Help - Search - Members - Calendar
Full Version: Changes To Lerk Balance
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Pages: 1, 2
Zunni
This is the topic for changes to Lerk Balance.
Grunt
Lower it's cost. All it is, is a skulk with wings.
NolSinkler
ignore this post, my real post is further down.
RedDragonGecko
replace spores with spikes, replace umbra with spumbra
TheAdj
Definitely buff it's hp/armor to something more significant than it is now. 130/50 would be a nice number, but anything is better than nothing. The lerk is simply easy to kill with any weapon, including the lmg, and it shouldn't be that easy.
Ripur
i vote for higher defualt speed when flying, and slightly more flexable flight model.

Also, there has always been confusion on the role the lerk plays. Som say support chracters, other say hit adn run attack artist. I favor the latter, as the life froms fragile frame and high speed do not go well with staying in a firefight to help out team mates.

Give it more marine killing power, but keep it gimpy against structures. This could be done with better spores, spikes with structure piercing damage, slightly strongger bite but with higher energy costs, etc..

Make it worth 30 res
Faskalia
I agree with the fact that the lerk needs more hp/ap.
Just dont lower its res cost to 25 or you will see alot "all aliens go lerk with their start res and sporecloud the rines to death" games.
150/45 and change umbra for primal scream.
Xenix
needs faster fly speed. a lerk without celerity will die very fast.
crypt
HP/AP were already increased in previous versions. I know some very good lerk-players, and I think with even better stats they would be overpowered.
As long as they can stay far away from a marine and spore they dont need better stats

I really like the lerk-balance now (but I can understand that it is sometimes really boring to play the supporting role).
Beretta
Make umbra block bullets whenever a bullet goes through it smile-fix.gif <3 zunni
Hobojoe
give the lerk the ability to strafe in flight. pm_airaccelerate is a great thing
SirSmokeALot
I quite agree with spumbra. Make it a 3rd hive ability, I'm not sure about spikes, however. I don't know if everyone in the community wants spikes back, but it'd be nice. It would, however, open up a new slot making umbra and spores one ability and making it a 3rd hive ability, as deserved. A new ability is up for ideas.
NolSinkler
Make the lerk less costly, and more cost-effective.

Lerk: 15 resources, or 1 level in combat. Gestation time reduced to 18 seconds. This is the alien's answer to anything, such as when the aliens need to protect a hive, have a few people lerk. 5 lerks = 75 res, the same as an onos. 65/35 health. 235 units/second on land, 3 times that while flying. So, in a sense, now, the lerk really is a flying skulk. The lerk is also 180 units/second faster while flying, so while he is easier to kill, he is also harder to kill (he has 50 less health at hive 1). The lerk is no longer support, but an early-game harrasment unit. Also, the lerk can now fly backwards. Attacks: Bite, Spikes, parasite (needs a name), Umbra. Gains 11, 12 and 12 armor with each level of carapace.

Bite: A close-range melee attack. Does 60 damage. RoF: 1.56/second. Uses 4% energy/bite.

Spikes: A ranged, sniper-like attack. Perfectly accurate. Each spike does 16 damage. Uses 2% energy. RoF: 2.6/second. Does 1/2 damage to structures, (just so new people can see how useless it is vs. structures).

Parasite (NOT the same as skulk's parasite). The lerk, if close enough, will sink its jaws into a marine. He will then deal 35 damage/second to the marine. The lerk itself will gain 70 health/second, and will release a "health cloud" that heals aliens within a 175 unit radius by 5 damage/second. Uses 35% energy/second (so you can't just hold down the parasite button until you find someone). The lerk will gain 28% energy/second while on a marine (this way, a lerk can be on a marine for a long time, but not long enough to kill an HA marine, unless he has adrenaline). The marine will be released if the lerk lets go of the attack button. The "parasited" marine cannot shoot. However, he can move at a 20% slower than normal speed. Marines can kill the attached lerk.

