Hahaha, you guys crazy conspiracy theory was right!
Lerk looks good. Worried about spikes.
<!--quoteo(post=1755357:date=Feb 26 2010, 11:24 AM:name=puzl)--><div class='quotetop'>QUOTE (puzl @ Feb 26 2010, 11:24 AM) <a href="index.php?act=findpost&pid=1755357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Boo to spikes. A retrograde step in the class design, though, I probably should wait until I play him before making the final judgement. He looks larger and slower, which is a a very good thing, so *maybe* this necessitates the spikes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did anyone ever tell you that you were the best dev at balancing NS1? Because if they haven't then they probably should.
Can anyone tell me what direction those spikes are headed, design-wise? Are they like the old ones used to snipe people or are they more of a shotgun design.
From the video it looks to be the former, which would be a bit of a bummer because it'd make the class boring to play as, and even more boring to play against since there'd be even less reason for a lerk to get into situations in which he can be killed, and all the more reason to sit far away from any sort of danger. That kind of playstyle is very uninteractive and takes away a lot of the creative dynamics a player can apply to the lerk in NS1.
<!--quoteo(post=1755401:date=Feb 26 2010, 08:01 AM:name=Buggy)--><div class='quotetop'>QUOTE (Buggy @ Feb 26 2010, 08:01 AM) <a href="index.php?act=findpost&pid=1755401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can anyone tell me what direction those spikes are headed, design-wise? Are they like the old ones used to snipe people or are they more of a shotgun design.
From the video it looks to be the former, which would be a bit of a bummer because it'd make the class boring to play as, and even more boring to play against since there'd be even less reason for a lerk to get into situations in which he can be killed, and all the more reason to sit far away from any sort of danger. That kind of playstyle is very uninteractive and takes away a lot of the creative dynamics a player can apply to the lerk in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fade's role.
Onos = Tank.
Gorge = Support Medic Role.
Skulk = Zerglings.
Lerk = NS version of a Archer/Ranger/Amazon(LOL Diablo 2) Class.
The Lerk spikes will not have the same range as in NS1. We don't want him just sitting off in the shadows sniping, but rather be much more actively strafing in and among the marines.
The Lerk reveal movie is not a final representation of spike rate of fire, range, etc.
<!--quoteo(post=1755422:date=Feb 26 2010, 02:20 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 26 2010, 02:20 PM) <a href="index.php?act=findpost&pid=1755422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Lerk reveal movie is not a final representation of spike rate of fire, range, etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
This makes me happy...it means that shotgun-style lerks aren't necessarily out (double barreled with slugs, that is)
<!--quoteo(post=1755317:date=Feb 26 2010, 12:48 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Feb 26 2010, 12:48 AM) <a href="index.php?act=findpost&pid=1755317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or the <a href="http://en.wikipedia.org/wiki/Cassowary" target="_blank">Cassowary</a>
<i>img</i>
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://upload.wikimedia.org/wikipedia/commons/e/e2/Delphinapterus_leucas_in_shallows.jpg" target="_blank">I found a picture of a lerk in the wilds.</a>
<!--quoteo(post=1755560:date=Feb 26 2010, 05:21 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Feb 26 2010, 05:21 PM) <a href="index.php?act=findpost&pid=1755560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://upload.wikimedia.org/wikipedia/commons/e/e2/Delphinapterus_leucas_in_shallows.jpg" target="_blank">I found a picture of a lerk in the wilds.</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I do believe that is an aquatic subspecies of the Gorge, dear fellow.
I think Spores should be the alt-fire of Spikes. The sniping spikes alt-fire may convince me otherwise. Spores and Spikes just seem to go together very well. You want marines to be spored and getting spiked at the same time. In the very likely case that Spores remains independent of Spikes, the alt-fire for Spores could activate spores mid-air. That way Lerks don't have to hit a wall with their spore blobs to make them activate. Considering NS has very cramped hallways, this isn't much of an issue. I do like the squid-like local ink cloud alt-fire. Sounds perfect for the Lerk or Gorge (though more so for the Lerk because cloud spewing is in its portfolio). Perhaps it could spit acid which melts buildings and armor very quickly? I'm thinking stackable DoT with a short parabolic flight path. That way gutsy Lerks can still annoy Heavy Armors the same way they annoy Light marines.
In my opinion, Lerks should be as proficient at killing RT's as skulks (or better). Lerks are the support class. Skulks are better at frontline combat. Lerks are the ones who should be better at non-combat roles. It doesn't make much sense for Skulks to have to run around the map and leave hot areas unoccupied to kill RT's. Beyond that, killing structures is a very support oriented role. Lerks should be good at killing structures (as good or better than Skulks). The idea of an acid spit alt-fire for Spores makes more sense for this sort of thing than just making Spores damage buildings too (and thus the omni-weapon).
I like that Spikes are back. The spikes flight model is much more fun than the bite flight model. I do think lerk biting is much more satisfying, though. Hopefully NS2 will make spikes a bit more fun. Giving them a medium length parabolic flight path (hopefully more damage to compensate) might do it. I have a feeling more will have to be done (like the sniping alt-fire, for instance).
