Spore is great, but Lerks need to be cheaper.

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">Researching spore and having a team of Lerks is too much of a risk</div>Everything about the lerk feels great. The abilities all work well. Lerks die very easily. This is fine.

The problem is that because the lerk dies easily it's a waste to research abilities that rely on having a lot of lerks on your team. If they die they can't re-lerk for quite a while, so you're stuck with a bunch of beginning game skulks.

Make lerks 15-20 res, and I think we'll start seeing spore sometimes researched before leap. This would shake up the early game a bit.
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Comments

  • JakkarJakkar Join Date: 2006-12-02 Member: 58826Members
    I agree with this.

    The lerk is presently;-

    1) Very fun to play, in a supporting/harrassing way.

    2) Well balanced, when played properly.

    3) Prohibitively expensive, when compared to the tactically more useful Gorge. 15 res would be a nice compromise between overpopulation of Lerks and their near-absence from most games. 30 implies that a Lerk approaches a Fade in terms of combat value, during the very brief window between 'Carapace Skulk' and 'Blink Fade' in the usual pub game timeline. Just ain't so - a Lerk is most useful supporting the skulks with Spikes and Spore, and defending early game RTs against aggressive lone-wolf marines.

    He's early game support, with late-game value defensive value using Umbra - except you can't afford him in the early game and he's not worth the expense when you need a Fade or Onos later.

    Good call, moultano =)
  • ToumalToumal Join Date: 2010-05-02 Member: 71591Members
    I asked for this (as well as the shootable spores, but lerk cost is the most important bit) in a youtube comment but was voted down. The rebuttal was that "there are lerks in pro-games so they are ok the way they are", or something to that effect.

    I agree that lerks are a huge and fragile investment at the moment. 15 or 20 res would be good compromise. Lerks won't magically become more powerful, but right now there's just no reason to go lerk when the fade is just around the corner in terms of cost.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=2022945:date=Nov 14 2012, 10:00 AM:name=moultano)--><div class='quotetop'>QUOTE (moultano @ Nov 14 2012, 10:00 AM) <a href="index.php?act=findpost&pid=2022945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem is that because the [insert lifeform here] dies easily it's a waste to research abilities that rely on having a lot of [insert lifeform here] on your team. If they die they can't re-[insert lifeform here] for quite a while, so you're stuck with a bunch of beginning game skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think you get the picture.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Remove no res when dead.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
  • Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
    20 res Lerk would be interesting, especially given how fragile they are. I wouldn't be opposed to at least playtesting this change.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    just remove no res for dead or have rfk back.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    tbh w/the regen buff i think lerks powerwise are gonna be fine. late game they fall off a bit but fades are the ones that really suck lol, buff them first ><
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    lerk is fine. literally the only way you can possibly die is through flying into shotgun optimal range, or losing all of your armor and persisting on staying in the fight versus sentry guns/AR/pistol.

    spores are amazing at blocking off corridors (and killing noobs) and umbra actually reduces marine damage by 50%. that's waaaay too powerful to be the same cost as a shotgun.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2012
    Lerks are already pretty good, I'd even say OP with a0w0, and reasonably hard to kill in the right hands. Making them cheaper would be just stupid. If the entire team can go lerk from spawn with cheap spores, and keep going lerk over and over on death, marines will never be able to leave the base.

    It would "shake up the game" for sure... towards not being playable.
  • nadylinadyli Join Date: 2007-11-01 Member: 62791Members, Squad Five Blue
    <!--quoteo(post=2022978:date=Nov 14 2012, 12:23 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 14 2012, 12:23 PM) <a href="index.php?act=findpost&pid=2022978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remove no res when dead.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ... and add res for kill. :)
  • SehzadeSehzade Join Date: 2010-12-29 Member: 76024Members
    yea sure...15 or 20 res lerk..so the whole team goes lerk in the start and clip the clap out of those marines.
  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    edited November 2012
    <!--quoteo(post=2022961:date=Nov 14 2012, 02:57 AM:name=Jakkar)--><div class='quotetop'>QUOTE (Jakkar @ Nov 14 2012, 02:57 AM) <a href="index.php?act=findpost&pid=2022961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3) Prohibitively expensive, when compared to the tactically more useful Gorge<!--QuoteEnd--></div><!--QuoteEEnd-->

    so wrong, gorges are incredibly tactically restricted due to them being extremely vulnerable, Lerks can quickly go anywhere on the map to defend or put pressure

    lerk price is fine, his upgrades on the other hands are just not worth the res, when you become good enough to be able to accuratly spam spikes on marines while moving from afar spore just become obsolete, even though it has the advantage of going through armor, the conditions for it to be used (melee range, really small corridor/room) are not worth it, and umbra costs too much (50res, come on.)

