<!--QuoteBegin--lolfighter+Nov 11 2003, 03:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lolfighter @ Nov 11 2003, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow. That'll shut the non-believers up <i>real</i> good. Oh wait... </sarc>
I personally like my spikes. As long as I get to keep my beloved, annoying spores though, I'm not one to complain. I'm just worried that the fixed hulks and flying Lerk will make it far too easy to take down, rendering bite useless. But then again, testing should catch that anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i THough of that too. not to mention how slow they are now. ooo id be scared to get close to rines.
OK to anyone who hasn't PTed 2.1 let me tell you... Bite is the whinnar you have these annoying flying bats diving in killing ppl, while you shoot madly trying to hit it, as soon as you reload, SWOOP, your dead!
Trust me, some ppl are deadly with this new Lerk!
Its sick, will take a bit of getting use to though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--G-Fresh+Nov 11 2003, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (G-Fresh @ Nov 11 2003, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the best way to settle this lerk spike/spore situation is to combine these two attacks. ie hitting players would cause the spikes to act normally, but hitting map objects such as walls etc 5+ times in a row(roughly in the same location) would cause a spore explosion. Could be hard to program though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Damn, I already suggested a logical combo in the first few pages of this thread.
In summary: if you tap weapon 1, you get bite, if you hold it, you get spike. The actual weapon itself executes one bite and sprays spike after that. By tapping, you keep doing that first bite, by holding, the lerk bites once and spikes after that.
I always wondered one thing: in 1.0x, I've seen many a lerk, even in pubs, snipe out marine PGs and TFs when the defense was near impenetrable. How come nobody does that anymore in 2.0? Has sporing HAs become a more viable tactic?
all te vets iv seen r **** off bout te 2x lerk losen bite but in pubs noone used bite much as its sorta hard to kil with, but i suggest replacen umbrela for bite, it was nerfed so much lerks only use it at 3 hives to support onos on a turet farm, but onos already take light damage anyway so it dosent help <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Honestly, I'm rather interested to try the current 2.1 lerk with the swoop + bite deal... could be loads of fun.
However, I'm still a bit torn... after doing the math with lerk spike and the new focus ability from the sensory chamber, I was really looking forward to trying a: Silence - Focus - Regeneration Lerk.
A) With the added damage from focus a light marine is dead in about four shots no matter what armor level he has. B) The fact there are no animations on lerk spike would make the Silence a deadly aspect not to count the added regeneration for healing with little worry about being disturbed.
Despite the urge to try both versions of the lerk... I would offer another weapon idea. Spore/Umbra combo: a mix of the two clouds that takes a bit more energy from the lerk than both of them currently do and is released around the lerk instead of a projectile and perhaps weaken its effectiveness just a bit to make it less of a threat.
This would allow Lerks to be a stronger force for early-mid game without overpowering them long game... simply replace bite into one of the current slots and combine those two. It may make lerks a bit too strong for mid game... so maybe make that the 2nd hive weapon
"some vets can be deadly with it", sorry to tell you but you shouldn't be designing a game for vet's. The majority are not, it's the same problem I said would happen when being vet tester for 2.0 but every one just pushed what I said aside.
Spikes where the best thing in 1.0x tho and the lerk was all that much better with bite, wasn't to hard to take down either. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Was kick **** flying around lerking down jp's on there rush.
Simple and effective. Bite is a good weapon in the hands of those who know how t ouse them, elite lerks like me ca nuse cloak and silence t odevestating effects. But spikes going, it looses your only ranged unit for the game. Spores now is CRAP and generally good marines will just step thru it and pummel ur **** anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It doesnt have the same effect as the older and more devestating 1.0 spores but hey, everythings gone down hill for larger aliens from the word go on 2.0. Now that hit boxes are fixed onoses drop like flies, i cant see aliens winning with this early rush of stim packs.
The Aliens are designed for certain 'roles' to play. For instance, the Fade would be the hit-and-run unit. The Lerk is the support unit. The support unit should not be able to fight alone, because it is just that--<i>support</i>, for other Aliens. Hence the ranged Umbra. Since Primal Scream isn't ranged, though, I'm not exactly sure anymore.
im gonna miss spikes, was 1 f the real reasons why i went lerk <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--Pjofsky+Nov 11 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 11 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Aliens are designed for certain 'roles' to play. For instance, the Fade would be the hit-and-run unit. The Lerk is the support unit. The support unit should not be able to fight alone, because it is just that--<i>support</i>, for other Aliens. Hence the ranged Umbra. Since Primal Scream isn't ranged, though, I'm not exactly sure anymore.
