Why do Kharaa get no range?
DarkLight
Join Date: 2005-04-26 Member: 50181Members, Constellation
With the recent changes to Lerk, it looks like all the Kharaa attackers are becoming close range or melee. Am I missing something? It seems to me that the Lerk used to fill the sole ranged slot int he Kharaa team, now there is none.
Or is the goal to make them only melee?
Or is the goal to make them only melee?
Comments
Fade detaches claws and throws them like a boomerang :)
You can still be a range lerk just fine. If you want to hover you just have to not be holding any directions. Also, gorge is the other ranged class (though the gorge spit is pretty weak).
You can still be a range lerk just fine. If you want to hover you just have to not be holding any directions. Also, gorge is the other ranged class (though the gorge spit is pretty weak).<!--QuoteEnd--></div><!--QuoteEEnd-->
he meant the fade shoulder fired acid rocket, and other awesome stuff which had to go in NS1
I enjoyed playing a ranged lerk too but if UWE make each team very different in terms of attacking style that will be fun as well.
Is life fair for the Lerk when they can only bite <b>or</b> spike? In 2.0 it was spikes only. 3.0 bite only. NS2 - Back to spikes only.
How about we add Bite and Spikes to Lerk?
Also so what if the Lerk had one more weapon than other aliens?
No really generally there can be exceptions made. I think Lerk should be tried with bite and spikes.
This (on paper) should offer more fun and more variety (adding two weapons with two roles will help). And more fun and variety = win.<b> I think this should be tested somewhere in NS2's life.</b>
What do you guys think of Lerks having Bite "and" Spike?
<b>Also as for the topic on hand</b> - It doesn't have to be that way. I found even in NS1 (with Fades having acid rockets right away) that the game still felt different for both sides even if aliens have ranged.
Aliens still need to hit and run or at least take cover while attacking (they can't really stand and shoot in the open [unless marines are on one base and losing that is]) unlike marines which fires while in the open.
Though of course aliens should still specialize in melee but I just don't think it "has" to be completely rangeless (technically gorge and lerk are still range though).
they need to bring back umbra for the lerk, and bite. the current spikes nerf, and gas nerfs are just crazy ideas like slow on damage.
Lowering the damage on lerk spikes at range is something I'm not sure is going to be beneficial. Unless the flight model (which I admittedly need more practice with) becomes more intuitive than it currently is, my major issue is that the lerk feels too fragile to fight at it's effective range. Admittedly I like larger servers, where you're not dogfighting 1-2 marines, but frequently 3+, but that's my observation.
Lowering the damage on lerk spikes at range is something I'm not sure is going to be beneficial. Unless the flight model (which I admittedly need more practice with) becomes more intuitive than it currently is, my major issue is that the lerk feels too fragile to fight at it's effective range. Admittedly I like larger servers, where you're not dogfighting 1-2 marines, but frequently 3+, but that's my observation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why not change Spit to deal Heavy damage (full damage to armour), so Gorges can soften Marines and their structures for other aliens? I think Charlie is reducing Sentries' accuracy when taking damage. Since Spit is Kharaa's most sustainable ranged weapon, it will be quite effective at disrupting Sentries.
You should have seen the damage Spikes do at point blank range. It is quite brutal to Marines without armour. Spore range is too short now IMO, it should at least be increased to 15.