PS: YAY!!!! The new lork can now roost on clorfs! And spikes are back?!?!!? Epic sauce! Alt-fires? What is this awesome madness?
<!--quoteo(post=1755682:date=Feb 26 2010, 10:31 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Feb 26 2010, 10:31 PM) <a href="index.php?act=findpost&pid=1755682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerks should be as proficient at killing RT's as skulks (or better). Lerks are the support class. Skulks are better at frontline combat. Lerks are the ones who should be better at non-combat roles. It doesn't make much sense for Skulks to have to run around the map and leave hot areas unoccupied to kill RT's. Beyond that, killing structures is a very support oriented role. Lerks should be good at killing structures (as good or better than Skulks). The idea of an acid spit alt-fire for Spores makes more sense for this sort of thing than just making Spores damage buildings too (and thus the omni-weapon).<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with this, although you wouldn't want the Lerk to intrude on the territory of the Onos in terms of how easy it is to kill a building. I'd imagine there could be a balance between the two. Some alt fire for spikes that did more damage to buildings would be sweet. Giving a damage bonus to structures seems to fit well especially when you consider the lerk was/is, in NS1, a fast harassment-type class.
I also like the addition of spikes again. I liked spikes in NS1 as it was something different from bite/slash.
<!--quoteo(post=1755748:date=Feb 27 2010, 08:57 AM:name=blackpiranha)--><div class='quotetop'>QUOTE (blackpiranha @ Feb 27 2010, 08:57 AM) <a href="index.php?act=findpost&pid=1755748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good animations on the new lerk and overall design. Personally I prefer lerkbite though, was never a fan of spikes.
Oh, and the eyes make him look a bit dumb, needs moar evilness.<!--QuoteEnd--></div><!--QuoteEEnd-->
Disagree sir! the eyes are dead and oblivious, makes him look like some kind of demon buzzard. The eyes were my favorite part of the model from my very first watch through.
<!--quoteo(post=1755692:date=Feb 27 2010, 01:44 PM:name=SentrySteve)--><div class='quotetop'>QUOTE (SentrySteve @ Feb 27 2010, 01:44 PM) <a href="index.php?act=findpost&pid=1755692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with this, although you wouldn't want the Lerk to intrude on the territory of the Onos in terms of how easy it is to kill a building. I'd imagine there could be a balance between the two. Some alt fire for spikes that did more damage to buildings would be sweet. Giving a damage bonus to structures seems to fit well especially when you consider the lerk was/is, in NS1, a fast harassment-type class.
I also like the addition of spikes again. I liked spikes in NS1 as it was something different from bite/slash.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Onos is more of a siege-breaker; he can take the hits and clear out the defenders to take down a base. A Lerk is never going to have that kind of potential for base destruction, but what I believe the previous posted desired was for the Lerk to be good at building harassment; namely RTs, but also things like poorly guarded phase gates. Trying to spike down a building back in 1.0 took forever, though I do remember some sneaky moments where a Lerk was able to take down a turret factory and unlock a hive.
Regardless, for this role to be truly viable, the Lerk either needs a new method of dealing more damage to structures, or existing attacks gain a bonus against structures. Perhaps buildings in a spore cloud take more damage from all attacks? This would be firmly in line with the Lerk's support role.
<!--quoteo(post=1755768:date=Feb 27 2010, 09:17 PM:name=Saj)--><div class='quotetop'>QUOTE (Saj @ Feb 27 2010, 09:17 PM) <a href="index.php?act=findpost&pid=1755768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm glad to see the spikes return , Lerks are not just flying skulks and shouldnt be played like them.<!--QuoteEnd--></div><!--QuoteEEnd-->
I completely agree. I always preferred Spikes and I was sad to see them go.
VonDoomKnee deep in the latencyJoin Date: 2009-10-08Member: 68989Members, Reinforced - Shadow
I think the lerk bite made this class more exciting to play and the spore cloud did a better job than the spikes anyway :V With spore one could weaken the armor of a whole group of marines at once, instead of only one or two, making them easyer target for the skulklings.
But if the spike damage is upped and a range falloff and spread is added, im game.
Comments
Lerk looks good. Worried about spikes.
<!--quoteo(post=1755357:date=Feb 26 2010, 11:24 AM:name=puzl)--><div class='quotetop'>QUOTE (puzl @ Feb 26 2010, 11:24 AM) <a href="index.php?act=findpost&pid=1755357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Boo to spikes. A retrograde step in the class design, though, I probably should wait until I play him before making the final judgement.
He looks larger and slower, which is a a very good thing, so *maybe* this necessitates the spikes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did anyone ever tell you that you were the best dev at balancing NS1? Because if they haven't then they probably should.
<img src="http://static.howstuffworks.com/gif/willow/cassowary-info0.gif" border="0" class="linked-image" />
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
Also known locally as the Big Vicious Killer Bird.
when 3 hives up the lerk has SOF STANDARD !!
RarrrrRRRRRRRRRRRGHGHHGHGH !!
YeaaaaaaaahhhhhhhhhhhhhhhhhhhhHHHHHHHHHHHHH !!!!
like bats and primal using sonar to guide them to their PREY !!!!!!!!!