I <i>would</i> like Bite back, however. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them.
However, we know this isn't the case.
Everything in NS was a <b>soft</b> counter. Jetpacks were are more suited for killing onos (well, it really depends on map), and the lerks are more suited for support - however, in fufiling their role of support, they should <i>not</i> be strictly limited to just support. Every class should be a force to reckon with. This is what fits the aliens' theme.
Right now, lerk spikes are hardly deadly, slow to kill with, and countered by medspam easily.
<!--QuoteBegin--Forlorn+Nov 11 2003, 11:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 11 2003, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right now, lerk spikes are hardly deadly, slow to kill with, and countered by medspam easily. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This may just be me, but I always abused this to tempt the comm into medspamming important units, when in reality, the only attacker is me, and they just don't know where I am because of the near hitscan effect of the spikes coupled with the minimal noise made by it. It was always hilarious to see a comm medspam 3 odd marines while I made him waste the 12 odd packs. Sure it's not that much res, but it is res nonetheless. Though usually I only do this as lerk to delay incoming units (small groups only for minimum risk of death) while a defense is mounted.
<!--QuoteBegin--Forlorn+Nov 11 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 11 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Pjofsky+Nov 11 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 11 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Aliens are designed for certain 'roles' to play. For instance, the Fade would be the hit-and-run unit. The Lerk is the support unit. The support unit should not be able to fight alone, because it is just that--<i>support</i>, for other Aliens. Hence the ranged Umbra. Since Primal Scream isn't ranged, though, I'm not exactly sure anymore.
I <i>would</i> like Bite back, however. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That is because of the Jetpacker's 'hovering' thing and the Onos' large size. However, the JP can be a counter, when you use it to strafe around and above, so, yes. And a shortened range of Gore...
After re-reading this thread, I notice that the mentality, and the answer a lot of you are giving to the whole "spike vs. bite" dilemma is <i>Just wait till you see those L337 Lerks come out and own everything...</i> Well, I have some news for you, in clan play this may be viable, but this will break a lot of backs in the pubbing scene, which is every bit as legitimate as the clan scene. Oh wow your clan can 'pwn' with lerks, good for you, what about the pubbers who relied on the "annoying lerk" tactics that drove off and delayed marine attacks/expansion across the map. Forcing a thirty res investment, with less health and armor than ever before to jump infront of its enemies does not seem wise to me. Personally I don't want to see the Lerk on the pub redemption list, up there with Onos and Fade.
Perhaps you can fly circles around that JP'er, but I wouldn't want to bother. However, while before I could alternatively spore/umbra hive and spike the JP'er, to do any real damage to the JP'er, I have to fly up to him, only to watch myself get raped by the rest of his team, in JP's or otherwise.
<!--QuoteBegin--Pjofsky+Nov 12 2003, 12:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 12 2003, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Nov 11 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 11 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Pjofsky+Nov 11 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pjofsky @ Nov 11 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Aliens are designed for certain 'roles' to play. For instance, the Fade would be the hit-and-run unit. The Lerk is the support unit. The support unit should not be able to fight alone, because it is just that--<i>support</i>, for other Aliens. Hence the ranged Umbra. Since Primal Scream isn't ranged, though, I'm not exactly sure anymore.
I <i>would</i> like Bite back, however. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That is because of the Jetpacker's 'hovering' thing and the Onos' large size. However, the JP can be a counter, when you use it to strafe around and above, so, yes. And a shortened range of Gore... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Exactly, but you fail to see that Flay obviously wants this game to have soft counters, not hard ones.
And right now, the lerk is hard countered pretty well, it should be able to fight but with the idea of lots of support.
<!--QuoteBegin--A Damn Fool+Nov 11 2003, 02:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A Damn Fool @ Nov 11 2003, 02:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I belive we trusted PT and Vets to test 2.0 extensivly and look at the peice of crap that still is. Its kinda a coin toss could be cool, could suck either way we have no choice <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yet again, you live up to your name.