Umbra: The lerk's most formidable attack. Covers a 350 unit radius (up from 225). lasts for 5 seconds. Uses 30% energy. RoF: 1/second. Umbra will block 2 out of every 3 bullets that enter it. However, this affect is only applied to aliens within the cloud (so bullets can, strangely enough, pass right through when there are no aliens inside the cloud). Used like the current umbra, other than that. Great when combined with the "parasite" attack.

Inherent Ability: Flight. The lerk can fly by tapping the jump button. Each flap of the wings uses 2% energy.


So, now the lerk has 2 attacks that require melee. However, nobody can say "OMG lerk is underpowered" because it is only 15 resources. You can get an RT with that. I do see some parasite rushes...5 lerks all attack one marine. They all heal at 70 + 5x5...which is 95 health/second. If they all have carapace or regen, they can take several marines, since 5 lerks doing this would deal a good 175 damage/second. Of course, that costs the same as an onos. And, some of those lerks are going to die.

So, 5 lerks = 1 onos.

A good early game-strat would be to have 3 people go lerk, and 3 build DCs or MCs. Then, those 3 lerks could spike the marines, bite the marines, and quickly take out the marine's base.

Or, the aliens could have one person insta-lerk, have 3 gorges drop DCs and have 2 gorges drop RTs. Then, the 2 gorges that dropped RTs could go lerk soon, too. The DC gorges could save and drop more RTs.


Also, 16 vs. 16. Imagine MASSIVE early lerk-rushes. It would be insane. If 10 people lerked the aliens would either win the game, or lose the game right then. Its like a shotgun rush. Expensive, but powerful.

male_fatalities
Leave the dam lerk alone, its balanced as it is now. A good lerk knows not to try and fly in and bite. Only gas, thats the main element of the lerk and he does it perfectly.

Only tincy little bit of advice would be to give it a slight speed boost so its more capable of covering the map with 1 hive.
N1Rampage
QUOTE (RedDragonGecko @ Sep 12 2004, 06:20 PM)
replace spores with spikes, replace umbra with spumbra

Yep, add a little speed and we have a winner! biggrin-fix.gif
l0tus
i just hate how useless the lerk becomes late in the game. yeah, you can still attack the freshly spawned marines, but other than that...you can't gas the heavies, and only a moron would hang around in a spore cloud long enough to die when he's wearing a jetpack. i think anything to toughen them up would be an improvement, though i disagree with lowering their cost. i think faskalia is right in that we'd see a lot of people use their starting res to go lerk, and NO ONE would build any RTs...
Seph_Kimara
QUOTE (Sir-Smoke-A-Lot @ Sep 17 2004, 06:33 AM)
I quite agree with spumbra. Make it a 3rd hive ability, I'm not sure about spikes, however. I don't know if everyone in the community wants spikes back, but it'd be nice. It would, however, open up a new slot making umbra and spores one ability and making it a 3rd hive ability, as deserved. A new ability is up for ideas.

Umbra is critical at hive 2. Moving it (even when made into spumbra) to hive 3 would kill it.
Shazbot
-Make the vertical acceleration something realistic, as of now, it's like a teleport if you hit it fast enough.

-Improve default flying speed. (without celerity)

-Lower the flapping sound volume.

-Combine umbra and spores (spumbra), and add spikes.

Thats what I think would be nice.
Geronimo
I wonder how a 360 degree spin radious both up/down and left/right would be...

ie: arrowkeys move the lerk in 4 directions(2 dimensionally) just like any alien on the ground. jumping will flap the wings and holding jump will "hover _without_ flapping" just like it does today, but moving the mouse forwar will spin the lerk a full lap around, just as moving the mouse to the right will spin it clockwise...

Has anyone tried this out? It seems to me it must be alot easier to fly and dodge once you learnt this way...
NolSinkler
I'm bored, so I once again feel the urge to make another suggestion dealing with alien balance.

The lerk: Basic unit, the alien's answer for anything. Has a ranged attack, a melee attack, a ranged-support attack, and a melee-support attack.