    i really think they should revert it back to free upgrades depending on the number of hives aliens have.
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    I agrre on a change to make spores a more viable upgrade. Sol I made a topic covering this a bit <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=124249" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=124249</a>
    I hope you will find it interesting.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    <!--quoteo(post=2023047:date=Nov 14 2012, 11:54 AM:name=Soulfighter)--><div class='quotetop'>QUOTE (Soulfighter @ Nov 14 2012, 11:54 AM) <a href="index.php?act=findpost&pid=2023047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so wrong, gorges are incredibly tactically restricted due to them being extremely vulnerable, Lerks can quickly go anywhere on the map to defend or put pressure

    lerk price is fine, his upgrades on the other hands are just not worth the res, when you become good enough to be able to accuratly spam spikes on marines while moving from afar spore just become obsolete, even though it has the advantage of going through armor, the conditions for it to be used (melee range, really small corridor/room) are not worth it, and umbra costs too much (50res, come on.)

    i really think they should revert it back to free upgrades depending on the number of hives aliens have.<!--QuoteEnd--></div><!--QuoteEEnd-->

    the abilities are support... you're only thinking how can they benefit you alone.

    your skulk friend is attacking the marine extractor 30 metres from marine main base, you use spores and spray them all over the intersecting corridor to block marine access.

    your team is attacking the phase gate at a minibase like nano grid, you drop spores all around the phase gate so any marine who comes through will take 40-60 damage for free and won't be able to see ######.

    your onos or fade is being focused, you spam umbra on him and basically give him double effective hp against exosuits and marines because they only deal 50% damage to targets inside the umbra cloud.


    the only reason the abilities are difficult to buy as a commander is that if you have the usual 6-8 players on your team, you ideally only want 1-2 lerks. therefore it's not as desirable as leap or blink and furthermore you really need the adrenaline upgrade before they become useable, due to high energy cost.
  • upperdemoonupperdemoon Join Date: 2012-10-22 Member: 163147Members
    <!--quoteo(post=2022988:date=Nov 14 2012, 11:46 AM:name=Lofung)--><div class='quotetop'>QUOTE (Lofung @ Nov 14 2012, 11:46 AM) <a href="index.php?act=findpost&pid=2022988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just remove no res for dead or have rfk back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    With no res when death, you will try to die less, since now if you die, you get "penalised" for die. and NEVER rfk, it would destroy the teamplay since people will try to get rather kills then to destroy stuff and help the commander.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    This thread has confounded me. Everyone here agrees that Lerks are great as they are...but to hell with it lets change them anyway?

    Please just...no...
  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    <!--quoteo(post=2023054:date=Nov 14 2012, 05:01 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 05:01 AM) <a href="index.php?act=findpost&pid=2023054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->your skulk friend is attacking the marine extractor 30 metres from marine main base, you use spores and spray them all over the intersecting corridor to block marine access.<!--QuoteEnd--></div><!--QuoteEEnd-->


    it has to be a really small corridor otherwise they can stick to the side walls and be fine and you better hope you won't face the marines when you go in that corridor otherwise you're a goner (unless they have no weapon upgrades and terrible aim that is). Not to say that it'll "block" (if it actually does) them for only 8sec. I'd rather stay at the end of that corridor and spam spikes on them safely (due to my awesome flying/aiming skill /jk) which will have the same "blocking" effect while actually killing them with less risks ;)

    <!--quoteo(post=2023054:date=Nov 14 2012, 05:01 AM:name=tarquinbb)--><div class='quotetop'>QUOTE (tarquinbb @ Nov 14 2012, 05:01 AM) <a href="index.php?act=findpost&pid=2023054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->your team is attacking the phase gate at a minibase like nano grid, you drop spores all around the phase gate so any marine who comes through will take 40-60 damage for free and won't be able to see ######.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's a really good use of spore but unfortunately that's way too specific to be considered useful especially since you could just spike that phasegate to death and be done with it. As for umbra it's a really good skill just as it was in ns1 since it hasn't been changed.
  • JakkarJakkar Join Date: 2006-12-02 Member: 58826Members
    edited November 2012
    Pro gaming is irrelevant here, raw lethality isn't the point - we're discussing <b>the fact the lerk is obsolete due to his high price, relative to the far more useful Fade</b>. As a Lerk is exceedingly weak when it comes to destroying structures, he lacks tactical value - he is a harassment and support unit, not individually viable for attack or defense against emplacements. He can only mark and distract marines, occasionally killing loners, or providing ranged fire support during attacks in support of melee combatants, until upgraded.

    Yet he costs a great deal, in addition to being very fragile. A lerk can certainly exploit his agility to avoid serious damage, but a moment's ill luck can see him dead, and the player using him 30 res down in the early game. On a losing team, this relegates him to Skulk often until the end of the game.

