Lerk Quirks
RisingSun
RisingCalifornia Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
Two questions (Search is MIA right now)
1. Are there plans to improve Lerk flight? Feel extremely wrong. Too much upward momentum when you hit jump and not enough forward propulsion.
2. Any chance Lerk Zoom could be toggle-able also? Not a huge thing but you are very vulnerable in this mode and being a noob at the class when i "freak out" at being shot at i dont want to have to think what button to press to get my view normal lol just let go =) (Just an option between the two. Not switched.)
Thank all. Great job so far.
1. Are there plans to improve Lerk flight? Feel extremely wrong. Too much upward momentum when you hit jump and not enough forward propulsion.
2. Any chance Lerk Zoom could be toggle-able also? Not a huge thing but you are very vulnerable in this mode and being a noob at the class when i "freak out" at being shot at i dont want to have to think what button to press to get my view normal lol just let go =) (Just an option between the two. Not switched.)
Thank all. Great job so far.
Comments
As for the zoom, I agree. I would prefer to have it zoomed in only while I hold the right click button, as I too sometimes get disoriented when trying to flee after in zoom mode and fail to unzoom properly.
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That could also work.
Thank you for the Lerk flight info. It is turning into my fav thing to play (Lerk snipe shot is pretty awesome when clipping a turret near a wall hehe. Only take 6 or so shots.)
I know that the lerk in ns1 was kind of a melee and that for he needed a fast flight with quick movements, but changing it to this slow, airplane like feeling is no solution.
In my opinion they should get the ns1 flight back with a focus on hovering instead of barrel rolls and jet acceleration.
for the snipers out there, i made a little chart on how many shots you need to kill a marine. the 0,1,2,3 numbers represent the number of damage/armor upgrades
[attachment=35999:snipechart2.jpg]
Nah, lerks shouldn't be forced to stay on the ground to snipe, and even then you sometimes want to jump up from behind the cover of a box for a quick snipe.
<!--quoteo(post=0:date=:name=Flayra)--><div class='quotetop'>QUOTE (Flayra)</div><div class='quotemain'><!--quotec-->Lerk 2.0:
Give him rapid-firing, inaccurate, short-range, high-damage spikes (almost like a minigun but for close encounters), along with a "shotgun" style burst of spikes on alt-fire. These spikes are now “hitscan†so you don’t have to lead your targets. We’ll try to make it look like you’re shooting spikes still though.
Add trailing spores that persist long and do a good amount of damage (alt-fire will be his current short-range spore cloud projectile). Then I'll buff the Crag umbra and see where that gets us.
That increases the DPS/support nature of the Lerk as well as the defensive nature of the Crag.
Then tune his flight model and that bad-boy will no longer be sitting back. Of course that means he won't have a snipe ability, maybe that could be added as late-game upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->
But I would also like to keep the Snipe attack, even if its damage has to be reduced. Limit the Lerk's attack range too much, and the already very powerful Shotgun would be even more difficult for Kharaa to defend against.
Your right, when a marine surprise you (or another bad situation) you can't escape quickly cause when you hit jump you can't go forward and have speed quickly. +1
<!--quoteo(post=1857378:date=Jun 30 2011, 09:03 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jun 30 2011, 09:03 PM) <a href="index.php?act=findpost&pid=1857378"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would prefer to have it zoomed in only while I hold the right click button, as I too sometimes get disoriented when trying to flee after in zoom mode and fail to unzoom properly.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great idea, that will help to snip while flying.
It's possible to snip while flying with the current snip view but the time to switch between scope and unscope is too long. (i have to click multiple time to switch back to unscope mode)
I think that could be related to the issue I mentioned here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114033" target="_blank">Switching between attacks</a>
having to keep mouse 2 pressed would work. but I'm not sure what to do when lerk 2.0 comes. snipe would make it 3 spike related weapons. another sniper mode(attack) with both zoomed and unzoomed maybe? =/
You can switch to Spore to instantly restore normal vision. But it is another Lerk quirk, which is what this thread is about!
that will be alot easier to do when a last weapon used button is in place
I love the current lerk flight, but I have to agree it's sorta hard to quickly get away if you're caught by surprise. I would love to have some sort of alt fire of the flight. Gliding is epic and accurate + fast, so I'd love to keep that, but it should also be easier to get away if you're caught by surprise. Another thing that the current flight is good for is to stay in the air at the same spot, which makes it awesome to snipe without marines really knowing where you are, because they'll look at the ground and vents.