<!--quoteo(post=1626742:date=May 14 2007, 05:25 PM:name=DC_Darkling)--><div class='quotetop'>QUOTE(DC_Darkling @ May 14 2007, 05:25 PM) [snapback]1626742[/snapback]</div><div class='quotemain'><!--quotec--> I would nearly go as far as say that lerks should be born with adrenaline to be able to do what they are ment to do, be bloody supportive. And for the naggers over here:
gas = support umbra = support primal = support
I'd call that a support class <!--QuoteEnd--></div><!--QuoteEEnd-->
Celerity lerks are still pretty much support as well, you know. Just in a different way. They don't have to be LOLBITE with celerity (though it does work sometimes, depends on playstyles), just being there flying around is great distraction for your teammates. When there's a bunch of marines with great aim and teamwork locking down something like Cargo, Tanith, a celerity lerk will take eyes and aim off the doorways to make it easier for the skulks to come in. The marines will most likely switch targets from the lerk (at which they've already emptied half a clip), to the skulks. The marines might or might not kill the skulks, but there'll still be the lerk to clean the remains once they're out of ammo.
When you break it down every class can be and is used for support. It just depends on the situation, as to what lifeform is doing the major damage and what lifeform is the distraction/meat shield etc. So I'd say celer vs. addren is a silly debate because each kind of lerk is better in certain situations. Just my 2 cents.
I think lerk works nowadays quite good. Even a newbie can be useful sporing while more experience allows to use more dodging and biting. Everyone should be able to find a good combination for their playstyle. There's no such pressure as with fades and onoses.
<!--quoteo(post=1627067:date=May 16 2007, 06:22 AM:name=DC_Darkling)--><div class='quotetop'>QUOTE(DC_Darkling @ May 16 2007, 06:22 AM) [snapback]1627067[/snapback]</div><div class='quotemain'><!--quotec--> spam as in being able to keep a large room (like cargo near fusion hive) completely covered in gas nonstop. Also if you keep even a small location permagasses for a whole battle aswell as perma umbra'd you either need a MC or adrenaline to be able to do it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Why would you need to keep an entire room that size covered in gas? All you need to do is gas where the marines are and where they want to go. Its not hard to do with celerity even without an MC nearby.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
if they ae sieging rom near the wall and having a lovely phasot alot further away from said wall which also has new fresh rines phasing in you really want to have it all covered.
Although a lerk can be great distraction with flying around I still believe umbra/gas serve a higher role. With flying around 'perhaps' they will distract and even be shot down. Gas damage and umbra bonus is always there
<!--quoteo(post=1627178:date=May 16 2007, 09:19 PM:name=DC_Darkling)--><div class='quotetop'>QUOTE(DC_Darkling @ May 16 2007, 09:19 PM) [snapback]1627178[/snapback]</div><div class='quotemain'><!--quotec--> if they ae sieging rom near the wall and having a lovely phasot alot further away from said wall which also has new fresh rines phasing in you really want to have it all covered. <!--QuoteEnd--></div><!--QuoteEEnd-->
and just assume that no marines will have their pistol trained on you while you're spamming right?
<!--quoteo(post=1627260:date=May 16 2007, 09:54 PM:name=Jpk)--><div class='quotetop'>QUOTE(Jpk @ May 16 2007, 09:54 PM) [snapback]1627260[/snapback]</div><div class='quotemain'><!--quotec--> and just assume that no marines will have their pistol trained on you while you're spamming right? <!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah cos obviously everyone tries to pistolspam a lerk (probably on full hp) in a vent, instead of building sieges/welding each other/reloading/covering each other/pushing to spot the hive/putting mines on the pg. duh.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
for once I agree with SJ. chance of pistolwhipping a full hp lerk is small, especially since you should spore from a vent or something, but not nessecairely only from that vent. (swtching between places now and then might helpt o cover a larger area to spore)
<!--quoteo(post=1627344:date=May 17 2007, 10:31 AM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 17 2007, 10:31 AM) [snapback]1627344[/snapback]</div><div class='quotemain'><!--quotec--> Yeah cos obviously everyone tries to pistolspam a lerk (probably on full hp) in a vent, instead of building sieges/welding each other/reloading/covering each other/pushing to spot the hive/putting mines on the pg. duh. <!--QuoteEnd--></div><!--QuoteEEnd-->
my point was that the lerk can't just sit there and spam or else he'd get vaporized. he can only peek out to gas occasionally, which defeats the purpose of getting adren.
The funny thing about getting celerity as a lerk is that hes, you know, FASTER. This means that when you have an MC in Fusion Hive and the marines are in Cargo, you can fly in, gas twice, maybe do a quick bite, then fly back through Fusion to heal up AND refill your energy (from the Mov), and then get right back into the battle before your original spore clouds are even half gone.
The lerks who do this not only act as far more of a distraction, but they generally have far, far better spore placement. This is because they are actually shooting down with their spores (since they have the speed to whip around the room), rather than just shooting them inside the room from far away.
