<div class="IPBDescription">except server ticket rate</div> is... resource system!
1 res per havester/extractor in every 5 secs.. is just fail. Hive spam detected again! and even more cyst spams at the late game, rather than that it happened with energy.
I dunno, the Lerk bite is now next to useless; about half as fast to use, and less damage as well, so why bother? Spikes become a mandatory research, and they're not really that useful either.
im pretty sure lerk bite was supposed to be a harrassing thing, bite/gas retreat, then go back in for the kill. not the whole bath salts thing of chewin a rine's face off
<!--quoteo(post=1944241:date=Jun 17 2012, 06:24 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jun 17 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1944241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dunno, the Lerk bite is now next to useless; about half as fast to use, and less damage as well, so why bother? Spikes become a mandatory research, and they're not really that useful either.<!--QuoteEnd--></div><!--QuoteEEnd-->
The poison? One bite with spike follow up is pretty deadly.
<!--quoteo(post=1944285:date=Jun 17 2012, 08:06 PM:name=cake.)--><div class='quotetop'>QUOTE (cake. @ Jun 17 2012, 08:06 PM) <a href="index.php?act=findpost&pid=1944285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk just became a more demanding lifeform in terms of skill imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1944285:date=Jun 17 2012, 09:06 PM:name=cake.)--><div class='quotetop'>QUOTE (cake. @ Jun 17 2012, 09:06 PM) <a href="index.php?act=findpost&pid=1944285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk just became a more demanding lifeform in terms of skill imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't really need much explaining, they have the most late game roles to support.
1. Bite - In team fights go for the scattered and farthest marines from the armories, just to disrupt and cause excess med packs.
2. Poison Cloud - Every team fight to blink/kill. Needs to watch minimap to pre-gas hallways, once the marines are there it is hard to go in vs 3-4 marines (now that shotgun is good again).
3. Spikes - All around good ranged weapon, comparable to LMG and allows lerk to always do damage at range.
4. Umbra - The umbra effect has been nerfed (or just changed) to effect lifeforms within the cloud only, the effect doesn't carry once you leave the cloud. This make for repetitive clouds for the team to resist massive bullet damage.
The hard part is balancing all these roles (the lerk already takes a bit of a learning curve to master). You need to know when to go in and get out, when to harass, support, or kill.
<!--quoteo(post=1944251:date=Jun 17 2012, 07:40 PM:name=ShadowFang)--><div class='quotetop'>QUOTE (ShadowFang @ Jun 17 2012, 07:40 PM) <a href="index.php?act=findpost&pid=1944251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->im pretty sure lerk bite was supposed to be a harrassing thing, bite/gas retreat, then go back in for the kill. <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->not the whole bath salts thing of chewin a rine's face off<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
edited June 2012
<!--quoteo(post=1944299:date=Jun 17 2012, 09:45 PM:name=DggMuffin)--><div class='quotetop'>QUOTE (DggMuffin @ Jun 17 2012, 09:45 PM) <a href="index.php?act=findpost&pid=1944299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't really need much explaining, they have the most late game roles to support.
1. Bite - In team fights go for the scattered and farthest marines from the armories, just to disrupt and cause excess med packs.
2. Poison Cloud - Every team fight to blink/kill. Needs to watch minimap to pre-gas hallways, once the marines are there it is hard to go in vs 3-4 marines (now that shotgun is good again).
3. Spikes - All around good ranged weapon, comparable to LMG and allows lerk to always do damage at range.
4. Umbra - The umbra effect has been nerfed (or just changed) to effect lifeforms within the cloud only, the effect doesn't carry once you leave the cloud. This make for repetitive clouds for the team to resist massive bullet damage.
The hard part is balancing all these roles (the lerk already takes a bit of a learning curve to master). You need to know when to go in and get out, when to harass, support, or kill.<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Medpacks being hard-counter for the majority of your damage is bad. Has been brought up before and I plan on bringing it up again.
2-3. Spikes are out of class right now. It's confusing. You have a melee-ranged attack for both Bite and Spore then you have a Ranged attack such as Spike.
4. Umbra is wonky right now. I agree that the timer is too short for the effect to be any sort of useful and the fact that you can't umbra down a hallway while flying full speed annoys me (you end up hitting your own umbra cloud and it bursts in mid-air instead of the doorway you want to fly through).
Hopefully these issues can be addressed soon or in the near future.
<!--quoteo(post=1944330:date=Jun 17 2012, 11:15 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jun 17 2012, 11:15 PM) <a href="index.php?act=findpost&pid=1944330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Medpack hard counter can be subverted by making bite do the typical damage it does now, but allowing the poison to instead be corrosive for armor...
Been sayin spikes are out of class since forever! :)
umbra is broken
theres my helpful 2 cents.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah I feel like an idiot now, I kept running into the marine base right after umbraing and thinking "Shoot me all you want I'm umbra'd" And even shooting it for my team just before a large base rush, but since it only works inside the cloud it's pretty much useless for base raids other than maybe half a second when you are moving in and still it will only block about 4 damage in that short time plus it means the lerk is going in to the base first, right into sentry and LMG fire just so the onos behind them can take half damage for a second
The poison of the lerk is somewhat effective, maybe if it removes armor as well, it could be very good. I don't think it's a great problem if it can be countered with medpacks, or welded back. The lerk is more of a harasser, and the poison bite and the clouds, can either stop the marines, or force the commander to focus his attention on the marines and spend res on them. Maybe the lerk should have a bit more health/armor, since it's a bit weak. It shouldn't be made strong enough to be face chewing like 209, but it would still be nice if it can fly around the marines a bit more to gas them and allow it to get umbra into a base.