5 resources. 50/25 health (10 more health than a vanilla skulk). Lerk hitbox and model shrunk by 25%. Speed: 175 units/second. While flying, the lerk's speed will multiply by 4 (instead of the current 3). Attacks: Bite: 50 damage. RoF: 3.6/second. Uses 3% energy/bite. Parasite (not skulk's parasite): The lerk will attach itself to a marine with it's jaw. The marine cannot attack. The marine will start losing 45 health/second. The lerk will gain 45 health/second, and will release a blue cloud. This blue cloud will heal nearby aliens for 5 damage/second, and will damage nearby marines for 5 damage/second. This cloud will stay for up to 3 seconds after the lerk lets go, or the marine dies. Uses 150% energy/second. If attached to a marine, the lerk will gain 138% energy/second. Umbra: Blocks 1 out of every 2 bullets that pass through. Lasts for 3 seconds. Uses 35% energy. RoF: 2/second. Spores: Spores will last for 6 seconds. These spores will do 23 damage/second. Uses 35% energy. RoF: 1/second.

So, basically, when the marines are wasting the aliens, get everyone to go lerk. It's just 5 resources, I'm sure that most peoplw will have that. You can also build a confident early0lerk strat, with people biting and parasiting...etc.
the_x5
QUOTE (Shazbot @ Sep 30 2004, 09:08 PM)
-Make the vertical acceleration something realistic, as of now, it's like a teleport if you hit it fast enough.
-Improve default flying speed. (without celerity)
-Lower the flapping sound volume.
-Combine umbra and spores (spumbra), and add spikes.

Thats what I think would be nice.

Combine your idea here with mine on the previous page and I think we have a winnar.
appisdude
I like that latch-on-parasite ability, it seems like it would add a lot of atmosphere. There's a group of 3 marines, and a lerk sneaks behind and latches onto the last marine in the group, the marine starts yelling "GET IT OFF GET IT OFF" on his mic and before the others have a chance to turn around and figure out what is going on he's already dead and the lerk is making his escape.
Ripur
i know there is a 'no use of corpses for HP' rule on the books, and i'm not sure it would apply here. If i remember correctly though, simular ideas where suggested for the skulk and were rejected.
Side note:
Faster lerk = better lerk
Beefer lerk = midget fade
Axel_Stone
Increase speed, at least add strafe back. I hate how I cant fly back anymore, it severly limits being able to hit and run with the lerk. Which = always die when run into 2 marines in an open area.
Tasty
How about, the lerk can sit on other aliens while they are evolving allowing their 'eggs' to hatch faster.

Ok, Ill stop now. tounge.gif
patrick_kidd
I Agree with the abiliy to strafe in mid-air, but an initial flap must be used to send it off in that direction.
c4t
im sure this has been said or talked about, but since you gave the lerk bite, which makes it a little bit more offencively support than it used to be, how about beefing up its armor a little more. like maybe to 40, 50 may be a bit high.
monopolowa
Strafe in midair, about half the walking strafe speed

Flying backwards (more slowly, but at least gets you started while you spore one last time)

Perch on walls and ceilings (disabled while holding spacebar and for about 1/2 second after, so you dont stick while gliding or between flaps) - this'll make it easier to find a spot to spore from, instead of going into the one nook that all the marines know about

Make umbra drain jetpack fuel faster - more useful for stopping jetpackers

Adjust spore damage (slightly) based on the number of hives





And just tossing this idea/variation out there --- latch on to a target - 25 initial damage - constantly drains energy to hold on, can be shaken off if the marine shakes enough (also would make it harder to target the lerk in a group, if the marine's shaking) - bites do 1/2 damage while latched, so the marine has a chance to survive if he can shake off the lerk --- lerk can detach by pressing space at any time
---Maybe to replace bite? Bite would still be used vs structures, or if the lerk isn't flying when it attacks

If people like this idea, i'll consider moving it to its own thread...
Rushakra
[EDIT:] Uh.. wow. Two topics for changes to Lerks. My original post had to deal with Spikes, so this isn't the place for that. The Ability thread is.