When a celerity lerk has MCs up to half a map away, imo they can gas just as much as an adren lerk. As such, unless your team keeps all the MCs directly under your first hive (and you need to 'fill rooms' on the other side of the map), then it just makes sense to go cel and get all the added benefits and abilities it grants.
Good gorging also really helps the cel lerk. Place an MC in the vent near MS, and maybe another in the vent beside Fusion, and then the 3rd in whatever the starting hive was. There you go, the lerk can gas everywhere. (you could replace the Fusion vent, with up top in Cargo, but thats riskier... or you can do both)
<!--quoteo(post=1627588:date=May 18 2007, 03:03 PM:name=Joe2)--><div class='quotetop'>QUOTE(Joe2 @ May 18 2007, 03:03 PM) [snapback]1627588[/snapback]</div><div class='quotemain'><!--quotec-->The problem is not the speed, but the slow acceleration... Always need to spam jump key to have a good speed when you start to fly. <!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. I've even gotten mocked by a server once because people could hear me tapping the ENTER key really quickly over the microphone. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I think that the lerk's losing speed when rising is a good change.
However, to balance, I think lerks should be able to accelerate by flying downward, but still not being able to go over max speed. Other wise, physics and conservation of momentum is crying. Maybe make the acceleration a little less going down than the decel going up, but it's a real drag to lose that speed and have to spend adren with a few taps to get it back on your next swoop.
<!--quoteo(post=1627971:date=May 20 2007, 05:45 AM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 20 2007, 05:45 AM) [snapback]1627971[/snapback]</div><div class='quotemain'><!--quotec-->how about stop trying to balance the game around retardedly bad gimmick maps, which suck. how about that huh? <!--QuoteEnd--></div><!--QuoteEEnd-->
How about stop trying to flame for arguement's sake when it was just the first large vertical map example to come to mind? How about that huh?
<!--quoteo(post=1627977:date=May 20 2007, 05:36 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 20 2007, 05:36 AM) [snapback]1627977[/snapback]</div><div class='quotemain'><!--quotec-->How about stop trying to flame for arguement's sake when it was just the <b>only</b> large vertical map example to come to mind? How about that huh?<!--QuoteEnd--></div><!--QuoteEEnd-->
fixed. Remind me again how many of the official maps have vastly different height-levels? <b>Oh wait, none of them</b> because that isn't what the game was designed for, and it breaks parts of the game mechanics for example siege cannon ranges.
<!--quoteo(post=1628013:date=May 20 2007, 09:42 AM:name=tours)--><div class='quotetop'>QUOTE(tours @ May 20 2007, 09:42 AM) [snapback]1628013[/snapback]</div><div class='quotemain'><!--quotec--> lerks can actually maneuver the speed they gain from falling. jetpacks, well just fall. <!--QuoteEnd--></div><!--QuoteEEnd--> no
<!--quoteo(post=1628015:date=May 20 2007, 04:58 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 20 2007, 04:58 PM) [snapback]1628015[/snapback]</div><div class='quotemain'><!--quotec--> fixed. Remind me again how many of the official maps have vastly different height-levels? <b>Oh wait, none of them</b> because that isn't what the game was designed for, and it breaks parts of the game mechanics for example siege cannon ranges. <!--QuoteEnd--></div><!--QuoteEEnd-->
oh god, my memory keeps failing when i comes to co maps. I simply dont play them often enough:
The map i am talking about got a huge revamp with 3.X And features our all time favourite weldable phasegate. There is one big elevator , which is about the longest vertical you find in any official map.
<!--quoteo(post=1628066:date=May 20 2007, 09:48 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ May 20 2007, 09:48 PM) [snapback]1628066[/snapback]</div><div class='quotemain'><!--quotec--> oh god, my memory keeps failing when i comes to co maps. I simply dont play them often enough:
The map i am talking about got a huge revamp with 3.X And features our all time favourite weldable phasegate. There is one big elevator , which is about the longest vertical you find in any official map. <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1628070:date=May 20 2007, 09:01 PM:name=Ots)--><div class='quotetop'>QUOTE(Ots @ May 20 2007, 09:01 PM) [snapback]1628070[/snapback]</div><div class='quotemain'><!--quotec--> co_daimos i assume? <!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah thats right. It is daimos. Thanks for putting that name in my head again <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1627986:date=May 20 2007, 07:50 AM:name=TOmekki)--><div class='quotetop'>QUOTE(TOmekki @ May 20 2007, 07:50 AM) [snapback]1627986[/snapback]</div><div class='quotemain'><!--quotec--> i suggest that the game be balanced around ns_towerofpower <!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
I would nearly go as far as say that lerks should be born with adrenaline to be able to do what they are ment to do, be bloody supportive. And for the naggers over here:
gas = support
umbra = support
primal = support
I'd call that a support class
<!--QuoteEnd--></div><!--QuoteEEnd-->
Celerity lerks are still pretty much support as well, you know. Just in a different way. They don't have to be LOLBITE with celerity (though it does work sometimes, depends on playstyles), just being there flying around is great distraction for your teammates. When there's a bunch of marines with great aim and teamwork locking down something like Cargo, Tanith, a celerity lerk will take eyes and aim off the doorways to make it easier for the skulks to come in. The marines will most likely switch targets from the lerk (at which they've already emptied half a clip), to the skulks. The marines might or might not kill the skulks, but there'll still be the lerk to clean the remains once they're out of ammo.