The harasser role as I understand it is to deal low damages at range, make the marine move around and disorganize , then pick up a weak target (hurt, isolated,...) and to finish it with bite. It works like wolves attacking big mammals.
Now you can't do that because you have two melees attacks (bite and spores), you can't disrupt marines formation, you can just go in for a single bite and hope the marine is low health. Poison works only on public game with a commander that don't med.
What about switching bite and spikes order ? Spike comes first, then you can evolve bite. You harass at range with spikes and finish with bite.
It's a bummer to hear the resource system might be a bit out of whack - remember that B210 was a huge shakeup of the system. Like any big change, it often takes a few builds to get things tickety-boo again.
I think the idea to get bite as first attack was that the lerk won't camp in the backlines and just spam his spikes but instead fights at the front aswell.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I have always player lerk, feels fine this patch. Bite is good but i still think spike should have been the basic attack rather then the poison bite.<!--QuoteEnd--></div><!--QuoteEEnd--> I have to agree with this, it's really one of those NS 1 features that I do not feel NS 2 really missed. Lerk spikes were fine as a primary attack, it made the lerk gameplay stand out more from the skulk's, and it's generally just a lot less clunky in terms of mechanics. (Imo it just feels stupid having to fly into a marine and bite him as a fragile lerk)
Maybe if they gave him back his old speed this would be more manageable. (I'm guessing they will, but only after a significant performance increase)
How about the remote clouds from NS1, that would make the Lerk more ranged, and fit the role. The current lerk bite seems to be a kind of attack you only use on special opportunities. If you pass a single marine, or maybe on jetpacks. The main attacks of the lerk are the spikes and clouds. If we move bite to be a higher tier, I doubt it will ever be researched. It might be worth replacing the bite with something else, maybe give it parasite...
However I think we need to see what happens when the resource system is tweaked, as the original point of this posts was...
Comments
The poison? One bite with spike follow up is pretty deadly.
This.
Explain yourself!
Doesn't really need much explaining, they have the most late game roles to support.
1. Bite - In team fights go for the scattered and farthest marines from the armories, just to disrupt and cause excess med packs.
2. Poison Cloud - Every team fight to blink/kill. Needs to watch minimap to pre-gas hallways, once the marines are there it is hard to go in vs 3-4 marines (now that shotgun is good again).
3. Spikes - All around good ranged weapon, comparable to LMG and allows lerk to always do damage at range.
4. Umbra - The umbra effect has been nerfed (or just changed) to effect lifeforms within the cloud only, the effect doesn't carry once you leave the cloud. This make for repetitive clouds for the team to resist massive bullet damage.
The hard part is balancing all these roles (the lerk already takes a bit of a learning curve to master). You need to know when to go in and get out, when to harass, support, or kill.
This made me Lol. Thanks :P
1. Bite - In team fights go for the scattered and farthest marines from the armories, just to disrupt and cause excess med packs.
2. Poison Cloud - Every team fight to blink/kill. Needs to watch minimap to pre-gas hallways, once the marines are there it is hard to go in vs 3-4 marines (now that shotgun is good again).
3. Spikes - All around good ranged weapon, comparable to LMG and allows lerk to always do damage at range.
4. Umbra - The umbra effect has been nerfed (or just changed) to effect lifeforms within the cloud only, the effect doesn't carry once you leave the cloud. This make for repetitive clouds for the team to resist massive bullet damage.
The hard part is balancing all these roles (the lerk already takes a bit of a learning curve to master). You need to know when to go in and get out, when to harass, support, or kill.<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Medpacks being hard-counter for the majority of your damage is bad. Has been brought up before and I plan on bringing it up again.
2-3. Spikes are out of class right now. It's confusing. You have a melee-ranged attack for both Bite and Spore then you have a Ranged attack such as Spike.
4. Umbra is wonky right now. I agree that the timer is too short for the effect to be any sort of useful and the fact that you can't umbra down a hallway while flying full speed annoys me (you end up hitting your own umbra cloud and it bursts in mid-air instead of the doorway you want to fly through).
Hopefully these issues can be addressed soon or in the near future.
I have always player lerk, feels fine this patch. Bite is good but i still think spike should have been the basic attack rather then the poison bite.
Been sayin spikes are out of class since forever! :)
umbra is broken
theres my helpful 2 cents.
Been sayin spikes are out of class since forever! :)
umbra is broken
theres my helpful 2 cents.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I feel like an idiot now, I kept running into the marine base right after umbraing and thinking "Shoot me all you want I'm umbra'd" And even shooting it for my team just before a large base rush, but since it only works inside the cloud it's pretty much useless for base raids other than maybe half a second when you are moving in and still it will only block about 4 damage in that short time plus it means the lerk is going in to the base first, right into sentry and LMG fire just so the onos behind them can take half damage for a second
The harasser role as I understand it is to deal low damages at range, make the marine move around and disorganize , then pick up a weak target (hurt, isolated,...) and to finish it with bite. It works like wolves attacking big mammals.
Now you can't do that because you have two melees attacks (bite and spores), you can't disrupt marines formation, you can just go in for a single bite and hope the marine is low health. Poison works only on public game with a commander that don't med.
What about switching bite and spikes order ? Spike comes first, then you can evolve bite. You harass at range with spikes and finish with bite.
Maybe if they gave him back his old speed this would be more manageable. (I'm guessing they will, but only after a significant performance increase)
However I think we need to see what happens when the resource system is tweaked, as the original point of this posts was...