Your opinion will most likely be regarded as that of someone who lerks exclusively on co maps.
The people who were asked for balance opinions are players who lerk in 6v6 competitive matches. Its quite different. No doubt you will have different views on the lerk because of your different experiance.
I agree with most of what's been said thus far. The lerk is powerful beast if used correctly. Personally, it would be nice to have a spikes/bite combo on slot1, but then I don't use lastinv. Of course, a focus lerk with all the trimmings on a combat server is entirely different to what's being discussed here. I find that on a close co game (ie the marines are somehow doing well), then the choice between adrenaline and celerity is hard to make. There is nothing more annoying than lazily spamming gas and finding you've got nothing left in the tank to move/bite. But then celerity helps a lot to take down jetpackers. I fear I may actually have to play ns vanilla more.
<!--QuoteBegin-Creepie+May 9 2005, 03:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Creepie @ May 9 2005, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with most of what's been said thus far. The lerk is powerful beast if used correctly. Personally, it would be nice to have a spikes/bite combo on slot1, but then I don't use lastinv. Of course, a focus lerk with all the trimmings on a combat server is entirely different to what's being discussed here. I find that on a close co game (ie the marines are somehow doing well), then the choice between adrenaline and celerity is hard to make. There is nothing more annoying than lazily spamming gas and finding you've got nothing left in the tank to move/bite. But then celerity helps a lot to take down jetpackers. I fear I may actually have to play ns vanilla more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Spikes/bite DISTROYS fastswitch lerking in weapon slot one. You need to be able to switch from gas to bite in a fraction of a second. Really haveing two weapons on any alien weapon slot is quite frustrating since the weapons are designed in such a way that they need to be used rapidly together, meaning that if you can't fastswitch acctually FAST your play suffers terribly.
I think you guys are detracting a little from the original purpose of this thread. One of the main concerns that some guys might have had with the new lerk is the vertical speed of the lerk. I'm not sure if most of you lerk like this but next time you lerk try and leave your 3jump script on while lerking. One space tap and you're on the roof, one more lookign down and you're on the floor again.
I believe greps question is really just asking, do you guys mind that lerks can go 3 times the speed of a blinking fade vertically? (Numbers provided by someone other than me)
Personally I feel that the current lerk makes lerking much more interesting. It adds a kind of skill to the lerk just like they do for the fade and it also requires the marines to think a little bit when they engage a lerk since they can easily jump out of the vent and bite a lone marine down now.
Spikes should never be brought back in. They are completely worthless and most of the fun of lerking goes away without bites.
Spores are fine too. I wouldnt' touch them. Any more powerful and you might have to rebalance teh marines because the lerks will just soften the marines too much.
The way I see it. Even if you leave the lerk alone for the next few patches, people will eventually find a way to get around the imbalances of the lerk. If not then that is when there should be a fix to it. Right now is probably too early to tell.
Yeah, its like 1200 max up, a good bit more down. But currently you can't easily reach that on that many place on real ns_ maps (I tested it on ns_siege007 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). Also, Fades can pretty much change direction just as fast - and approach faster than a Lerk, as well as leave faster.
The only things the Lerk really has going for it is size, spores and the low cost. Bite is nice and all, but a Fade simply does that better (unless you're dirm and struggle with JPers).
If you play as a lerk for your clan, please respond below to the following questions:
d. a little too low, but not annoyingly low.
2. Should lerks be able to perch? a. Find a use for it, and I'll say Yes.
3. For your playstyle, which do you prefer? b. spikes
4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
Choice upon gestation would work for me.
5. In terms of game balance, should spikes be able to damage mines? Hive 0 or Hive 1, No. Hive 2 or Hive 3, Yes.
6. Spores should damage: a. health and armor
7. Umbra should damage: a. nothing
8. Are spores currently too powerful as a hive 1 weapon? b. spores are fine
9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)? Bite OR Spikes spores umbra primal scream
10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive. If nothing of the Lerk is changed, it would still be OK. My only peeve is that the Lerk dies to One shotgun blast too often.
