Why do Kharaa get no range?

DarkLightDarkLight 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?

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    That's probably the plan, have aliens be melee and short ranged with more player upgrades vs. ranged marines with defined weapon strengths
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    i do miss being a ranged fade.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1860953:date=Jul 15 2011, 10:53 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jul 15 2011, 10:53 PM) <a href="index.php?act=findpost&pid=1860953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i do miss being a ranged fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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).
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1860969:date=Jul 16 2011, 05:00 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 16 2011, 05:00 PM) <a href="index.php?act=findpost&pid=1860969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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).<!--QuoteEnd--></div><!--QuoteEEnd-->


    he meant the fade shoulder fired acid rocket, and other awesome stuff which had to go in NS1
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I suppose the idea is that aliens are swift because they have to attack at close range, while marines are slow and use ranged weapons. Though as a marine in NS2 I don't feel slow like I did 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.
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    edited July 2011
    I think Lerk should be given Bite and Spikes - Why? Well because in the history of NS1 and NS2 (so far anyway) (with the exception of NS 1.0x) Lerks have only one or the other.

    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).
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    whatever they doing to the lerk now isn't good at all aside from fixing his flight movement.

    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.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    The gorge's acid spit is one of the most anemic-feeling ranged weapons in the game... it's got flight time, low ROF, low damage... honestly, it feels like it's there because nobody's had a better idea (myself included). When it used to open welds, it at least had a purpose.

    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.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    Give me a thunder hammer and storm shield, then you can give the Aliens all the range weapons in the world.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1861455:date=Jul 18 2011, 01:08 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Jul 18 2011, 01:08 PM) <a href="index.php?act=findpost&pid=1861455"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The gorge's acid spit is one of the most anemic-feeling ranged weapons in the game... it's got flight time, low ROF, low damage... honestly, it feels like it's there because nobody's had a better idea (myself included). When it used to open welds, it at least had a purpose.

    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.
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