Lerks

Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
<div class="IPBDescription">In line with the beta discussion debate</div> Following the lerk debate has shown me that the lerk is near (note I said near) useless in 2.0 as of now, both in support and assault. This is of couse in speculation and second hand info from the vets and PTs posts. While we may equate the lerk to a mage in games that contain them, weak in strength/physical and easy to kil but with insane attack abilities while "charged". I see that Flayra is happy with the lerk, so this post may be in vain, but I am with Savant that the lerk is in a somewhat odd state.

I think that Savant's ideas of HP increase or some cost reduction (maybe not even down to 10) would seem in line with it's abilities, yet that may not be advisable. Giving an alien with ranged abilities so early and often might upset game balance a little too easily, or one that is still not to hard to get (30 res) yet difficult to kill.

So, my suggestion. Make it even more of a support class. Spores appears to fit where it is though maybe a damage increase to 7 or 8 would help a bit, umbra is perfect for the lerk of course, though an increase in duration would be nice, two seconds makes the ability dang near useless. Spikes sound fine as they are, and primal scream is cool. The deal seems that since nothing stacks, having more than one lerks is useless unless you're just spiking.

Maybe avoid ALL changes to the lerk and just allow umbra and spore stack.

Just two bits from an alien lover. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Yes, two seconds is insanely short, and does not make it much of a support unit.

    I've held my tounge on 2.0 until this issue came up.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    yes stacking would be good only if you put a limit on it cause otherwise you get lerk rushes doing spores and then marines die instantly.... gg for aliens... and yes umbra imho sounds like it should be lengthed 1-2 secs
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Wow two seconds!? Of <i>umbra!?</i> I think that after awhile on pubs, Flayra might release a patch to fix all the balancing issues, including that one. I dont think we have anything to worry about.

    The problem we had last build was that you could have <b><i><u>unlimited</u></i></b> umbra on the units if you had adrenline, and I think that was a little cheap. That would probably be the reason to lowering it to two seconds, and that sounds fine. Maybe they should lower the energy on it if they didnt yet.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    two seconds... that will save u from about lets say.... 1-2 bulelts out of 20 shot at u
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    im so **** about the lerk being uber nerfed I dont have anything constructive to say
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    If we remember that the Lerk is supposed to be a support class, an idea comes to mind. While keeping the cost, damage, health, speed, and armor all the same, what if spores also lowered marine speed by some percentage? I suppose this percentage could even vary by the number of hives up or something. 0/10/15/20? This would play up the support role of the Lerk, mildly increase the damage potential of spores, and would also make it so that a Lerk has some use vs HA marines.

    The explanation could be something along the lines of spores are concentrated bacterium that interfere with the marine's nano-powered suits while the marine is inside the cloud.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Just saw the thread and thought I would pop in. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I too enjoy playing the lerk, and as I have been saying, it's just too easy to kill right now given its cost.

    In 1.04 people used its main attack often, swoop in and bite for 75 and perhaps finish off with a few spikes. The idea being that by the time the marine knows what's happening he's dead.

    While I don't miss bite that much, I DO think the lack of a high damage attack makes the lerk very vulnerable. Since you have to engage marines at a distance, you are playing THEIR game. They have the better ranged weapons by far, and so if you go head to head with a marine using spikes vs pistol, the pistol will win every time. Seeing as a free marine can EASILY solo a lerk, the 30 res investment is lost quickly.

    That's my concern. The lerk is great to fly, but what use is it if you get picked out of the air with ease?

    I don't think stacking spores is a viable option though. It was my original suggetsion to stop spores from stacking, the reason being that it just does too much damage to too many marines. You could slaughter whole teams if you played it right.

    Since spores no longer stack, I think instead we should make the lerk live longer. Leave the cost at 30 but give him 200/50 health and make him a REAL support class. Yeah lerks will be hard to kill, but so are fades (250/100) and they cost 50. (fades blink in and out REALLY fast now - so by the time you start shooting the fade is already gone.) However, that's part of investing in the higher level aliens. You have to be able to live longer or what's the point right?

    Regards,

    Savant
  • RapidfyreRapidfyre Join Date: 2003-04-09 Member: 15367Members
    Savant - According to the Vet forums your out of line. It's a real pity to watch such a great concept driven into the ground so harshly, but it's not "our" vision what counts. Anyways, No one forces anyone to lerk - it will just become a class of the past. I'd hate to be flayra in a few weeks.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    I think the "2 seconds of umbra" was meant as hyperbole. The only change I remember seeing in the logs said that it was reduced from 10 seconds to 6, back when the hive umbra'd itself. 6 seconds doesn't sound terribly short, though it makes the Adrenaline upgrade even more critical for the lerk.

    If spores need to a be a bit more lethal, how about this: Have them ignore armor. From a logic standpoint it makes perfect sense, and a gameplay standpoint it would make spores more useful in the middle game (when armor upgrades are common). Damage would need to be tweaked accordingly, of course.

    If lerks are dying too easily, there are different ways to fix it. I feel such a radical increase of health would be rather crude, though boosting armor back to the v1.04 value (50) might work well. You could also try to make the lerk a more difficult target by further reducing the energy requirement for flying. I believe the current cost is .04 per flap (was .06 in v1.04); dropping it to .02 would allow the lerk to bounce all over the place. Grenades would still be an effective counter.

    Who knows, just a few random ideas.
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Put a limit on spore stacking ( two ? )
    And up the damage
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited July 2003
    Well... umbra can be shot from far away now. In 1.04 you needed a GL to kill the lerk since he had to be at the spawning point. Now he doesn't. Besides, umbra is too harsh a counter to 80% of the marine weapons anyway... until a flamethrower gets put in.

    EDIT: It would be interesting though if the aliens really needed lerks in order to win. During those times when the marines have HA/HMG and 3/3 upgrades, people always scream for a lerk. Its so fun when fades go in and come back as skulks. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    I know this is going to sound weird but...

    I think the best way to fix the lerk is to decrease the transparency of the spore sprite.

    Thus, rather than an offensive weapon, spores become a way to conceal alien movement. It increases the tactical flexibility of the lerk (and the alien team in general) without fundamentally changing the lerk class. And it lines up with the lerk's role as a support class. And it's a trivial sprite change, so no massive recoding work for Flayra.

    Just a thought.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I think a way to fix lerk would be to allow spores to stack again and make them do...say..4 damage. It's not like lerks spore from across the map, you pretty much have to see the marines to spore them, and the marines could easily kill the lerk.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited July 2003
    Well, you really can't encoruage the use of lerks by its current design... everyone wants to be the big fat heavy alien y'know. Lerks are more for people who play Engineers or Medics in TFC.
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