Modified Lerk damage from speed

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
So I was thinking, the spikes do damage because they are high velocity right. If you have a bone spike going x meters per second fired from a stationery position, its total speed is x meters per second. However, if you fire the same spike while going y meters per second in the same direction, the speed is now x+y meters per second.

I think it would be cool if the Lerk's spike damage was increased based on how parallel his movement direction is with his facing direction, and also how fast the Lerk is going. I think this would create interesting flight strategies, as well as perhaps bringing some balance to the Lerk's spikes.

At the moment I think the spikes are a little too strong. When fighting marines with level 2 and level 3 armour, the spikes do reasonable damage. They aren't completely ownage, but they do enough damage to make marines run when they start getting hit. Level 0 and 1 armour on the other hand get completely decimated by spikes, to the point that a marine can actually be instantly killed if he doesn't notice hes getting shot for a second or two. So I as thinking, one could decrease the base damage of the Lerks spikes, maybe by say 15-20%, but then add the bonus damage modifier from speed. The nice thing about this is, a lark sitting on the roof, or strafe flying around his target will do respectable, but reduced damage. While a Lerk flying directly at his target as fast as possible, will do more damage, but will put himself at considerably more risk as it is a much easier flight path to predict and shoot at.

Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    We have already tried a mod like this in the gathers, some time back.
    The largest problem was that it was too hard to tell when you were doing bonus damage.
    And the bonus damage was very hard to achieve, the risk was often too great.
    Kind of in the same category as lerk bilebomb, high risk/low reward.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1916232:date=Mar 22 2012, 01:02 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 22 2012, 01:02 PM) <a href="index.php?act=findpost&pid=1916232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We have already tried a mod like this in the gathers, some time back.
    The largest problem was that it was too hard to tell when you were doing bonus damage.
    And the bonus damage was very hard to achieve, the risk was often too great.
    Kind of in the same category as lerk bilebomb, high risk/low reward.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ye I can see how these problems would arise, thanks for feedback.
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