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grepdashv
If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
a. too high (lerks can go too fast up-down)
b. a little too high
c. just right
d. a little too low
e. too low (lerks can't go fast enough up-down)

2. Should lerks be able to perch?
a. yes
b. no

3. For your playstyle, which do you prefer?
a. bite
b. spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

5. In terms of game balance, should spikes be able to damage mines?
a. yes
b. no

6. Spores should damage:
a. health and armor
b. only health

7. Umbra should damage:
a. nothing
b. light armor / jetpack armor only
c. all armor, including heavy armor

8. Are spores currently too powerful as a hive 1 weapon?
a. spores are too powerful
b. spores are fine
c. spores aren't powerful enough

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spikes
* spores
* umbra
* spumbra (spores + umbra)
* primal scream
* other (please specify)

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
nIn
1. In terms of game balance, the lerk vertical speed cap is:
I think the base lerk speed is too low. I like the speed with lvl 3 celerity is fine though.

2. Should lerks be able to perch?
no

3. For your playstyle, which do you prefer?
bite

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? I have never liked spikes, I prefer bite over it anyday of the week. The lerk has enough range weapons with gas.

5. In terms of game balance, should spikes be able to damage mines?
I don't think spikes should be a part of the game.

6. Spores should damage:
a. health and armor

7. Umbra should damage:
a. nothing

8. Are spores currently too powerful as a hive 1 weapon?
b. spores are fine

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
bite
spores
umbra
primal scream

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
Leave the lerk alone. It's fine how it is. Maybe increase base speed a little but keep lvl 3 celerity at the same speed its at now.
Albino
1. In terms of game balance, the lerk vertical speed cap is:
a. too high (lerks can go too fast up-down)

2. Should lerks be able to perch?
b. no

3. For your playstyle, which do you prefer?
b. spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

No, while spikes would work well with my playing style bite is very versitile and shouldn't be removed or changed in any way.

5. In terms of game balance, should spikes be able to damage mines?
a. yes

6. Spores should damage:
a. health and armor

7. Umbra should damage:
a. nothing

8. Are spores currently too powerful as a hive 1 weapon?
b. spores are fine

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
bite,spores,umbra,primal scream (as is)

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

Fun: I have fun playing it right now.
Balanced: Mousewheeling + not so hot hitboxes = bad. Fix one or the other.
intuitive: I think playing lerk is easy to learn but hard to master. Good as it is.

milosis
If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
d. the vertical speed cap is set too low. flying straight up and down now is a bit too slow.

2. Should lerks be able to perch?
b. no

3. For your playstyle, which do you prefer?
a. bite

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
no. its fine the way it is. in the HEAT OF BATTLE RAWR it would be a pain in the **** to spore and get ready to bite, then oh no! SLECTED SPIKES WTH *dead lerk*

5. In terms of game balance, should spikes be able to damage mines?
b. no, enough with the spikes

6. Spores should damage:
a. health and armor

7. Umbra should damage:
a. nothing

8. Are spores currently too powerful as a hive 1 weapon?
b. spores are fine

9. Keeping in mind both game balance and persoal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spores
* umbra
* weaker version of bilebomb

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
honestly i would love to see lerk lift. but no superlerklift. only th eone that i u can lift gorges with.
Diablo_fx

1. b. a little too high

2. b. no

3. b. spikes

4. No, all other classes only have 1 slot1 weapon. Would confuse newbs also.

b. no

6. b. only health. Because we all know focus + lerk = mad-fix.gif

7. a. nothing

8. b. spores are fine

9.
* spikes
* spores
* umbra
* other (lerk lift?)

10. No comment.
nIn
Wow lerk lift? are you serious?

Weaker version of bile bomb might not be a bad idea though.