Uh.. balance. Right. Well.. uh.. Lerks are fine. Just let them strafe-move while flapping. Are you saying the Lerk has to look left to move left, and he can't just tilt left to fly that way? Play some flight sims, buddies.
SLizer
I dont know if this is said but make umbra slow jp or burn jp fuel. Now lerk has to bee good flier to counter JP due spores are too slow dmg/time and umbra is shot in hive.
Hannebambel
Take away that useless 1 second duration Primal Rage and give lerks it´s spikes
back.

Honestly a combination of spores and spikes would be the real deal and the aliens
would have a better jetpacker countermeasure.

Also umbra and spikes would make the lerk some badass ranged unit.

And the Spikes should do higher damage to health by pentrating armor like an
armor piercing bullet. Damage distributed to armour should only be 20% and 40% to heavies.
Sky
QUOTE (Beretta @ Sep 14 2004, 03:42 PM)
Make umbra block bullets whenever a bullet goes through it smile-fix.gif <3 zunni

This is probably the most obvious change here. It literally makes no sense for umbra to not affect bullets flying through it, hitting aliens on the other side of the room. Right now, keeping even one alien in an umbra cloud is difficult if not impossible at all times, especially if you don't have adrenaline (which then kills your speed since you can't get celerity). However, if lerks could aim their umbra clouds in front of advancing aliens, and they would still benefit from the damage reduction, it would not only add a skill element to the game, it also would not nerf the lerk in any way, keeping it at the same point on the skill-curve while opening up better ways to play for better players.
AvengerX
GIVE BACK SPIKES!!!!!!!!!!

make the lerk into a soloing forward scout, picking off careless rambos and finding out what exactly the marines are up to .... as oppsed to the gas pumping bird-skulk that sits on the outskirts of battle.
InSaInE
One word

SPIKES
NukeAJS
Better flight like being able to strafe-fly and backup-fly.

also maybe this ...

1-bite
2-spumbra (umbra blocks 1/3, 1/2, 2/3 depending on the hives that are alive/fully up; the spore part stays the same. Spores are needed for preventing massive rine rushes early on and he or she makes putting up turret factories really difficult [seige counter])
3-spikes
4-scream

Maybe a little bit fast too. This might be going over the top.
Kwil
Spores do 1/2 damage to structures and to HA armor.
HA health is still unaffected.

Spores adrenaline cost increased slightly to compensate.

Oh.. and lerk perch.
Rushakra
I've already mentioned "Lerk spikes," haven't I? ::Glances at sig.:: Oh, right.
Hannebambel
Actually I testet them again on special servers.

Lerk spikes aren´t overpowered. Sure they maybe deal a lot of damage when
several lerks are around, but rines have the same advantage and deal even more damage, when they act in groups.

And somebody who fears that a weapon, melee or ranged, is overpowered, when it can kill, should really think about the term "weapon".
carioca
biggrin-fix.gif
1 slot bite

2 slot spike

3 slot spore

4 slot scream

details:

the bite and spore with put lerk in the first way of close and ranged atacks.

second hive primal spore this is the mix of spore umbra so the area around the impact will have umbra plus spore.

third hive primal scream with this power atack lerks can break structures like a single siege blowing base and turrets factories arround hive giving the lerk the ability to burst out structures plus the old efect to buff aliens speed.


the lerk become basic fighter when receive 2 hive he will can protect hive and burst marines groups when receive 3 hive he can clean up areas like a gorge with wings but behind a wall ^^.
monk3y
spikes (lerks aren't flying eagles of death...the're support lifeforms.. ffs..
spores
umbra
Primal (must hold button down to enable affect, takes atleast 1 second to charge up.. same as before.
2_of_Eight
QUOTE (AvengerX @ Feb 1 2005, 02:52 AM)
make the lerk into a soloing forward scout, picking off careless rambos and finding out what exactly the marines are up to .... as oppsed to the gas pumping bird-skulk that sits on the outskirts of battle.

