swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited March 2012
<!--quoteo(post=1908903:date=Mar 2 2012, 12:22 AM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Mar 2 2012, 12:22 AM) <a href="index.php?act=findpost&pid=1908903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a single gas pass and this point is rendered invalid :p<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed, with 5 lerks in the base, marines won't be able to see 1 meter ahead of themselves. Good lerks will gas around the CC, then fly around it and bilebomb -> win the game every time.
As for those who doubt the lerks current usefulness, watch Round 1 of this game: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116623" target="_blank">Scrim Casts: Duplex Vs Arc</a> Lerks are very useful if played right. Giving them bilebomb on hive 2 will make them the prefered class after the 2nd hive is up. At the moment it's a combo of fades and gorges, and maybe an onos, that win games. After the lerk bilebomb change, we will see ALOT of cheap wins due to lerks mobility. Lerks should not be anti-structure. Gorge fits that role perfectly due to his low mobility.
<!--quoteo(post=1908675:date=Mar 1 2012, 07:14 AM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Mar 1 2012, 07:14 AM) <a href="index.php?act=findpost&pid=1908675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm, I hope you realize that this will make it almost completely impossible for the marines to keep mapcontrol or even extractors? at least with a gorge you could defend against it with 1 or 2 marines. A lerk will just fly in, drop a few bilebombs even if there are 5 rines defending, fly away, heal and repeat. Even more than the fade it makes the game pretty much over the moment the aliens have a second hive...
While a lerk is hard to master, it is already very very powerful in the hands of people like swalk and treffnix. The good thing about the spikes was that a lerk has to be reasonably stationary to hit buildings, so a quick pistol burst could either kill or scare off a lerk. If the lerk instead becomes a fly-by shooter, rines will never be able to get map control, and public games will be even bigger turtles... and if there's one thing that will completely kill off the fun of this game it is constant rine turtling....
The game has never recovered from the mistale of removing the second command station requirement for the techtree... this was a simplistic solution towards the problem of marines not being able to gain mapcontrol, but was the start of a slow an inevitable fall towards a complete turtling mentality on almost every public server.
The fact is that at the moment most good players have simply stopped playing public games because of the incredible boredom that the turtling elicits.<!--QuoteEnd--></div><!--QuoteEEnd-->
I play marines way more than most, and am gonna say you are completely wrong. Marines games do not become turtle games unless it's a game where the marines can't aim and lose map control early in the game, or cant effectively communicate to rush a hive til the second one is up. Then you're down to the one base with one tower and thus the turtling ensues. But other than that I do not see marines turtle unless the commander has NO IDEA what he is doing
<!--quoteo(post=1909110:date=Mar 2 2012, 02:34 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Mar 2 2012, 02:34 AM) <a href="index.php?act=findpost&pid=1909110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we haven't even seen the implementation of it yet, let's hold off on the doomsday scenarios. lerks need a buff to their abilities to give it a defined role in game, this could solidify it as a support class. now the question becomes, does the alien team need two support classes?<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
We're not even sure how UWE will tweak the bilebomb damage/energy use for the Lerk. No one will know until we get further details from the team. Maybe it will only be 1/4 as damaging as the gorge's bile bomb. Maybe it will use up 75% energy for every use.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1908959:date=Mar 1 2012, 04:40 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 1 2012, 04:40 PM) <a href="index.php?act=findpost&pid=1908959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you get confused, it's because of lack of experience/understanding and not the game's role design. In a big push, you should be healing AND biling AND sliding AND spitting, depending on what you need most at a particular moment. If your teammates aren't taking heaps of damage, focus more on bile, and that sort of thing.
With bile bomb moved off the gorge, you have strictly less to do in these combat situations, and the lerk has more non-combat tasks to do (which points to how they've given up trying to make it work in combat). If you enjoy using bile bomb at all right now, I don't think you'll enjoy using it when the lifeform costs 3 times as much and dies much more easily.
NS1 has had bile bomb, spore, umbra, heals, etc all spread across the lifeforms the same way for a long time, and I haven't seen anyone make a serious argument for role confusion in that game. How is NS2 different?<!--QuoteEnd--></div><!--QuoteEEnd--> Most people talk about the symptoms of this problem (i.e. some class abilities being mostly unused) rather than the core, which I view as an issue of role confusion. Also, this type of role confusion helped lead to the large learning curve in NS1, which will also happen in NS2 if the classes/weapons are clarified better. If I go gorge/lerk/fade/onos or buy a shotgun/GL/FT the primary role of that class/weapon should quickly be obvious.