I really think the lerk is fine as it is. Just leave the damn bird alone.
Depot
1. In terms of game balance, the lerk vertical speed cap is:
c. just right

2. Should lerks be able to perch?
a. yes

3. For your playstyle, which do you prefer?
b. spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon?
Yes
The spikes are great for distant attack

5. In terms of game balance, should spikes be able to damage mines?
a. yes

6. Spores should damage:
a. health and armor

7. Umbra should damage:
a. nothing

8. Are spores currently too powerful as a hive 1 weapon?
c. spores aren't powerful enough

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* spikes
* bite
* spumbra (spores + umbra)
* other - lerklift (ability to pickup certain classes)
Cxwf
Its been a while since I played for a clan, but I did play as Lerk at the time...

3. For your playstyle, which do you prefer?
b. Spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
No. While I greatly miss spikes, having two weapons in one slot wreaks too much havoc with quickswitch. Not to mention bites and spikes place greatly different demands on your flight style--spikes are vastly more difficult to aim under the 3.0 flight model, while bites were vastly trickier to land under the pre-3.0 flight model. Pick one and stick with it.
JazzX
QUOTE
4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
no. its fine the way it is. in the HEAT OF BATTLE RAWR it would be a pain in the **** to spore and get ready to bite, then oh no! SLECTED SPIKES WTH *dead lerk*


Lord knows no-one would ever let me Lerk in a match, unless it's 3-Hive Umbra/Scream machine, but I just wanted to clear this up by saying I believe Grep is asking: Would you like to be able to choose, before you gestate, which slot1 weapon you have. In other words there would be two lerks essentially. Bite/Spore/Umbra/Scream and Spike/Spore/Umbra/Scream

We now return you to the survey.
MrGunner
I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking.
Mouse
QUOTE (MrGunner @ May 5 2005, 10:08 AM)
I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking.

I was going to answer the quiz but I agree wholy with MrGunner
Buggy
QUOTE (Mouse @ May 4 2005, 07:14 PM)
QUOTE (MrGunner @ May 5 2005, 10:08 AM)
I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist.  Perching is stupid.  Changes to how the flight model work are unneeded.  Biting is way more awesome then spikes ever were especially with the current, awesome, flight model.  Anyone that thinks that vertical movement is too slow relies too much on pancaking.

I was going to answer the quiz but I agree wholy with MrGunner

Yeah, lerks are fine in the development part.
Steel_Monkey
1. In terms of game balance, the lerk vertical speed cap is:
Lerk speed is good.

2. Should lerks be able to perch?
No, this would be really wierd to look at and probobly pretty hard to code in.

3. For your playstyle, which do you prefer?
Bite. I hate spikes passionately, instant contact weapons that can be fired rapidly, with instant contact and minimal noise dont belong in the hands of the aliens.

4. No, I don't like spikes, as stated above.

6. Spores should damage:
Health and armor

7. Umbra should damage:
nothing

8. Are spores currently too powerful as a hive 1 weapon?
No, spores are good

9. The lerks weapon load is good as it is.

My only complaint is that a lerks base speed is a little low.

Cxwf
After seeing several people complain about the non-celeritous lerks speed, I'll comment that the 2.01 Lerk did seem to move much faster pre-celerity. Of course, post-celerity nothing compares to a 3.0 Lerk...but should Celerity be the mandatory, must have Lerk Upgrade, like regen used to be for all higher lifeforms?
Steel_Monkey
Let's not hijack the thread, but celerity in my opion the best upgrade for a lerk. Its a must have for early lerks to get close enough to do any damage against marines that can aim. Adren is good for lots of direction change in flight(and gas spam), but I'd still rather have celerity. Silence is a joke for lerks :*(. I may not be the most experienced lerk around, but those are my general guidelines.
MrGunner
The problem that people have is that celerity lerks move almost as fast as blinking fades but a lerk never hits more then 1000 or so in a classic map. In the jp room on ns_seige007 a lerk can hit around 1800 from the ceiling to the floor mashing 3jumps, while an adren fade can hit over 2000 in half that distance. Leaping skulks also travel incredibly fast but no one ever complains about them.