I have not read all the post but the lurk is an animal with mouth so I think It can bite <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
personally i feel that bite is critical in 2.1. currnetly the lerks really do not have much to stop a marine at there disposal. a smart marine right now il only be killed by teh lerk if he runs out of ammo. this makes lerks mostly an annoyance, hardly worth the effort to chase down. adding bite has made tehm a much more formidable threat. nay way yeah my two cents
EDIT: Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
<!--QuoteBegin--ZERG!!+Nov 12 2003, 04:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Nov 12 2003, 04:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For sake of variety I'd rather have spike.
EDIT: Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You forgot someting:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade for 30 more resources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
spore is best wepon.. spikes is ok.. still does damage, but then again.. electrified res points... lerk is better for spike...
i dunno man.. we'll see how it plays out.. eventually we get those elite fast lerk + instagibs and those n00bs like me who fly close combat.. die and dislike bite and jsut end up sporing <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> no one really enjoys flying around farting at marines HOPING for the random kill <img src='http://www.halflife2.net/forums/images/smilies/dozey.gif' border='0' alt='user posted image'>
Spikes play a very important role in NS:Classic. They're the only real alien ranged weapon at 1 hive, and spikes can be deadly if used correctly. Spiking down a turret or two, sniping marines from across the room; these are great game dynamics that really need to stay.
Bite plays a very important role in NS:Combat. Why? Because the lerk can actually kill stuff with it. Spores are negated by resupply, as are spikes to a lesser degree. Killing something with the lerk in NS:Combat used to be well nigh impossible. Hence, bite is essential for the lerk to notch up some kills.
The way I see it, the lerk should have bite in Combat and spike in Classic. But that's not going to happen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Which is a pity, as I see it to be a pretty good compromise.
i dont see why it's not possible to have both <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--SuicideRusher+Nov 12 2003, 10:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuicideRusher @ Nov 12 2003, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont see why it's not possible to have both <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
ditch primal scream, it's worthless atm <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> umbra and spores one hive late is detremential to gameplay.
Comments
I personally like my spikes. As long as I get to keep my beloved, annoying spores though, I'm not one to complain. I'm just worried that the fixed hulks and flying Lerk will make it far too easy to take down, rendering bite useless. But then again, testing should catch that anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i THough of that too. not to mention how slow they are now. ooo id be scared to get close to rines.
Bite is the whinnar
you have these annoying flying bats diving in killing ppl, while you shoot madly trying to hit it, as soon as you reload, SWOOP, your dead!
Trust me, some ppl are deadly with this new Lerk!
Its sick, will take a bit of getting use to though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Damn, I already suggested a logical combo in the first few pages of this thread.
In summary: if you tap weapon 1, you get bite, if you hold it, you get spike. The actual weapon itself executes one bite and sprays spike after that. By tapping, you keep doing that first bite, by holding, the lerk bites once and spikes after that.
However, I'm still a bit torn... after doing the math with lerk spike and the new focus ability from the sensory chamber, I was really looking forward to trying a:
Silence - Focus - Regeneration Lerk.
A) With the added damage from focus a light marine is dead in about four shots no matter what armor level he has.
B) The fact there are no animations on lerk spike would make the Silence a deadly aspect not to count the added regeneration for healing with little worry about being disturbed.
Despite the urge to try both versions of the lerk... I would offer another weapon idea.
Spore/Umbra combo: a mix of the two clouds that takes a bit more energy from the lerk than both of them currently do and is released around the lerk instead of a projectile and perhaps weaken its effectiveness just a bit to make it less of a threat.
This would allow Lerks to be a stronger force for early-mid game without overpowering them long game... simply replace bite into one of the current slots and combine those two. It may make lerks a bit too strong for mid game... so maybe make that the 2nd hive weapon
Hive 0) Bite
Hive 1) Spike
Hive 2) Spore/Umbra combo
Hive 3) Primal Scream
*shrug* don't like that? ah well.. just an idea.
Spikes where the best thing in 1.0x tho and the lerk was all that much better with bite, wasn't to hard to take down either. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Was kick **** flying around lerking down jp's on there rush.
Simple and effective. Bite is a good weapon in the hands of those who know how t ouse them, elite lerks like me ca nuse cloak and silence t odevestating effects. But spikes going, it looses your only ranged unit for the game. Spores now is CRAP and generally good marines will just step thru it and pummel ur **** anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It doesnt have the same effect as the older and more devestating 1.0 spores but hey, everythings gone down hill for larger aliens from the word go on 2.0. Now that hit boxes are fixed onoses drop like flies, i cant see aliens winning with this early rush of stim packs.
