New Lerk is actually not that bad
RTV
Join Date: 2008-06-09 Member: 64417Members
<div class="IPBDescription">after you get used to it!</div>Lerk idea:
secondary attack for the cloud attack.
Why not let the lerk put clouds around him? this would be very helpfully.
Edit:
I delete the old text.
Edit2:
In my mind, the new lerk flying is a improvement, its not anymore that hard, if you play it a while you habituate to the new flysystem.
I enjoy it, sometimes its very hectic but if you play the lerk a long time, you can handle it.
<!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->edited title --Zaggy<!--fontc--></span><!--/fontc-->
secondary attack for the cloud attack.
Why not let the lerk put clouds around him? this would be very helpfully.
Edit:
I delete the old text.
Edit2:
In my mind, the new lerk flying is a improvement, its not anymore that hard, if you play it a while you habituate to the new flysystem.
I enjoy it, sometimes its very hectic but if you play the lerk a long time, you can handle it.
<!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->edited title --Zaggy<!--fontc--></span><!--/fontc-->
Comments
The new Lerk flight is quite good. I would like to see some changes but it is 100 times better than the old version.
Things i would like to see:
- A gradual downward glide path that allows you to glide at a constant slow pace when looking straight ahead (loosing altitude the more you glide requiring you to flap), but when pitch downwards you accelerate depending on how far you look down. It will give you a swooping feeling that allows you to gain speed.
But truly a HUGE improvement and if it stayed as is i would deal with it =) It does feel cheap to flap once at the height i want and maintain an easy speed and altitude with no effort on my part except directing the mouse to what direction i want to go.
Awesome Job UWE!
(NS1 Flight ftw!)
One thing that is not obvious (because different to before), try to "jump" without holding forward. while holding forward you won't gain height.
One thing that is not obvious (because different to before), try to "jump" without holding forward. while holding forward you won't gain height.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I know about that one, and I do know some people just love the new flight, but people who got used to old flight just loves it. I loved the old flight, and I want it back. Therefore, a good solution to this problem is to add a option that allows the user to change between what kind of flight he wants for the lerk.
I'm impressed how resistant people are to changes..
Is it just me or is the top speed lower with this new flight?
Just because you "got used to it" doesnt make it a good flight model. This is a beta and i thought people know things would change and some times drastically.
For those complaining about the new Lerk flight, did you play NS1? I dont understand what you dont like about the the flight because all you are saying is "i dont like it"
Also as said before they wont add an option for "old" and "new" flight. If they did that there would be a million such options since it is a beta.
--Cory
as for other lerk changes....very very very bad, that crap needs to revert back to how it was OR completely remade.
if charlie wants the lerk to be close combat fighter which are why the recent lerk changes happened.
Well, bring back lerk bite! shooting those spikes up close like is just way to messy, it feels completely awkward. (aside from them always aiming at the floor)
Its like you took a gun, and made it into a bow, then you took that bow and gave me small rock - "we don't want you to shoot from distance or even have good aim but with this rock you can make your shot count" come on really, lol.
honestly, bring back lerk bite - whats the problem, really?
my idea:
slot 1
primary attack: bite
secondary attack: spores
slot 2
primary attack: spikes
secondary attack: zoomed in spikes
I would also like to see lerks get umbra back, its most needed ability on the field which hardly or not at all being used.
as for other lerk changes....very very very bad, that crap needs to revert back to how it was OR completely remade.
if charlie wants the lerk to be close combat fighter which are why the recent lerk changes happened.
Well, bring back lerk bite! shooting those spikes up close like is just way to messy, it feels completely awkward. (aside from them always aiming at the floor)
Its like you took a gun, and made it into a bow, then you took that bow and gave me small rock - "we don't want you to shoot from distance or even have good aim but with this rock you can make your shot count" come on really, lol.
honestly, bring back lerk bite - whats the problem, really?
my idea:
slot 1
primary attack: bite
secondary attack: spores
slot 2
primary attack: spikes
secondary attack: zoomed in spikes
I would also like to see lerks get umbra back, its most needed ability on the field which hardly or not at all being used.<!--QuoteEnd--></div><!--QuoteEEnd-->
^ This. If we're gonna keep this kind of flight model, we need that.
Here's how it should be, double tap jump to start hovering then use jump to go higher or crouch to go lower wasd to fly in any direction also shift for glide, double tap the crouch key to start walking again. Way better then the garbage controls we got now.
Here's how it should be, double tap jump to start hovering then use jump to go higher or crouch to go lower wasd to fly in any direction also shift for glide, double tap the crouch key to start walking again. Way better then the garbage controls we got now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I completely disagree =) I want to feel like a flying creature not a hovering robot (robot meaning static up and down movement as if we were in a 2d game)
Why ? cause now you can increase your speed easier but unpress forward then quick hit jump to gain height is strange.
I know the lerk is still in improvements cause lerk 2.0 is not added yet.
I loved the old lerk flight. With the old one you were able to fly around marines in a very easy way. You just had to spam or hold space to control your flight level.
So the combination of the new short range weapons and the new flight, the lerk is just unplayable.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks! keep tinkering!