Lerks cost 30 res and die to one shotgun blast but for some reason everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines
milosis
AERIAL BILEBOMB INSTEAD OF PRIMAL SCREAM FTW

and yes i was semi serious about the leftlift lifting gorges only. its woul dmake it alot more FUN too lerk.

but let it be known i am NOT complaining about the current state of the lerk. if no changes were made, it would make no difference to me.
nIn
I just think lerk lift would be a tad bit overpowering. The gorge can heal the lerk while in flight. Gorge with adren and a celerity lerk = never dying lerk who owns the map.
milosis
u could make it so the gorge's abilities would be disabled when the lerk is lifting it, making the purpose of lerk lift to carry/lift gorges to crucial spots e.g. the top of the hive, vents, ledges.
Golden
QUOTE (MrGunner @ May 4 2005, 07:08 PM)
I don't want to fill out a bunch of questions so I'll just say that lerks are perfect right now and that anyone that thinks different is a communist. Perching is stupid. Changes to how the flight model work are unneeded. Biting is way more awesome then spikes ever were especially with the current, awesome, flight model. Anyone that thinks that vertical movement is too slow relies too much on pancaking.

Agreed.

Anyone that thinks that vertical movement is too slow hasn't tried to kill a good pancaking lerk.
MrGunner
QUOTE (Golden @ May 4 2005, 11:29 PM)
Anyone that thinks that vertical movement is too slow hasn't tried to kill a good pancaking lerk.

I like killing lerks that just keep rushing me over and over even when they have no health. wink-fix.gif
Router_Box
QUOTE (milosis @ May 4 2005, 11:17 PM)
u could make it so the gorge's abilities would be disabled when the lerk is lifting it, making the purpose of lerk lift to carry/lift gorges to crucial spots e.g. the top of the hive, vents, ledges.

I think that this is the only way that lerk lift should be implemented. I think that its a great idea, but only if the gorge can't use abilities while being lifted. Otherwise when the second hive comes, your early celerity lerk / adren gorge death combo that ensured your second hive starts doing drive by bile bombs on rine start.
Grendel
QUOTE (Router Box @ May 5 2005, 07:12 AM)
QUOTE (milosis @ May 4 2005, 11:17 PM)
u could make it so the gorge's abilities would be disabled when the lerk is lifting it, making the purpose of lerk lift to carry/lift gorges to crucial spots e.g. the top of the hive, vents, ledges.

I think that this is the only way that lerk lift should be implemented. I think that its a great idea, but only if the gorge can't use abilities while being lifted. Otherwise when the second hive comes, your early celerity lerk / adren gorge death combo that ensured your second hive starts doing drive by bile bombs on rine start.

Which was, in fact, why BB was removed from Lerks to begin with.
Router_Box
Didn't fades also used to have bilebomb? Not to derail the thread or anything.
Snakestyles

1. In terms of game balance, the lerk vertical speed cap is:
d. a little too low


2. Should lerks be able to perch?
b. no

3. For your playstyle, which do you prefer?
a. bite


4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
bite: i like to bite

5. In terms of game balance, should spikes be able to damage mines?
b. no

6. Spores should damage:
a. health and armor


7. Umbra should damage:
a. nothing


8. Are spores currently too powerful as a hive 1 weapon?
b. spores are fine


9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spores
* spumbra (spores + umbra)
* primal scream


10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

Umbra should heal.
Cxwf
QUOTE (MrGunner @ May 4 2005, 08:57 PM)
Lerks cost 30 res and die to one shotgun blast but for some reason everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines

Thats exactly the problem--they are a 30 res lifeform that dies to one Shotgun blast. Therefore its more effective to make them "able to kill marines" without forcing them to stand next to the marine to do it.

QUOTE
everyone wants to make it so they are only useful by sitting in a vent or as far away from marines as possible instead of making them able to kill marines

There's no "instead" there. If they have long range attacks, they can do both.
Router_Box
What exactly do you mean by perch? Like stick to the cieling?
MrGunner
QUOTE (Cxwf @ May 5 2005, 08:57 AM)
There's no "instead" there. If they have long range attacks, they can do both.