    A Gorge, who can lock down a room with clogs, harass infantry with hydras, heal the Fade and Onos and do all of this without a single upgrade for <b>10 Res</b>, compared to a unit who can only distract, harass and eliminate loners until upgraded, for three times as much?

    Insane. Poor little ###### just needs to cost less. He's extortionate without significant value. A luxury, a toy, not a tactically relevant option when compared to lethal Fade for much less than double the cost. He's a weaker, flying skulk with some upgrade options also related solely to support, who costs three Gorges or 35% of an Onos.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited November 2012
    RFK is not what people really want, what people really want is more control over how they can customise their lifeforms.

    Such as twinning cara and regen, or adrenaline and celerity and cara.

    I don't understand why you can only pick one from each chamber?

    Anyway, stop taking this off topic.. this is about the Lerk not RFK.
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    edited November 2012
    20 Res sounds fine. On the other hand its way too powerfull in early game. They need a cooldown of 3-4 minutes.


    <!--quoteo(post=2023077:date=Nov 14 2012, 04:34 AM:name=RedDragon)--><div class='quotetop'>QUOTE (RedDragon @ Nov 14 2012, 04:34 AM) <a href="index.php?act=findpost&pid=2023077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This thread has confounded me. Everyone here agrees that Lerks are great as they are...but to hell with it lets change them anyway?

    Please just...no...<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is nothing wrong with this thread. A 1-liter bottle of water is great as it is. But 20 Dollars for this could be a bit expensive :>.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    edited November 2012
    If you lower the res cost of Lerks to 15, 20, 25, whatever, then what will naturally happen is you'll have individuals begin evolving Lerks earlier and earlier into the game.

    As it stands now, you can evolve rather quickly into a Lerk if your commander secures a couple of early resource nodes, but you may have to wait an extra minute or two if they decide to get a fast second hive.

    We're talking about the difference between Lerking after a few minutes, and Lerking after five minutes.

    You don't need Lerks appearing earlier than they do now, and you certainly don't need entire teams evolving into Lerks just because its cheap.

    If you think 30 res is too expensive for the lifeform, that's one thing, and I'm inclined to agree. But only to the extent that the comparable cost on the marine team nets you a jetpack and a shotgun, which severely out performs the Lerk in terms of damage output.

    But then, we've all agreed that the Lerk isn't meant to be a massive damage unit anyway, so I don't really understand the issue you're having.

    The reality is that you can't nerf the Lerk at all without making it useless, simply because it has such poor late game scaling. But you cant buff it either because it is such a powerful early game unit.

    Its in a precarious place, but we all seem to agree that its a decent place.

    So please, don't change it. And certainly don't make it any cheaper than it already is.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    1) No res when dead is very bad for a number of reasons what have been discussed in details on these forums.
    2) No res when dead affects the relative cost of lifeforms (makes things cost more).

    Therefore, there is no point discussing lifeforms costs before no res for dead is removed, as it will change res income.

    The same is true for RFK, but it's a bit more controversial mechanic, and no res when dead is bad independently of RFK.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    <!--quoteo(post=2023089:date=Nov 14 2012, 12:48 PM:name=Mr.Greedy)--><div class='quotetop'>QUOTE (Mr.Greedy @ Nov 14 2012, 12:48 PM) <a href="index.php?act=findpost&pid=2023089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->20 Res sounds fine. On the other hand its way too powerfull in early game. They need a cooldown of 3-4 minutes.




    There is nothing wrong with this thread. A 1-liter bottle of water is great as it is. But 20 Dollars for this could be a bit expensive :>.<!--QuoteEnd--></div><!--QuoteEEnd-->

    20 dollars is not expensive when a 1-liter bottle of piss is 5 dollars and and any drinks more tasty than water cost 50-75 dollars.
  • dumbo11dumbo11 Join Date: 2012-11-04 Member: 166732Members
    <!--quoteo(post=2023100:date=Nov 14 2012, 12:54 PM:name=RedDragon)--><div class='quotetop'>QUOTE (RedDragon @ Nov 14 2012, 12:54 PM) <a href="index.php?act=findpost&pid=2023100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you lower the res cost of Lerks to 15, 20, 25, whatever, then what will naturally happen is you'll have individuals begin evolving Lerks earlier and earlier into the game.

    As it stands now, you can evolve rather quickly into a Lerk if your commander secures a couple of early resource nodes, but you may have to wait an extra minute or two if they decide to get a fast second hive.

    We're talking about the difference between Lerking after a few minutes, and Lerking after five minutes.

    You don't need Lerks appearing earlier than they do now, and you certainly don't need entire teams evolving into Lerks just because its cheap.<!--QuoteEnd--></div><!--QuoteEEnd-->

    IMHO balance-wise, having lerks earlier wouldn't change much. Suitable collective terms: "a nightmare of skulks", "an awwww of cute gorges", "a blur of fades", "a game-over of onos" and "a barn door of lerks".

