shotgun/charged snipe approach the player always controls the fire rate and it makes sense that the lerk would have to focus and have more of a wind up to shoot them precisely and quickly.
You could also add another benefit to the snipe attack to make it more than just a normal attack, you could even add something that makes your spikes home in slightly, so you can mark a marine with the snipe then swoop in fast to hit it with a slightly homing blast of spikes. It alerts the marine beforehand but it gives you more power so you can trade between sniping only, sniping then rushing, or just rushing.
ahh sure there is, you can make up any old BS for the story :)
e.g.
The lerks adrenaline works overtime has the prey gets closer
e.g.
The lerks adrenaline works overtime has the prey gets closer<!--QuoteEnd--></div><!--QuoteEEnd-->
That's still a bit weak, mainly I object because only one projectile at a time feels like an atari processing limitation rather than a gameplay mechanic.
So far my favorite idea is the arcing Lerk Spikes. Still pin-point and strafable, but removes the lol snipe aspect. and gives you more of a strafing ability. I never was really a fan of Lerk Sniper.
When reading this I thought...
How about spikes fire in a tight burst of 5 an do arc down at a med-long range when you are in Aim Mode / Zoomed (assuming there is one)
in normal Mode the 5 spikes fire in a loose burst a bit more like a shotgun.
OR
with no aim/ zoom and the the faster you fire the more spread they will be but not nearly as bad as the marine shotgun.
wait a min.. weren't spikes those blue bomb like things? gah... I can't remember ns1
You already can in NS1. It's called the "Lerk Dive"
RIGHT I'LL JUST BITE MARINES FROM 70,000 FT UP HIGH WILL I?
I was thinking more of something along the lines of bilebomb, except damaging marines and largely dependent on the lerk's velocity for trajectory.
what's better to that then spikes, who will probably get a sniping limit?
what's better to that then spikes, who will probably get a sniping limit?<!--QuoteEnd--></div><!--QuoteEEnd-->
Lots, actually.
Spikes requires just line-of-sight, and if it's anything like NS1, you could spam spikes with about the same effectiveness from any distance. Most of the time this involved sitting in a vent or just peeking out of a corner the entire game, and it was BORING for both sides. With the bomb idea, it necessitates the lerk building up speed towards the marines, releasing the bomb, then likely trying to get out of the area before he gets shot down. You get a trade-off between accuracy and exposure to enemy fire, potential for altitude management, etc. It has a lot more potential for interesting gameplay than what's basically sitting in a vent and sporing the entire time. Really, anything more close ranged than spikes would be a better idea.