The only time I ever get spore kills is when the comm is slow or from when they have very little health left after me biting them. Spikes only ever got me kills against morons that weren't paying attention or ran in straight lines. Bite lets me go 20-0 in scrims. It's not really a hard choice for me.
Firewater
QUOTE (grepdashv @ May 4 2005, 02:53 PM)
If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
a. too high (lerks can go too fast up-down)
b. a little too high
c. just right
d. a little too low
e. too low (lerks can't go fast enough up-down)

2. Should lerks be able to perch?
a. yes
b. no

3. For your playstyle, which do you prefer?
a. bite
b. spikes

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

5. In terms of game balance, should spikes be able to damage mines?
a. yes
b. no

6. Spores should damage:
a. health and armor
b. only health

7. Umbra should damage:
a. nothing
b. light armor / jetpack armor only
c. all armor, including heavy armor

8. Are spores currently too powerful as a hive 1 weapon?
a. spores are too powerful
b. spores are fine
c. spores aren't powerful enough

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spikes
* spores
* umbra
* spumbra (spores + umbra)
* primal scream
* other (please specify)

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

1. A little too slow

2. No, a pointless ability

3. Bite

4. No choice, the flight system favors biting. Spikes with the current system would be awkward to play.

5. Spikes should not be in the game anymore

6. Health and Armor

7. Umbra should damage nothing

8. Spores are fine

9. Bite, Spores, Primal Scream, Umbra

10. Just needs a little speed burst. All of these "creative" concepts such as perching are unneccesary and would just create more fuss than what it is worth. The current flight system favors biting, which is why spikes should not be an option. having weapons available during gestation would just cause confusion.

It is not worth it, the lerk is fine the way it is, just leave it alone.
ultranewb
QUOTE
5. In terms of game balance, should spikes be able to damage mines?


If it's implemented as poorly as gore spit to kill a mine, then don't even bother.
Cxwf
QUOTE (MrGunner @ May 5 2005, 10:49 AM)
QUOTE (Cxwf @ May 5 2005, 08:57 AM)
There's no "instead" there.  If they have long range attacks, they can do both.

The only time I ever get spore kills is when the comm is slow or from when they have very little health left after me biting them. Spikes only ever got me kills against morons that weren't paying attention or ran in straight lines. Bite lets me go 20-0 in scrims. It's not really a hard choice for me.

Then I'd say you have substantially improved your Lerk skills since 3.0 came out. Back in 2.01 I was the one going 20-0 as Lerk in scrims. Basically, Lerk deaths in 2.01 were caused almost exclusively by map geometry (ie, getting caught on a protruding object on the ceiling and being suddenly unable to move). If you could avoid that (swoop key maybe?) you could live forever.

Look at it this way: if we are trying to maximize the Lerk's power (which I'm not sure if we are, don't want it to be too powerful so as to be unbalancing), then that doesn't automatically mean giving it the best overall chance to survive a fight against all enemy types. A lerk that is somewhat less powerful in some types of fights can still be much more useful to the team as a whole if he is better at other types of fights which are harder for skulks and fades. Right now it seems as if the Lerk excells at killing the same types of things that skulks and fades excel at killing, and the standard marine counters to skulks and fades are basically the same counters to use against Lerks.

The 2.01 Lerk didn't have the same power as the 3.0 Lerk to just swoop down and destroy a single unsuspecting marine--but EVERY alien can do that. On the other hand, only the 2.01 Lerk can assault an enemy group carrying overwhelming firepower, and not only survive, but slowly rack up kills. (with possible exception of stomping Onos)
(overwhelming firepower defined--3+ marines carrying at least as much res in weapons as you spent on your lifeform)
MrGunner
QUOTE (Cxwf @ May 5 2005, 01:00 PM)
On the other hand, only the 2.01 Lerk can assault an enemy group carrying overwhelming firepower, and not only survive, but slowly rack up kills. (with possible exception of stomping Onos)
(overwhelming firepower defined--3+ marines carrying at least as much res in weapons as you spent on your lifeform)

This right here tells me that you are not a very good lerk.
grepdashv
QUOTE
What exactly do you mean by perch? Like stick to the cieling?