<!--quoteo(post=1909301:date=Mar 2 2012, 03:27 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 2 2012, 03:27 PM) <a href="index.php?act=findpost&pid=1909301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most people talk about the symptoms of this problem (i.e. some class abilities being mostly unused) rather than the core, which I view as an issue of role confusion. Also, this type of role confusion helped lead to the large learning curve in NS1, which will also happen in NS2 if the classes/weapons are clarified better. If I go gorge/lerk/fade/onos or buy a shotgun/GL/FT the primary role of that class/weapon should quickly be obvious.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, and I think the current role of the lerk is obvious:
it's a class that supports its teammates in combat by providing offensive power but not dealing the bulk of the damage, and has a great deal of mobility to make itself 'fit' any situation
(contrast with the gorge, which supports teammates in combat by providing <i>defensive </i>power, and has very weak/situational mobility through the belly slide)
<!--quoteo(post=1909321:date=Mar 2 2012, 08:05 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 2 2012, 08:05 PM) <a href="index.php?act=findpost&pid=1909321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(contrast with the gorge, which supports teammates in combat by providing <i>defensive </i>power, and has very weak/situational mobility through the belly slide)<!--QuoteEnd--></div><!--QuoteEEnd-->
Since belly slide only works while on creep it implies the gorge is meant for defense.
So it does not make sense for them to have bile bomb.
<!--quoteo(post=1909344:date=Mar 2 2012, 08:53 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Mar 2 2012, 08:53 PM) <a href="index.php?act=findpost&pid=1909344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since belly slide only works while on creep it implies the gorge is meant for defense.
So it does not make sense for them to have bile bomb.<!--QuoteEnd--></div><!--QuoteEEnd-->
On the other hand, you don't need bellyslide to survive while using teammates (like onos) for cover as you bile stuff. That's how it was in NS1 and how it is in NS2. Nothing about bile bomb is hard to use as gorge, and it fits the game's themes perfectly because it extends the gorge into a new role when you reach higher tech.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1909321:date=Mar 2 2012, 05:05 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 2 2012, 05:05 PM) <a href="index.php?act=findpost&pid=1909321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah, and I think the current role of the lerk is obvious:
it's a class that supports its teammates in combat by providing offensive power but not dealing the bulk of the damage, and has a great deal of mobility to make itself 'fit' any situation<!--QuoteEnd--></div><!--QuoteEEnd--> I think many new players would dispute that. Outside of the really good lerk players, I mostly see people play lerk as either a 'harass undefended structures' class or a 'support skulks by crop dusting in front of an assault' class. From my perspective, the current lerk's abilities would seem to make a 'hit-and-run/harass' role the most obvious choice. Unfortunately, that's pretty much the same role as fade, leading to some unfortunate role overlap; another recurring problem in NS1/NS2.
<!--quoteo(post=1909355:date=Mar 2 2012, 06:49 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 2 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1909355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other hand, you don't need bellyslide to survive while using teammates (like onos) for cover as you bile stuff. That's how it was in NS1 and how it is in NS2. Nothing about bile bomb is hard to use as gorge, and it fits the game's themes perfectly because it extends the gorge into a new role when you reach higher tech.<!--QuoteEnd--></div><!--QuoteEEnd--> The onos is pretty much the only class in which you can use for cover during a base attack. Skulks die too quickly and lerks/fades usually retreat before you can get more than a few bilebombs off. Even when trying to use an onos as cover, I find marines make it a priority to kill the gorge first (which isn't difficult with shotguns since its such a large and slow target). Personally, I would like to be able to bellyslide anywhere again and to be able to adjust my direction while sliding (slide control).
<!--quoteo(post=1909359:date=Mar 2 2012, 10:15 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 2 2012, 10:15 PM) <a href="index.php?act=findpost&pid=1909359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunately, that's pretty much the same role as fade, leading to some unfortunate role overlap; another recurring problem in NS1/NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
the worst part is this goes beyond those 2 classes - all the lifeforms right now are 'hit and run' based except the onos, but it's just because they move so bloody slowly
I just have a feeling that they are going to make lerk's bile bomb subpar or too difficult to use realistically against marines who still retain their frontal lobes due to the fact that lerks have good mobility.
If some how lerk's bile bomb doesn't suck completely, there is going to be a massive uproar faster than you can say build 200 from players asking for it to get nerfed. It will be nerfed due to balance, becoming subpar when Lerks could have been given a much more useful ability to help benefit the team (umbra gas/primal roar) especially if Lerks are to be considered "offensive support". I still think lerks need more offensive killing power, but that might just be me.