A lerk can be either; a forward scout, maybe even a major assaulter, a defender, or a gas-pumping bird-skulk.
Same with a skulk, fade and gorge, what do you know wow.gif


Spumbra would be too strong, I think, since it
1) does damage to Marines
2) prevents the Marines from damaging the lerk


Spikes are too strong. They are the Alien equivalent of an LMG, except with
1) Infinite bullets
2) No reload time (except for adren recharge - similar to a shotgun, then)
3) Extremely high mobility - can escape from the scene of battle really fast

Bite is fine; if someone isn't skilled enough to go in for bite kills, stay back and spore, that's fine too. But if it's hard to use, don't try to take it out smile-fix.gif
midspace
We were discussing how to improve Lerk's ability to counter Jetpacks in the Constie forum where I evolved the following idea.
http://www.unknownworlds.com/forums/index....pic=89261&st=30

Allow Umbra (Hive 2) to cause JetPacks to flameout.
In a realistic sense, the thick layers of Umbra that usually protect aliens from getting their hides pelted by the marine's bullets, can also block all O² (Oxygen) from the JetPack, causing it's main engine to flame out (This is a JetPack, not a Chemical Rocket. It will need Oxygen), thus causing the dude to fall back to the ground where he may be taken by anything.
As soon as he clears the Umbra cloud, the pilot light (inside the JP) can reginite the main engine, allowing him to take to the air again.
SLizer
Yay I got linked! lerk.gif smile-fix.gif
MrGunner
I would like to suggest that lerks are left exactly the way they are. The flight model is perfect, the spores work well, the speed is good, and spikes were always worthless. I hope that the devs will listen to a person that lerks continuously instead of the misinformed masses that seem to think that lerking is useless/overpowered because it is just right.
Mouse
QUOTE (MrGunner @ Apr 11 2005, 06:27 AM)
I would like to suggest that lerks are left exactly the way they are. The flight model is perfect, the spores work well, the speed is good, and spikes were always worthless. I hope that the devs will listen to a person that lerks continuously instead of the misinformed masses that seem to think that lerking is useless/overpowered because it is just right.

seconded, however I would not object to stuff being added to the lerk as long as nothing was removed.
Kwil
QUOTE (MrGunner @ Apr 10 2005, 02:27 PM)
I would like to suggest that lerks are left exactly the way they are. The flight model is perfect, the spores work well, the speed is good, and spikes were always worthless. I hope that the devs will listen to a person that lerks continuously instead of the misinformed masses that seem to think that lerking is useless/overpowered because it is just right.

What.. you don't want Lerk Perch?
MrGunner
No.
MrBananaMan
QUOTE (midspace @ Mar 30 2005, 12:31 AM)
We were discussing how to improve Lerk's ability to counter Jetpacks in the Constie forum where I evolved the following idea.
http://www.unknownworlds.com/forums/index....pic=89261&st=30

Allow Umbra (Hive 2) to cause JetPacks to flameout.
In a realistic sense, the thick layers of Umbra that usually protect aliens from getting their hides pelted by the marine's bullets, can also block all O² (Oxygen) from the JetPack, causing it's main engine to flame out (This is a JetPack, not a Chemical Rocket. It will need Oxygen), thus causing the dude to fall back to the ground where he may be taken by anything.
As soon as he clears the Umbra cloud, the pilot light (inside the JP) can reginite the main engine, allowing him to take to the air again.

awesome idea. the best i have ever heard for balancing jp's and making great sense at the same time
MrGunner
HAY GUYS I THOUGHT UP THIS AMAZING WAY TO KILL JETPACKERS CALLED TEETH!

Seriously though jetpacking is hard enough without having another lifeform with webs.
TheGivingTree
Your insane if you think the lerk needs any buff, have you played a real good lerker? THey hardly die and if they get one within a few minutes of the game they can really hold back the marines with the spore/bite combo and turn the tides instantly. Increase its speed? Have you seen how fast they move with celerity? its bad enough that the fade is nearly impossible to kill now you want to make another alien as overpowered??

I've played against lerks who easily and happily take down jpers with ease. I don't know how they do it but they practically attach themselves to you and don't stop biting.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.