If this change is true, it will be a big advantage for the lerk due the angle restrictions of a sentry turret. One lerk at the top of a turret farm can easily destroy it and commander can´t do anything to cover this situation.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i belive that they will also change the movement physics of the lerk, so it becomes more viable in true combat, right now ur doomed to fly straight lines.
<!--QuoteBegin--vvInter+Jan 30 2003, 12:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vvInter @ Jan 30 2003, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I heard they were thinking of removing the spikes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> no way
I'm pretty sure this is all just rampant speculation at this point. As far as I know, Flayra hasn't made it clear exactly what will be in 1.1. Lerks hanging on walls/ceilings might be in some "future" release, but not necessarily 1.1.
hopefully they will get some flight changes, i can "fly" better with my skulk than as a lerk any day, lerk bites hurt more i think, which doesnt make a lot of sense, and sometims i NEED spikes, but otherwise i avoid lerks at all costs.
The changes should, hopefully, be the flying. I dont think they'll remove the spikes. They aren't overpowerful, as the 1.04 tuning showed If anything would be removed it would be umbra. And if that is the case, then thats one hell of a nerfing
The changes should, hopefully, be the flying. I dont think they'll remove the spikes. They aren't overpowerful, as the 1.04 tuning showed If anything would be removed it would be umbra. And if that is the case, then thats one hell of a nerfing
Make it WORTH 33? Hell, I love em as they are.Once your at 2 hives any way, im almost a god as lerk. Kill marines by the packs. I dont even use spikes often. But the hanging thing sounds nice. And maybe make them a lil more viable 1hive. 1 hive they seem to be too vulnerable. Too expensive, too easy to die.
I can use lerks effectively at hive one and often never die until hive 2 when GLs kill me. Thanks in part to the better spikes.
But the flying physics should be changed so that you can actually TURN. Right now I can fly like a pro in the corridors, but in combat it is very difficult. I've had my share of biting jetpackers in mid-air, but that's mostly due to luck. So, better flying=better lerk.
Yea, manueverability is still a lil shakey. I can get around the corners and what not, but in combat, its usually something like, pick a wall to hit and umbra in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
Right now, Lerks can't turn, and therefore can't fight JPers too well. The lerk flies like a rubber ball, whereas the JPers fly like that Moon Lander game only with better control. The main problem with lerk flight is that you can't change direction or get rid of extra speed easily. To stop, you have to turn 180 degrees exactly and flap like a madman. I'd like to see easier flight for lerks, but that's about it.
I haven't played an obscene amount of lerk, but the only problem with lerk that I have seen is the newbs who go lerk when gorge is saving early game with the reason that they die too easily as skulk. These people usually die in 5 minutes as lerks too.
Flayra indicated in his interview that the control system <b>might</b> get tweaked as well as the energy useage, so a lerk can spike and fly at the same time, which you cant quite do now, even with adrenaline.
Nothings definate at the moment except whats in the Dev teams heads.
<!--QuoteBegin--LoboLeal+Jan 30 2003, 05:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LoboLeal @ Jan 30 2003, 05:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If this change is true, it will be a big advantage for the lerk due the angle restrictions of a sentry turret. One lerk at the top of a turret farm can easily destroy it and commander can´t do anything to cover this situation. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> OK but on that same note, one lerk could fly over a farm or hang off the edge of an overhanging pipe or catwalk. As long as said lerk has adrenaline3 staying in flight would be no problem while spiking, as long as the "pilot" doesn't go crazy flapping his wings.
<!--QuoteBegin--sekdar+Jan 30 2003, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 30 2003, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> my guess is that he's probably going to make it <b>worth</b> spending 33 rps.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ?!?!? Last time I checked the lerk was making others practicaly invincible (umbra) and murdering from hundreds of yards away (spores). I Think if anything the price on the lerk should go UP
<!--QuoteBegin--sekdar+Jan 30 2003, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 30 2003, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> my guess is that he's probably going to make it <b>worth</b> spending 33 rps.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Omg.... Lerk is the best way to spend any sources once second hive comes up, either that, or stay Skulk, Fade sucks, Onos sucks. End of story <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Ahhhhh yes.... hanging on the cielings would be an insane advantage with cloak. I could imagine the types of ambushes to be pulled of there.
I can understand that the lerk flying needs some tweaking, though i noticed that lerk combat flying is pretty easy, with practice. I usually go to refinery in bast, and flap around in circles, practicing my maneuverability.
I noticed when you hold the walking key, you can get less momentum, but more control, or maybe it's just me and all in my head... When you hold down walk like this, combat is easier because you can aim better, and position yourself to swoop down and bite, not just flap around, dropping, biting, flapping more...
<!--QuoteBegin--Tabris+Feb 5 2003, 02:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tabris @ Feb 5 2003, 02:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lerks will have greater manuverablity... spikes doing more damage... basically making them more viable... and not just cover for fades.
This may be the answer we all seek to jp rushes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The spikes doing 18 damage now is good enough.
Would be good if the lerk would could hang off ceilings and walls. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Also a bit more turning movement when u glide and would be excellent <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I haven't had any problems with the Lerk's maneuverability in combat. Maybe that's because I've learned to move around without having to turn, but that's a useful skill to have anyway.
I think it would be cool if lerks were allowed to pick up and carry other aliens for fast reinforcements and or carrying the gorge to new targets fast!
Comments
no way
lerk bite: 50 damage
Sammo
The changes should, hopefully, be the flying. I dont think they'll remove the spikes. They aren't overpowerful, as the 1.04 tuning showed If anything would be removed it would be umbra. And if that is the case, then thats one hell of a nerfing
The changes should, hopefully, be the flying. I dont think they'll remove the spikes. They aren't overpowerful, as the 1.04 tuning showed If anything would be removed it would be umbra. And if that is the case, then thats one hell of a nerfing
But the flying physics should be changed so that you can actually TURN. Right now I can fly like a pro in the corridors, but in combat it is very difficult. I've had my share of biting jetpackers in mid-air, but that's mostly due to luck. So, better flying=better lerk.
Nothings definate at the moment except whats in the Dev teams heads.
was always offputting that we couldnt fly and Spike.. pretty strange considering you are supposed to be air support IMO
OK but on that same note, one lerk could fly over a farm or hang off the edge of an overhanging pipe or catwalk. As long as said lerk has adrenaline3 staying in flight would be no problem while spiking, as long as the "pilot" doesn't go crazy flapping his wings.
?!?!? Last time I checked the lerk was making others practicaly invincible (umbra) and murdering from hundreds of yards away (spores). I Think if anything the price on the lerk should go UP
Sorry i forgot to post this... derrrr i feel stoooopd now O_o
Omg.... Lerk is the best way to spend any sources once second hive comes up, either that, or stay Skulk, Fade sucks, Onos sucks. End of story <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
*Edit* Sorry, didn't see your second post.
This may be the answer we all seek to jp rushes.
I can understand that the lerk flying needs some tweaking, though i noticed that lerk combat flying is pretty easy, with practice. I usually go to refinery in bast, and flap around in circles, practicing my maneuverability.
I noticed when you hold the walking key, you can get less momentum, but more control, or maybe it's just me and all in my head... When you hold down walk like this, combat is easier because you can aim better, and position yourself to swoop down and bite, not just flap around, dropping, biting, flapping more...
This may be the answer we all seek to jp rushes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The spikes doing 18 damage now is good enough.
Also a bit more turning movement when u glide and would be excellent <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
*thinks back to the dinosaur age*
Just a thought.......
-Leviathan