Whips are too damn clunky to use as Kham, and too weak and too easy to kill to use as a siege building like the devs had said they wanted them to be. Making bile bomb any less useful than it is now will just make it harder for Aliens to finish Marine turtles.
<!--quoteo(post=1911634:date=Mar 9 2012, 11:18 AM:name=Daphisto)--><div class='quotetop'>QUOTE (Daphisto @ Mar 9 2012, 11:18 AM) <a href="index.php?act=findpost&pid=1911634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this idea must have gotten blasted because I am not seeing it on the dev tracker anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
It switched to Accepted, and most accepted tasks (most) will be removed from the tracker when a new week starts. So we'll likely see it in B200 :)
<!--quoteo(post=1911706:date=Mar 9 2012, 06:22 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Mar 9 2012, 06:22 PM) <a href="index.php?act=findpost&pid=1911706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's the only (fun) reason to go gorge! :-/<!--QuoteEnd--></div><!--QuoteEEnd-->
I enjoy healing people through combat and cysting to res towers in the early game..
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
as a playtester you have tested this change already being that it is now "Accepted"... what are your thoughts on
a) implementation? is it like a carpet bomb? is it difficult to land the singular bomb? is there enough feedback?? is the lerk still incredibly weak and if so does this work with or against adding bile bomb? (seems it would be frustrating, still) b) abuse / OP ? lerk is extremely mobile, and while this gives his 30 res slightly more justification, i see it being pretty easy to be the OP lifeform that can take down structures anywhere on the map and fast?
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
<!--quoteo(post=1911749:date=Mar 9 2012, 10:40 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 9 2012, 10:40 PM) <a href="index.php?act=findpost&pid=1911749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as a playtester you have tested this change already being that it is now "Accepted"... what are your thoughts on
a) implementation? is it like a carpet bomb? is it difficult to land the singular bomb? is there enough feedback?? is the lerk still incredibly weak and if so does this work with or against adding bile bomb? (seems it would be frustrating, still) b) abuse / OP ? lerk is extremely mobile, and while this gives his 30 res slightly more justification, i see it being pretty easy to be the OP lifeform that can take down structures anywhere on the map and fast?<!--QuoteEnd--></div><!--QuoteEEnd-->
a) It's not like a carpet bomb. It's like the regular gorge bomb, but you're using it as a lerk. The velocity was made to match the lerk itself so it's a bit easy to aim. The lerk is still weak. If you don't have high ceilings then you wont get many off.. although movement was tweaked so it made it a lot better, imo.
b) It's not OP. Marines have welders and if the Lerk isn't persistent enough then the bile run will be for naught. The cooldown and energy consumption balance out how OP it could be.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
awesome! thx for the response, Saba! hopefully they increase his HP slightly, or at the very least make him less susceptible to shotguns. (would require more skill to track lerk with rifle, while also keeping shotgun focus on fades, and finally avoiding that annoying one hit death of your 30 res lifeform that's supposed to last in combat)
Hey Saba, mind if I add that awesome piece to <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Fan_Art" target="_blank">fanart section of wiki</a> :D?
So is there initial projectile speed if the Lerk is stationary? For example, roosting on the ceiling/or on ground and aiming horizontally?
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
Go for it, Psi.
You wont be able to use the bile bomb while stationary. I haven't tested it fully since some changes went in, which I will be doing tonight after work.
You know what might happen if the lerk bilebomb turns out to be totally gamebreaking? THEY MIGHT CHANGE IT BACK. Beta test, people.
Personally I like the sound of it. I already play the lerk and love it (I don't get many kills, but the assaults I take part in tend to work); give me an ability that actually breaks things and I'll be a happy man :)
<!--quoteo(post=1912126:date=Mar 11 2012, 01:14 PM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Mar 11 2012, 01:14 PM) <a href="index.php?act=findpost&pid=1912126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes it does i was just using it.
You dont get access until the second hive
unless you mean on the playtester server<!--QuoteEnd--></div><!--QuoteEEnd-->
Clearly he means on the play test server for Build 200.
I would love to see the Gorge get Umbra in place of bile bomb, but a reduced form of umbra than what a craig can do.
Comments
Indeed, with 5 lerks in the base, marines won't be able to see 1 meter ahead of themselves.
Good lerks will gas around the CC, then fly around it and bilebomb -> win the game every time.
As for those who doubt the lerks current usefulness, watch Round 1 of this game:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116623" target="_blank">Scrim Casts: Duplex Vs Arc</a>
Lerks are very useful if played right.
