New Lerk Build 205 - Im happy, you ?
matfra
Join Date: 2004-01-10 Member: 25206Members, Constellation
Join Date: 2004-01-10 Member: 25206Members, Constellation
Comments
I was under the impression that the only tweak to lerk was that they changed the visual effect of BB
Maybe I need to re-read the patch notes again
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117926" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117926</a>
Now OP.
UWE should bring out a placebo performance patch which doesn't change anything... but our minds! SHAZAM!
I've been playing and thinking about the lerk since the first time I touched NS1 10 years ago, and it has always been my focus in NS2. It still has all the same simple, polarized mechanics that it has for months. The difference is that now they allow you to very easily steamroll through game after game. Eventually you will get bored, or performance will increase and marines will make you realize that what you were doing wasn't as skillful and special as you thought. As soon as the average marine player can kill the average lerk player, the curtain drops away and the class has a bunch of ineffective weapons that aren't worth 30pres.
Can anyone see themselves still cropdusting and bilebombing marines 2 years from now, or are games not expected to last that long nowadays?
Currently Bilebomb can usually take out a few MACS in one hit.
Thus I would like to see BB damage (per hit) reduced slightly, and energy cost reduced to compensate. This will also make Lerk hit-n-run less powerful, as they will expose themselves to danger for longer in order to deal the same damage.