<!--QuoteBegin-SaltzBad+May 9 2005, 06:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ May 9 2005, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, its like 1200 max up, a good bit more down. But currently you can't easily reach that on that many place on real ns_ maps (I tested it on ns_siege007 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). Also, Fades can pretty much change direction just as fast - and approach faster than a Lerk, as well as leave faster.
The only things the Lerk really has going for it is size, spores and the low cost. Bite is nice and all, but a Fade simply does that better (unless you're dirm and struggle with JPers). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The one advantage you can grant the lerk in such cases however (asside from thier small size) is that they can rapidly turn several times in the same second. Allowing full speed tracking of marines to be much easier (as a fade is stuck in highspeed lines, and has difficulty turning on command to follow a dodging marine at full speed) and retreating in compleatly unpredictable flight patterens, making them harder to hit while exiting.
Comments
The people who were asked for balance opinions are players who lerk in 6v6 competitive matches. Its quite different. No doubt you will have different views on the lerk because of your different experiance.
Spikes/bite DISTROYS fastswitch lerking in weapon slot one. You need to be able to switch from gas to bite in a fraction of a second. Really haveing two weapons on any alien weapon slot is quite frustrating since the weapons are designed in such a way that they need to be used rapidly together, meaning that if you can't fastswitch acctually FAST your play suffers terribly.
I believe greps question is really just asking, do you guys mind that lerks can go 3 times the speed of a blinking fade vertically? (Numbers provided by someone other than me)
Personally I feel that the current lerk makes lerking much more interesting. It adds a kind of skill to the lerk just like they do for the fade and it also requires the marines to think a little bit when they engage a lerk since they can easily jump out of the vent and bite a lone marine down now.
Spikes should never be brought back in. They are completely worthless and most of the fun of lerking goes away without bites.
Spores are fine too. I wouldnt' touch them. Any more powerful and you might have to rebalance teh marines because the lerks will just soften the marines too much.
The way I see it. Even if you leave the lerk alone for the next few patches, people will eventually find a way to get around the imbalances of the lerk. If not then that is when there should be a fix to it. Right now is probably too early to tell.
The only things the Lerk really has going for it is size, spores and the low cost. Bite is nice and all, but a Fade simply does that better (unless you're dirm and struggle with JPers).
d. a little too low, but not annoyingly low.
2. Should lerks be able to perch?
a. Find a use for it, and I'll say Yes.
3. For your playstyle, which do you prefer?
b. spikes
4. Do you think that lerks should be given the choice of bite or spikes as the slot1 weapon? Why or why not?
Choice upon gestation would work for me.
5. In terms of game balance, should spikes be able to damage mines?
Hive 0 or Hive 1, No.
Hive 2 or Hive 3, Yes.
6. Spores should damage:
a. health and armor
7. Umbra should damage:
a. nothing
8. Are spores currently too powerful as a hive 1 weapon?
b. spores are fine
9. Keeping in mind both game balance and personal preference, if you were to choose the lerk's weapon loadout, what four weapons would you choose (in slot order)?
Bite OR Spikes
spores
umbra
primal scream
10. Please comment on any suggestions you have on how to make the lerk more fun, balanced, or intuitive.
If nothing of the Lerk is changed, it would still be OK. My only peeve is that the Lerk dies to One shotgun blast too often.
The only things the Lerk really has going for it is size, spores and the low cost. Bite is nice and all, but a Fade simply does that better (unless you're dirm and struggle with JPers). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The one advantage you can grant the lerk in such cases however (asside from thier small size) is that they can rapidly turn several times in the same second. Allowing full speed tracking of marines to be much easier (as a fade is stuck in highspeed lines, and has difficulty turning on command to follow a dodging marine at full speed) and retreating in compleatly unpredictable flight patterens, making them harder to hit while exiting.