Is that not a support role?
spam as in being able to keep a large room (like cargo near fusion hive) completely covered in gas nonstop. Also if you keep even a small location permagasses for a whole battle aswell as perma umbra'd you either need a MC or adrenaline to be able to do it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Why would you need to keep an entire room that size covered in gas? All you need to do is gas where the marines are and where they want to go. Its not hard to do with celerity even without an MC nearby.
Although a lerk can be great distraction with flying around I still believe umbra/gas serve a higher role. With flying around 'perhaps' they will distract and even be shot down.
Gas damage and umbra bonus is always there
That being said I whine on most lerks I play with that they don't use spore enough.
if they ae sieging rom near the wall and having a lovely phasot alot further away from said wall which also has new fresh rines phasing in you really want to have it all covered.
<!--QuoteEnd--></div><!--QuoteEEnd-->
and just assume that no marines will have their pistol trained on you while you're spamming right?
and just assume that no marines will have their pistol trained on you while you're spamming right?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah cos obviously everyone tries to pistolspam a lerk (probably on full hp) in a vent, instead of building sieges/welding each other/reloading/covering each other/pushing to spot the hive/putting mines on the pg. duh.
Yeah cos obviously everyone tries to pistolspam a lerk (probably on full hp) in a vent, instead of building sieges/welding each other/reloading/covering each other/pushing to spot the hive/putting mines on the pg. duh.
<!--QuoteEnd--></div><!--QuoteEEnd-->
my point was that the lerk can't just sit there and spam or else he'd get vaporized. he can only peek out to gas occasionally, which defeats the purpose of getting adren.
The lerks who do this not only act as far more of a distraction, but they generally have far, far better spore placement. This is because they are actually shooting down with their spores (since they have the speed to whip around the room), rather than just shooting them inside the room from far away.
When a celerity lerk has MCs up to half a map away, imo they can gas just as much as an adren lerk. As such, unless your team keeps all the MCs directly under your first hive (and you need to 'fill rooms' on the other side of the map), then it just makes sense to go cel and get all the added benefits and abilities it grants.
Good gorging also really helps the cel lerk. Place an MC in the vent near MS, and maybe another in the vent beside Fusion, and then the 3rd in whatever the starting hive was. There you go, the lerk can gas everywhere. (you could replace the Fusion vent, with up top in Cargo, but thats riskier... or you can do both)
Always need to spam jump key to have a good speed when you start to fly.
Always need to spam jump key to have a good speed when you start to fly.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. I've even gotten mocked by a server once because people could hear me tapping the ENTER key really quickly over the microphone. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
However, to balance, I think lerks should be able to accelerate by flying downward, but still not being able to go over max speed. Other wise, physics and conservation of momentum is crying. Maybe make the acceleration a little less going down than the decel going up, but it's a real drag to lose that speed and have to spend adren with a few taps to get it back on your next swoop.
<!--QuoteEnd--></div><!--QuoteEEnd-->
ie: co_fx_lemmings?
<!--QuoteEnd--></div><!--QuoteEEnd-->
How about stop trying to flame for arguement's sake when it was just the first large vertical map example to come to mind? How about that huh?
not enough... JP fall faster...
<!--QuoteEnd--></div><!--QuoteEEnd-->
lerks can actually maneuver the speed they gain from falling. jetpacks, well just fall.
fixed. Remind me again how many of the official maps have vastly different height-levels? <b>Oh wait, none of them</b> because that isn't what the game was designed for, and it breaks parts of the game mechanics for example siege cannon ranges.
lerks can actually maneuver the speed they gain from falling. jetpacks, well just fall.
<!--QuoteEnd--></div><!--QuoteEEnd-->
no
fixed. Remind me again how many of the official maps have vastly different height-levels? <b>Oh wait, none of them</b> because that isn't what the game was designed for, and it breaks parts of the game mechanics for example siege cannon ranges.
<!--QuoteEnd--></div><!--QuoteEEnd-->
oh god, my memory keeps failing when i comes to co maps. I simply dont play them often enough:
The map i am talking about got a huge revamp with 3.X And features our all time favourite weldable phasegate. There is one big elevator , which is about the longest vertical you find in any official map.
oh god, my memory keeps failing when i comes to co maps. I simply dont play them often enough:
The map i am talking about got a huge revamp with 3.X And features our all time favourite weldable phasegate. There is one big elevator , which is about the longest vertical you find in any official map.
<!--QuoteEnd--></div><!--QuoteEEnd-->
co_daimos i assume?
co_daimos i assume?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah thats right. It is daimos. Thanks for putting that name in my head again <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
i suggest that the game be balanced around ns_towerofpower
<!--QuoteEnd--></div><!--QuoteEEnd-->
more gorge spit powar for ns_pillbox plz