lerk spores

lunsluns Join Date: 2010-12-05 Member: 75502Members
since lerks no longer bite i was thinking of enhancing their spores, more ideas are welcomed.

1.spores blind the marines inside the spores. sight will returns to normal once they move away from the spored place.
2. If lerk spored in front of the marines, they cannot see through the spores to see incoming aliens.

these effects do not do damage to marines, and since heavy armor makes spores useless against them, this tricky tactic can still be used against them.
Once marines have heavy armor, marines feel its safe to stand in spores, they will make them immune to damage but not this blinding effect, so can't just rush through it.

the effect will create fuzzy/dizzy effect on the marine screen or visually nothing can be seen if they try to look through the spores.

Comments

  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    No. Really Lerks have enough functionality as the run-and-gun strafer, sniper, and background gas person. We don't need a blind on top of the damage.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1814663:date=Dec 9 2010, 11:46 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Dec 9 2010, 11:46 PM) <a href="index.php?act=findpost&pid=1814663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and background gas person.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Made me lol
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I think it's good that the marines are allowed to sacrifice their HP and fight in the spore if they decide to do so. More decisions and tradeoffs usually makes a more interesting game.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Besides, spore is already plenty powerful. Stay in it longer then 4 seconds and you are forced to retreat...
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1814676:date=Dec 10 2010, 01:05 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 10 2010, 01:05 AM) <a href="index.php?act=findpost&pid=1814676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Besides, spore is already plenty powerful. Stay in it longer then 4 seconds and you are forced to retreat...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, i hate it when 2 lerks team up and sporespam a corridor (like from marinestart > West Wing @ rockdown), its almost impossible to penetrate.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Honestly, Spores should be 2 max for a full adren Lerk.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1814697:date=Dec 10 2010, 01:43 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Dec 10 2010, 01:43 AM) <a href="index.php?act=findpost&pid=1814697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, i hate it when 2 lerks team up and sporespam a corridor (like from marinestart > West Wing @ rockdown), its almost impossible to penetrate.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The ceiling over there doesn't help either, it is nice to have as Khaara. But being a complete stand alone level inside a level is like hell for the rines...
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    what if umbra was made more a thicker cloud, same effect nothing changed but just thicker cloud to make it visually hard to see through?
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    The secondary fire of Spore could be a smoke screen that deals no damage, at the cost of 50 energy, so it cannot be spammed.
  • Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
    edited December 2010
    As of now, spores are absurdly unbalanced. Mostly because one lerk has the ability to spam up to three spores all in a row. The damage dealt by them is also way too high in my opinion. I suppose the damage isn't too bad by itself but because of the ability to spam it and the fact that I'm pretty positive the damage stacks when there is more than one cloud present, marines are basically melting where they stand.

    I would say that the energy cost needs to be increased dramatically to only allow one spore cloud at a time for a single lerk.

    Another idea for spore I would offer is, if it's possible, a spore cloud starts out with a very small radius, but deals high damage over time quickly. Basically if it's well placed so that it impacts right on a marine, he's going to suffer. After the initial impact, the cloud slowly expands, and as it expands the damage is gradually reduced until it dissipates entirely.

    EDIT: I'd also like to say that I'm disappointed that umbra is no longer a lerk ability (unless it is going to be, in that case I stand corrected). I think of lerk as a support class, and umbra is the perfect support ability. All these high damage, spammed spore clouds and one shot sniper headshots make lerks much too independent.
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