From the video it looks to be the former, which would be a bit of a bummer because it'd make the class boring to play as, and even more boring to play against since there'd be even less reason for a lerk to get into situations in which he can be killed, and all the more reason to sit far away from any sort of danger. That kind of playstyle is very uninteractive and takes away a lot of the creative dynamics a player can apply to the lerk in NS1.
From the video it looks to be the former, which would be a bit of a bummer because it'd make the class boring to play as, and even more boring to play against since there'd be even less reason for a lerk to get into situations in which he can be killed, and all the more reason to sit far away from any sort of danger. That kind of playstyle is very uninteractive and takes away a lot of the creative dynamics a player can apply to the lerk in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fade's role.
Onos = Tank.
Gorge = Support Medic Role.
Skulk = Zerglings.
Lerk = NS version of a Archer/Ranger/Amazon(LOL Diablo 2) Class.
Onos = Tank.
Gorge = Support Medic Role.
Skulk = Zerglings.
Lerk = NS version of a Archer/Ranger/Amazon(LOL Diablo 2) Class.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly.
The Lerk reveal movie is not a final representation of spike rate of fire, range, etc.
--Cory
This makes me happy...it means that shotgun-style lerks aren't necessarily out (double barreled with slugs, that is)
<i>img</i>
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://upload.wikimedia.org/wikipedia/commons/e/e2/Delphinapterus_leucas_in_shallows.jpg" target="_blank">I found a picture of a lerk in the wilds.</a>
I do believe that is an aquatic subspecies of the Gorge, dear fellow.
I think Spores should be the alt-fire of Spikes. The sniping spikes alt-fire may convince me otherwise. Spores and Spikes just seem to go together very well. You want marines to be spored and getting spiked at the same time. In the very likely case that Spores remains independent of Spikes, the alt-fire for Spores could activate spores mid-air. That way Lerks don't have to hit a wall with their spore blobs to make them activate. Considering NS has very cramped hallways, this isn't much of an issue. I do like the squid-like local ink cloud alt-fire. Sounds perfect for the Lerk or Gorge (though more so for the Lerk because cloud spewing is in its portfolio). Perhaps it could spit acid which melts buildings and armor very quickly? I'm thinking stackable DoT with a short parabolic flight path. That way gutsy Lerks can still annoy Heavy Armors the same way they annoy Light marines.
In my opinion, Lerks should be as proficient at killing RT's as skulks (or better). Lerks are the support class. Skulks are better at frontline combat. Lerks are the ones who should be better at non-combat roles. It doesn't make much sense for Skulks to have to run around the map and leave hot areas unoccupied to kill RT's. Beyond that, killing structures is a very support oriented role. Lerks should be good at killing structures (as good or better than Skulks). The idea of an acid spit alt-fire for Spores makes more sense for this sort of thing than just making Spores damage buildings too (and thus the omni-weapon).
I like that Spikes are back. The spikes flight model is much more fun than the bite flight model. I do think lerk biting is much more satisfying, though. Hopefully NS2 will make spikes a bit more fun. Giving them a medium length parabolic flight path (hopefully more damage to compensate) might do it. I have a feeling more will have to be done (like the sniping alt-fire, for instance).
PS: YAY!!!! The new lork can now roost on clorfs! And spikes are back?!?!!? Epic sauce! Alt-fires? What is this awesome madness?
PSS: ROOST?! SOUNDS AWESOME!
I agree with this, although you wouldn't want the Lerk to intrude on the territory of the Onos in terms of how easy it is to kill a building. I'd imagine there could be a balance between the two. Some alt fire for spikes that did more damage to buildings would be sweet. Giving a damage bonus to structures seems to fit well especially when you consider the lerk was/is, in NS1, a fast harassment-type class.
I also like the addition of spikes again. I liked spikes in NS1 as it was something different from bite/slash.
Oh, and the eyes make him look a bit dumb, needs moar evilness.
Oh, and the eyes make him look a bit dumb, needs moar evilness.<!--QuoteEnd--></div><!--QuoteEEnd-->
Disagree sir! the eyes are dead and oblivious, makes him look like some kind of demon buzzard. The eyes were my favorite part of the model from my very first watch through.
I also like the addition of spikes again. I liked spikes in NS1 as it was something different from bite/slash.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Onos is more of a siege-breaker; he can take the hits and clear out the defenders to take down a base. A Lerk is never going to have that kind of potential for base destruction, but what I believe the previous posted desired was for the Lerk to be good at building harassment; namely RTs, but also things like poorly guarded phase gates. Trying to spike down a building back in 1.0 took forever, though I do remember some sneaky moments where a Lerk was able to take down a turret factory and unlock a hive.
Regardless, for this role to be truly viable, the Lerk either needs a new method of dealing more damage to structures, or existing attacks gain a bonus against structures. Perhaps buildings in a spore cloud take more damage from all attacks? This would be firmly in line with the Lerk's support role.
I completely agree. I always preferred Spikes and I was sad to see them go.
But if the spike damage is upped and a range falloff and spread is added, im game.