Giving them bilebomb on hive 2 will make them the prefered class after the 2nd hive is up.
At the moment it's a combo of fades and gorges, and maybe an onos, that win games.
After the lerk bilebomb change, we will see ALOT of cheap wins due to lerks mobility.
Lerks should not be anti-structure.
Gorge fits that role perfectly due to his low mobility.
While a lerk is hard to master, it is already very very powerful in the hands of people like swalk and treffnix. The good thing about the spikes was that a lerk has to be reasonably stationary to hit buildings, so a quick pistol burst could either kill or scare off a lerk. If the lerk instead becomes a fly-by shooter, rines will never be able to get map control, and public games will be even bigger turtles... and if there's one thing that will completely kill off the fun of this game it is constant rine turtling....
The game has never recovered from the mistale of removing the second command station requirement for the techtree... this was a simplistic solution towards the problem of marines not being able to gain mapcontrol, but was the start of a slow an inevitable fall towards a complete turtling mentality on almost every public server.
The fact is that at the moment most good players have simply stopped playing public games because of the incredible boredom that the turtling elicits.<!--QuoteEnd--></div><!--QuoteEEnd-->
I play marines way more than most, and am gonna say you are completely wrong. Marines games do not become turtle games unless it's a game where the marines can't aim and lose map control early in the game, or cant effectively communicate to rush a hive til the second one is up. Then you're down to the one base with one tower and thus the turtling ensues. But other than that I do not see marines turtle unless the commander has NO IDEA what he is doing
+1
We're not even sure how UWE will tweak the bilebomb damage/energy use for the Lerk. No one will know until we get further details from the team. Maybe it will only be 1/4 as damaging as the gorge's bile bomb. Maybe it will use up 75% energy for every use.
I am interested to see what they have planned.
In a big push, you should be healing AND biling AND sliding AND spitting, depending on what you need most at a particular moment. If your teammates aren't taking heaps of damage, focus more on bile, and that sort of thing.
With bile bomb moved off the gorge, you have strictly less to do in these combat situations, and the lerk has more non-combat tasks to do (which points to how they've given up trying to make it work in combat). If you enjoy using bile bomb at all right now, I don't think you'll enjoy using it when the lifeform costs 3 times as much and dies much more easily.
NS1 has had bile bomb, spore, umbra, heals, etc all spread across the lifeforms the same way for a long time, and I haven't seen anyone make a serious argument for role confusion in that game. How is NS2 different?<!--QuoteEnd--></div><!--QuoteEEnd-->
Most people talk about the symptoms of this problem (i.e. some class abilities being mostly unused) rather than the core, which I view as an issue of role confusion. Also, this type of role confusion helped lead to the large learning curve in NS1, which will also happen in NS2 if the classes/weapons are clarified better. If I go gorge/lerk/fade/onos or buy a shotgun/GL/FT the primary role of that class/weapon should quickly be obvious.
yeah, and I think the current role of the lerk is obvious:
it's a class that supports its teammates in combat by providing offensive power but not dealing the bulk of the damage, and has a great deal of mobility to make itself 'fit' any situation
(contrast with the gorge, which supports teammates in combat by providing <i>defensive </i>power, and has very weak/situational mobility through the belly slide)
Since belly slide only works while on creep it implies the gorge is meant for defense.
So it does not make sense for them to have bile bomb.
So it does not make sense for them to have bile bomb.<!--QuoteEnd--></div><!--QuoteEEnd-->
On the other hand, you don't need bellyslide to survive while using teammates (like onos) for cover as you bile stuff. That's how it was in NS1 and how it is in NS2. Nothing about bile bomb is hard to use as gorge, and it fits the game's themes perfectly because it extends the gorge into a new role when you reach higher tech.
it's a class that supports its teammates in combat by providing offensive power but not dealing the bulk of the damage, and has a great deal of mobility to make itself 'fit' any situation<!--QuoteEnd--></div><!--QuoteEEnd-->
I think many new players would dispute that. Outside of the really good lerk players, I mostly see people play lerk as either a 'harass undefended structures' class or a 'support skulks by crop dusting in front of an assault' class. From my perspective, the current lerk's abilities would seem to make a 'hit-and-run/harass' role the most obvious choice. Unfortunately, that's pretty much the same role as fade, leading to some unfortunate role overlap; another recurring problem in NS1/NS2.