Yes, or any part of the map geometry. Basically, skulk walkwalking, minus the walking.

QUOTE
bite or spike choice

To clarify, this would be a mutually exclusive choice made at the time the player chose to go lerk, not two weapons in one slot or the ability to switch back and forth (although it has been suggested that a perched lerk would get spikes and an unperched lerk would get bite).
nIn
In the competitve scene most lerks are getting really agressive. Spikes are not needed. Perching isn't needed either.

The base speed of a lerk should be increased a tad bit. I'm talking vanilla lerk, with no upgrades.

Lerks are actually fine the way they are and should be left alone, TBH. lerk.gif FTW
Cxwf
QUOTE (MrGunner @ May 5 2005, 03:43 PM)
QUOTE (Cxwf @ May 5 2005, 01:00 PM)
On the other hand, only the 2.01 Lerk can assault an enemy group carrying overwhelming firepower, and not only survive, but slowly rack up kills.  (with possible exception of stomping Onos)
(overwhelming firepower defined--3+ marines carrying at least as much res in weapons as you spent on your lifeform)

This right here tells me that you are not a very good lerk.

We've already established (albeit through random unsubstantiated kill ratio boasts) that your 3.0 Lerking skills far surpass mine, while my 2.01 Lerking skills were much better than yours. What's your point? Are you telling me you regularly dive into the middle of a group of 3 marines with shotguns, kill them, and get away, facing good opponents? This after you yourself pointed out that you drop to a single shotgun blast.
Anbu
I'm not exactly the best person with a shotgun, but i've seen him do that to me and others quite a bit tbh =[
MrGunner
QUOTE (Cxwf @ May 5 2005, 03:34 PM)
This after you yourself pointed out that you drop to a single shotgun blast.

All lerks do.
Grendel
QUOTE (MrGunner @ May 6 2005, 08:31 AM)
QUOTE (Cxwf @ May 5 2005, 03:34 PM)
This after you yourself pointed out that you drop to a single shotgun blast.

All lerks do, unless they have carapace.

Fixed.
Faskalia
QUOTE (grepdashv @ May 4 2005, 09:53 PM)
If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
b. a little too high (for the cele lerk it is way too high)

2. Should lerks be able to perch?
a. yes (allows to ambush)

3. For your playstyle, which do you prefer?
a. bite (spikes just dont cut it, if you cannot circle strafe you traget)

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
No. 2 lerks tag teaming a rine team, one with spikes another one with bite sound horrid to me

5. In terms of game balance, should spikes be able to damage mines?
b. no (a mined pg is expensive and should not be cleared by a hive 1 lerk)

6. Spores should damage:
c only armor, but the cloud should stay longer and strap armor away rather quickly for LA and slower for HA

7. Umbra should damage:
a. nothing

8. Are spores currently too powerful as a hive 1 weapon?
a. spores are too powerful

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* EITHER bite OR spikes with modified flight system
* umbra
* spores
* primal scream

10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* EITHER bite OR spikes with modified flight system
* umbra
* spores
* primal scream

bite or spike completetly depends on the flight system. allow the lerk to circle strafe a rine again and i am for spikes, otherwise i have to go with bite

umbra at hive 1 makes the lerk a powerfull aid during early game hive rushes as well as forcing him to a more extreme playstyle. umbra yor way to a rine and then fly in and make the kill

spores at hive 2, that strap away HA armor allow the alien team to smoke HAs out, that dug themself in a siege base

primal scream is a nice base breaker wink-fix.gif ,although i always wanted to see some kind of paralyzing spikes added to hive 3 for the lerk (only la rines are affected)
Zephor
QUOTE (Grendel @ May 5 2005, 11:51 PM)
QUOTE (MrGunner @ May 6 2005, 08:31 AM)
QUOTE (Cxwf @ May 5 2005, 03:34 PM)
This after you yourself pointed out that you drop to a single shotgun blast.