    Anyway, as I've said for fades, the problem is not necessarily the cost of the lerk, the problem is that the 30 res you spend on a lerk are 2/5 of an onos... and in those terms, the lerk is a waste of resource.

    The problem/answer for aliens starts with working out how to fix the onos problem.
  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    edited November 2012
    <!--quoteo(post=2023083:date=Nov 14 2012, 05:39 AM:name=Jakkar)--><div class='quotetop'>QUOTE (Jakkar @ Nov 14 2012, 05:39 AM) <a href="index.php?act=findpost&pid=2023083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pro gaming is irrelevant here, raw lethality isn't the point - we're discussing <b>the fact the lerk is obsolete due to his high price, relative to the far more useful Fade</b>. As a Lerk is exceedingly weak when it comes to destroying structures, he lacks tactical value - he is a harassment and support unit, not individually viable for attack or defense against emplacements. He can only mark and distract marines, occasionally killing loners, or providing ranged fire support during attacks in support of melee combatants, until upgraded.

    Yet he costs a great deal, in addition to being very fragile. A lerk can certainly exploit his agility to avoid serious damage, but a moment's ill luck can see him dead, and the player using him 30 res down in the early game. On a losing team, this relegates him to Skulk often until the end of the game.

    A Gorge, who can lock down a room with clogs, harass infantry with hydras, heal the Fade and Onos and do all of this without a single upgrade for <b>10 Res</b>, compared to a unit who can only distract, harass and eliminate loners until upgraded, for three times as much?<!--QuoteEnd--></div><!--QuoteEEnd-->


    practically all you've said is wrong mate :
    -Fades are the ones currently considered (by like practically everyone) a waste of res compared to the usefulness of gorges,lerks or onos.
    -lerks are completely, totally viable for attack and defense
    -Spikes deal a tremendous amount of damage (more per spikes then marines with weapon 1)
    -the only "support" skill lerks have is umbra, everything else is designed to kill, contrary to gorges.
    - 30 res isn't "a great deal" , you can go lerk extremely quickly and lowering the res required would absolutly, totally, completely retarded and would end up in an insta win for aliens.
    -hydras don't harass anything and can be killed with a single smg load without being able to shoot back. They're just meant to be a support unit to help balance a fight in favor of the aliens who would fight near them and are pretty much wasted res most of the time.
    -clogs don't lock down anything, they just buy you time (like 10 sec) to flee and/or cripple a marine before your team come to the rescue, they can also be used to absorb a couple grenades when gl are coming to your hives but that's it.

    TL;DR : Stop talking nonsense and play more.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=2023086:date=Nov 14 2012, 02:44 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Nov 14 2012, 02:44 PM) <a href="index.php?act=findpost&pid=2023086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->RFK is not what people really want, what people really want is more control over how they can customise their lifeforms.

    Such as twinning cara and regen, or adrenaline and celerity and cara.

    I don't understand why you can only pick one from each chamber?

    Anyway, stop taking this off topic.. this is about the Lerk not RFK.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Certain combinations such as cara+regen might be too powerful. But it would be nice if we actually had a choice other than picking whatever upgrade the commander researches first. I still believe building a shell should enable all shell upgrades at the same time, perhaps at a higher cost. So that you can choose between them. Or at least let us swap them out.
  • DestroidDestroid Join Date: 2011-10-25 Member: 129240Members
    How much DPS does lerk spiked actually deal? A lerk with cara should be about as tough as an a3 marine, but in a strandup fight even against an a0 marine with spike vs lmg the lerk seems to get obliterated.
  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    edited November 2012
    <!--quoteo(post=2023144:date=Nov 14 2012, 06:47 AM:name=Destroid)--><div class='quotetop'>QUOTE (Destroid @ Nov 14 2012, 06:47 AM) <a href="index.php?act=findpost&pid=2023144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How much DPS does lerk spiked actually deal? A lerk with cara should be about as tough as an a3 marine, but in a strandup fight even against an a0 marine with spike vs lmg the lerk seems to get obliterated.<!--QuoteEnd--></div><!--QuoteEEnd-->

    the a0 marine does not even stand a chance against a basic lerk but since new players stand still and can't aim for sh*t they just think lerks suck.

    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Assault_Rifle" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...p/Assault_Rifle</a>

    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Lerk" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Lerk</a>

    ps: i wanted to record ant post a vid myself but i just stumbled upon that vid : <a href="http://www.youtube.com/watch?v=fPR4zR_SGTg" target="_blank">http://www.youtube.com/watch?v=fPR4zR_SGTg</a>

    it shows exactly how lerks should be played imo and it's by no mean some kind of pro gamer super high lvl stuff
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Protip, if you are losing to a0 marines while being a lerk, you are doing something very very wrong.
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