<!--quoteo(post=1909355:date=Mar 2 2012, 06:49 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 2 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1909355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other hand, you don't need bellyslide to survive while using teammates (like onos) for cover as you bile stuff. That's how it was in NS1 and how it is in NS2. Nothing about bile bomb is hard to use as gorge, and it fits the game's themes perfectly because it extends the gorge into a new role when you reach higher tech.<!--QuoteEnd--></div><!--QuoteEEnd-->
The onos is pretty much the only class in which you can use for cover during a base attack. Skulks die too quickly and lerks/fades usually retreat before you can get more than a few bilebombs off. Even when trying to use an onos as cover, I find marines make it a priority to kill the gorge first (which isn't difficult with shotguns since its such a large and slow target). Personally, I would like to be able to bellyslide anywhere again and to be able to adjust my direction while sliding (slide control).
the worst part is this goes beyond those 2 classes - all the lifeforms right now are 'hit and run' based except the onos, but it's just because they move so bloody slowly
the shift will clear that up :)
I would like to see the ability to have multiple effects.
1. Bile bomb causing damage over time, high damage to start and then fading as its acidity is used up.
2. The bile would also be a damage multiplier to direct attacks, this would give a higher reward to team assaults, than just a lone Lerk attack.
3. The bile prevents Marine repair, the welder has to burn the bile off first, before repair can begin.
4. The damage over time would allow the Lerk to do his bile bombing run and then return to give support with spores.
It would be all in the balance, but there would be more reward for more skill and team play, which is what NS2 is all about.
If some how lerk's bile bomb doesn't suck completely, there is going to be a massive uproar faster than you can say build 200 from players asking for it to get nerfed. It will be nerfed due to balance, becoming subpar when Lerks could have been given a much more useful ability to help benefit the team (umbra gas/primal roar) especially if Lerks are to be considered "offensive support". I still think lerks need more offensive killing power, but that might just be me.
Whips are too damn clunky to use as Kham, and too weak and too easy to kill to use as a siege building like the devs had said they wanted them to be. Making bile bomb any less useful than it is now will just make it harder for Aliens to finish Marine turtles.
It switched to Accepted, and most accepted tasks (most) will be removed from the tracker when a new week starts. So we'll likely see it in B200 :)
I enjoy healing people through combat and cysting to res towers in the early game..
Absolutely love this change <3
a) implementation? is it like a carpet bomb? is it difficult to land the singular bomb? is there enough feedback?? is the lerk still incredibly weak and if so does this work with or against adding bile bomb? (seems it would be frustrating, still)
b) abuse / OP ? lerk is extremely mobile, and while this gives his 30 res slightly more justification, i see it being pretty easy to be the OP lifeform that can take down structures anywhere on the map and fast?
a) implementation? is it like a carpet bomb? is it difficult to land the singular bomb? is there enough feedback?? is the lerk still incredibly weak and if so does this work with or against adding bile bomb? (seems it would be frustrating, still)
b) abuse / OP ? lerk is extremely mobile, and while this gives his 30 res slightly more justification, i see it being pretty easy to be the OP lifeform that can take down structures anywhere on the map and fast?<!--QuoteEnd--></div><!--QuoteEEnd-->
a) It's not like a carpet bomb. It's like the regular gorge bomb, but you're using it as a lerk. The velocity was made to match the lerk itself so it's a bit easy to aim. The lerk is still weak. If you don't have high ceilings then you wont get many off.. although movement was tweaked so it made it a lot better, imo.
b) It's not OP. Marines have welders and if the Lerk isn't persistent enough then the bile run will be for naught. The cooldown and energy consumption balance out how OP it could be.
hopefully they increase his HP slightly, or at the very least make him less susceptible to shotguns. (would require more skill to track lerk with rifle, while also keeping shotgun focus on fades, and finally avoiding that annoying one hit death of your 30 res lifeform that's supposed to last in combat)
So is there initial projectile speed if the Lerk is stationary? For example, roosting on the ceiling/or on ground and aiming horizontally?
You wont be able to use the bile bomb while stationary. I haven't tested it fully since some changes went in, which I will be doing tonight after work.
And yeah, I'm with ironhorse. Moar playtesting gogo!
Personally I like the sound of it. I already play the lerk and love it (I don't get many kills, but the assaults I take part in tend to work); give me an ability that actually breaks things and I'll be a happy man :)
Yes it does i was just using it.
You dont get access until the second hive
unless you mean on the playtester server
You dont get access until the second hive
unless you mean on the playtester server<!--QuoteEnd--></div><!--QuoteEEnd-->
Clearly he means on the play test server for Build 200.
I would love to see the Gorge get Umbra in place of bile bomb, but a reduced form of umbra than what a craig can do.