All lerks do, unless they have carapace.

Fixed.

I dont think most lerks can fly at marines and only get shot by one shotgunner. 70 hp isn't hard to take down from a lerk and after that, one good shot with weapons 2 can drop a lerk.
SLizer
QUOTE (Zephor @ May 6 2005, 11:24 AM)

I dont think most lerks can fly at marines and only get shot by one shotgunner. 70 hp isn't hard to take down from a lerk and after that, one good shot with weapons 2 can drop a lerk.

I think thats quite hard to get that 70hp if the lerk a**-ra*es you or you are reloading.
homicide
The acceleration/energy use of a lerk flap should naturaly perform like a 2jump script. More thrust; more energy; less flapping. Would not effect balance, just remove the advantage of spamming jump, nwheel, or scripts.

Primal should take 25% less energy than it currently requires and last 25% longer.
Swiftspear
I answer my dealio exactly the same as nIn. I'd like to see backwards flight, just to see what could be done with it, but the current lerk is pretty much in a sweet spot where it doesn't need much changing.

For god sakes, don't stick us with spikes again.
ThreeLeggedSkulk
QUOTE (grepdashv @ May 4 2005, 02:53 PM)
If you play as a lerk for your clan...

Please everyone else shut up
Swiftspear
I lerk for /whois: which would be my clan... KTHNXBI
SaltzBad
And I play baseball for the NAMBLA cup. Want to hear my professional oppinion on steroid scandals? No? Thought so.

- Which really has nothing to do with the Thread, please stay on topic.
Swiftspear
QUOTE (SaltzBad @ May 6 2005, 08:34 PM)
And I play baseball for the NAMBLA cup. Want to hear my professional oppinion on steroid scandals? No? Thought so.

No, but I might be interested to hear what brand bat you recommend... Your talking about a massive issue here, not one only relevent to pro league play.

Granted I'm being kind of liberal on the definition of "lerking for your clan" user posted image

Grep, feel free to ignore me if you don't like my credentials. I still met the minimum requirements though.

- Which really has nothing to do with the topic at hand, this looks like a private convo you two should have. Stay on topic please.
2_of_Eight
Keep in mind, the maximum vertical speed - without celerity - is rougly 1200 units/second...
Yeah, I think it's all good; lerks are perfect right now.
Blue_Mary
If you play as a lerk for your clan, please respond below to the following questions:

1. In terms of game balance, the lerk vertical speed cap is:
Just right, but needs a little more speed up without celerity. Feels awkward.

2. Should lerks be able to perch?
See 3. (A yes though).


3. For your playstyle, which do you prefer?
Spikes. If there was a Perch ability, it would give Lerks the ability to use the Spikes alot better than with the flight model right now.

4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?

No. It's either one, the other, or both on the Lerk to begin with. A choice will complicate things and slow down choice and gestation process.

5. In terms of game balance, should spikes be able to damage mines?
If spikes were reimplimented as a Hive 1 weapon, they should not damage mines, int he same manner as Parasite, for it would make them more useless, like in 2.0x

6. Spores should damage:
Health and Armor. There is nothing to change.

7. Umbra should damage:
Nothing. Umbra should remain as the defensive weapon.

8. Are spores currently too powerful as a hive 1 weapon?
Spores are a little overpowered.

9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
1. Bite
2. Spikes
3. Umbra
4. Spores

Yes, it is the 1.0x Lerk loadout, but I think it is the most balanced. The Lerk should be an offensive weapon between the Skulk and Fade. Primal Scream only takes away fromt he offensive capabilities. I mainly see Primal Scream used for killing the CC faster, or to power up an Acid Rocketing Fade. Nothing else really, as I think it's on the wrong lifeform(Should be on Onos).