I <i>would</i> like Bite back, however.
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
I loved the lerk in 1.04 and if these new flight changes live up I'm gonna LOVE the 2.1 lerk. Please bring back the fun lerk.
I <i>would</i> like Bite back, however. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them.
However, we know this isn't the case.
Everything in NS was a <b>soft</b> counter. Jetpacks were are more suited for killing onos (well, it really depends on map), and the lerks are more suited for support - however, in fufiling their role of support, they should <i>not</i> be strictly limited to just support. Every class should be a force to reckon with. This is what fits the aliens' theme.
Right now, lerk spikes are hardly deadly, slow to kill with, and countered by medspam easily.
This may just be me, but I always abused this to tempt the comm into medspamming important units, when in reality, the only attacker is me, and they just don't know where I am because of the near hitscan effect of the spikes coupled with the minimal noise made by it. It was always hilarious to see a comm medspam 3 odd marines while I made him waste the 12 odd packs. Sure it's not that much res, but it is res nonetheless. Though usually I only do this as lerk to delay incoming units (small groups only for minimum risk of death) while a defense is mounted.
I <i>would</i> like Bite back, however. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That is because of the Jetpacker's 'hovering' thing and the Onos' large size. However, the JP can be a counter, when you use it to strafe around and above, so, yes. And a shortened range of Gore...
Perhaps you can fly circles around that JP'er, but I wouldn't want to bother. However, while before I could alternatively spore/umbra hive and spike the JP'er, to do any real damage to the JP'er, I have to fly up to him, only to watch myself get raped by the rest of his team, in JP's or otherwise.
I <i>would</i> like Bite back, however. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Umm.... by your logic, a marine jetpacker should be able to kill an onos. Because the onos is slow and jetpacks are fast and are airborne, meaning they should not be able to attack them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is because of the Jetpacker's 'hovering' thing and the Onos' large size. However, the JP can be a counter, when you use it to strafe around and above, so, yes. And a shortened range of Gore... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Exactly, but you fail to see that Flay obviously wants this game to have soft counters, not hard ones.
And right now, the lerk is hard countered pretty well, it should be able to fight but with the idea of lots of support.
Yet again, you live up to your name.
*slap*
currnetly the lerks really do not have much to stop a marine at there disposal.
a smart marine right now il only be killed by teh lerk if he runs out of ammo.
this makes lerks mostly an annoyance, hardly worth the effort to chase down.
adding bite has made tehm a much more formidable threat.
nay way yeah my two cents
EDIT: Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
EDIT: Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You forgot someting:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cause yknow if I wanted to fly at high speeds and melee my enemies, I just go fade for 30 more resources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Fixed
lerk is range attacker/support unit...
i wouldnt go around biting.. b/c the only way u die as lerk is being too close...
spore + being mad annoying kient > hero lerk + 2-3 marines
spore is best wepon.. spikes is ok.. still does damage, but then again.. electrified res points... lerk is better for spike...
i dunno man.. we'll see how it plays out.. eventually we get those elite fast lerk + instagibs and those n00bs like me who fly close combat.. die and dislike bite and jsut end up sporing <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
no one really enjoys flying around farting at marines HOPING for the random kill <img src='http://www.halflife2.net/forums/images/smilies/dozey.gif' border='0' alt='user posted image'>
of course, some people do
Spikes play a very important role in NS:Classic. They're the only real alien ranged weapon at 1 hive, and spikes can be deadly if used correctly. Spiking down a turret or two, sniping marines from across the room; these are great game dynamics that really need to stay.
Bite plays a very important role in NS:Combat. Why? Because the lerk can actually kill stuff with it. Spores are negated by resupply, as are spikes to a lesser degree. Killing something with the lerk in NS:Combat used to be well nigh impossible. Hence, bite is essential for the lerk to notch up some kills.
The way I see it, the lerk should have bite in Combat and spike in Classic. But that's not going to happen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Which is a pity, as I see it to be a pretty good compromise.
0 hives: bite
hive 1: spikes
hive 2: spores
hive 3: umbra
ditch primal scream, it's worthless atm
0 hives: bite
hive 1: spikes
hive 2: spores
hive 3: umbra
ditch primal scream, it's worthless atm <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
umbra and spores one hive late is detremential to gameplay.