/signed
I don't understand whats the problem to change the Lerk flying to like : fly to the direction you look and hold space, if you want up = press Space, if you want down = press crouch!
and on topic: What cory said; "it seems to be a step in the right direction, if you give it some time to learn"
I got some decent scores with the lerk today, knowing the new changes. Its not that bad.
The only thing i can say is that spores need a visible projectile, don't know if it's planned(but it was in NS1) and the 10m range is too close for flamethrower encounters. Try 15m?
My idea for the lerk:
slot 1
primary attack: bite
secondary attack: snipe spikes (upgrade)
slot 2
primary attack: spores
secondary attack: umbra (upgrade)
I loved the old lerk flight. With the old one you were able to fly around marines in a very easy way. You just had to spam or hold space to control your flight level.
So the combination of the new short range weapons and the new flight, the lerk is just unplayable.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can't move your mouse while pressing w and space at the same time?
For me at least, and possibly for others, the main problem with the new lerk is that if I bump into something and start losing altitude, or see a marine and want to flee, my first instinct is to keep W held down, look upwards, and mash jump. But with the current scheme that results in me continuing to fall and being propelled in a direction I'm not facing (horizontally rather than upwards).
I think it would be much better control scheme if flapping propelled you in the direction you're facing (or slightly above where you're facing so if you're aiming down slightly to shoot at marines you maintain your height).
Welcome to the forums, you may want to watch your language a bit.
<!--quoteo(post=1859196:date=Jul 9 2011, 10:07 PM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jul 9 2011, 10:07 PM) <a href="index.php?act=findpost&pid=1859196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you only flap a certain amount of times before you need to hit ground or something?<!--QuoteEnd--></div><!--QuoteEEnd-->
When you glide, and you want to gain height, do this:
Dont move your mouse, Release Space, Release W, Press(maybe two times if you want to gain more height) and hold Space, Press W, You can now glide in circles again.
when I was flying over the open area at summit I all of the sudden started to fall, and no matter how much I a spammed space or directional keys I just went down and died.
can you only flap a certain amount of times before you need to hit ground or something?
The glide doesn't feel right as well, kind of like a bad flight simulator. You can gain speed by gliding down, but you can't do the opposite: gliding up and getting slower in the process. If you could do that, and gain enough speed with forward flaps, that would even solve a problem most people complain about. You could gain speed with (mouse direction sensitive) forward flaps and then glide up which would be a very effective way of controlling your height. This+forward (or strafe?) flap actually do acceleration and you could easily curve around in combat situations again. Being able to do almost instant direction changes while gliding is easy but doesn't feel right, too. I mean, it feels like gliding on a rail that you can instantly change the dircection of rather than gliding through the air. I would like to see it that way: Looking in a drection while gliding applies a force on you that wants to change your flight direction to the direction you are looking at (kind of like simulating air friction on your wings). The force should be big enough to still make quick direction changes (think of a real bird, it can do a 180 in the air in about 0,5-1 second). Swinging around your mouse faster than that should conserve your momentum in the direction you were flying at, so you would glide backward now if you do an instant 180 in the air. (think of that in combat: fly past a marin, shoot some spikes while gliding backwards, do a sudden direction change by forward or strafe flapping).
I have no problem with the lerk having a flap button rather than a jump button. I mean the movement modifier and crouch do a different thing, too, depending if you are a marine or a skulk. Its kind of like the step button in an arcade running game. That is giving me yet another idea: Why not make the acceleration of a flap be distributed over the whole (but short!) time of the flap animation, rather than giving you an instant velocitiy change? That way you would achieve the greatest acceleration by pressing space in the right rythm rather than just mashing it.
As for spikes vs bite: Do you remember you had spikes in NS2.0 but they were taken away in NS3.0? I remember a post by a dev on the forum saying the reason they gave the lerk the spikes back is that bite ended up for lerks to be the structure-destroy weapon and a lerk sitting on the ground chewing on an extractor just doesnt seem right, that's what skulks should do. Lerks should be, well, lurking around in vents or at the ceailing doing damage to structures or for ambushing marines.
For real, who wants to fly straight to a marine to bite him risking a nearly instant-kill shotgun blast?
That being said, I hope you get what I would like the lerk to be. It should feel natural (yes, natural, some guys seem to mix up engine exploits like bunnyhop with a natural feeling, thats what I don't want), intuitive to learn, yet having the potential to improve and master your flying skills.
That's how I hope the jetpack is going to work.
Jump to go up, gravity pulls you down (just like jumping);
move left, right, forward and backward with respect to the ground and the X & Z components of your view orientation (the same as walking).
I'd prefer that the Lerk has greater freedom of movement in all of the three dimensions, tied more to his view orientation (X, Y & Z).
BTW what does everyone thing about strafing while flying? Can it be implemented without breaking the game balance?
Before, flapping forward would generate (compensatory) upward force, so for instance even if you were looking slightly below the horizontal you might still be gaining altitude - the problem being that the upward force was constant so it didn't allow you to properly control your motion in the medial direction.
But now that they've removed the (compensatory) upward force entirely, so for instance if you are flying perfectly horizontally, you would still drop faster than you should be, so you still can't properly control your motion in the medial direction.
?