Spikes, if given a 1-3 point damage reduction, would serve fine as a Hive 1 weapon, if it can't kill mines. Keep Bite for close combat/structure killing. Umbra for the 2nd hive ability stays, as it's perfect for what it does, and assists in the 1-hive lockdown situations. Spores at Hive 3 seems right, because if you're not using a Proto tech item (Heavies to filter it, JPs to dodge), then it assists in destroying faster, while not overbalancing if the Marines are still a formidable force (using proto lab equipment).


10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.

Being able to Perch isn't useful unless Spikes gets implimented, because the current flight model is perfect for Perching and then spiking the heck out of a Marine, or for hiding in a corner in the ceiling, as a flying creature would be best at. It needs to be more than just a skulk with wings, in my opinion, and spikes is the big difference in my opinion.

However, I don't want to see the flight model change, other than backwards flight. It was a great improvement from the older flight model.
TheAdj
QUOTE
1.  In terms of game balance, the lerk vertical speed cap is:
a.  too high (lerks can go too fast up-down)
b.  a little too high
c.  just right
d.  a little too low
e.  too low (lerks can't go fast enough up-down)


I find the current setup acceptable, so C.

QUOTE
2.  Should lerks be able to perch?
a.  yes
b.  no


A, yes they should.

QUOTE
3.  For your playstyle, which do you prefer?
a.  bite
b.  spikes


A

QUOTE
4.  Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon?  Why or why not?


If spikes is being considered for the lerk again, add it as an additional hive0 or hive1 weapon. Spikes can be useful, however not useful enough to replace bite as a primary weapon. If they are re-added for whatever reason, they should damage structures at 1/3 their normal damage and do no damage to groundpounding LA or HA. Normal damage is done to health and jetpackers.

QUOTE
5.  In terms of game balance, should spikes be able to damage mines?
a.  yes
b.  no


Yes, this should be one of their primary uses.

QUOTE
6.  Spores should damage:
a.  health and armor
b.  only health


A, as they are now. Spores are one of the primary ways in which to dislodge camped marines, changing them will drastically alter how marines can camp in one spot without moving.

QUOTE
7.  Umbra should damage:
a.  nothing
b.  light armor / jetpack armor only
c.  all armor, including heavy armor


A, nothing. There is no need for umbra to do anything, at hive 2 aliens have a great advantage in terms of abilities and endurance.

QUOTE
8.  Are spores currently too powerful as a hive 1 weapon?
a.  spores are too powerful
b.  spores are fine
c.  spores aren't powerful enough


In the current build, spores are fine, B. In previous builds I would have said C, however the tables have turned against marines yet again.

QUOTE
9.  Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
* bite
* spikes
* spores
* umbra
* spumbra (spores + umbra)
* primal scream
* other (please specify)


Bite, Spores, Umbra, Spikes. I have never liked primal scream, it would be an incredibly powerful hive2 weapon, however at hive3 it is simply a gimmick given the incredible firepower available already.

QUOTE
10.  Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.


Almost all of the questions asked here were about the lerk weapons and only 1 was asked about the flight mechanics, which is by far more important. Lerk players are currently limited by the manuveurability of the lerk. Additional flight manuveurs would significantly increase the level of play when using lerks. Some thoughts I've put out before:

Lerks desparately need some type of sideways movement ability. My personal desire is to see a banking ability, which is simply the lerk flying sideways. This should be able to be done at 75% of the lerks maximum forward speed or less, and once sideways movement is started, maximum forward speed should be achievable again. It should also be possible to fly vertically without forward movement at all. These should be separately bound keys from forward/backward/strafe keys. Lerks should also lose no speed while turning, in fact they should gain speed when turning. I would like to see lerk health go down to 100 and armor increase to 50, carapace doubling it to 100. My reasoning for this is shotguns drop lerks in pretty much a single hit, 2 at the maximum. Without carapace, lerks are !!!!!*****incredibly*****!!!!! (That's about as much emphasis as I can add via text) vulnerable to marines if they make even a slight mistake. For a 30 res lifeform, it is incredibly fragile, and this will simply reduce the frustration level when playing it and also does not turn it into a super tank.
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