Lerk Spore Alt-Fire
Renegade.
Join Date: 2003-01-15 Member: 12313Members, Constellation
<div class="IPBDescription">as mentioned in the update</div><!--QuoteBegin-UWE+--><div class='quotetop'>QUOTE (UWE)</div><div class='quotemain'><!--QuoteEBegin-->Spores... We will probably still have heavy armor marines (info coming) be immune to this spore damage. We currently don't have an alt-fire attack for spores but are open to suggestions!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure as to why umbra was not simply made the alt-fire but...
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Shroud<!--sizec--></span><!--/sizec-->
Upon firing this projectile it expands on impact to create an innate gas cloud that shrouds the immediate area and any of its occupants with an opaque smokey gas.
The several seconds that it lasts makes for an opportune time for a gorge or otherwise weakened unit to make its escape, or for a pack of skulks to deliver a reign of melee attacks amongst confusion and anarchy.
<!--coloro:orange--><span style="color:orange"><!--/coloro-->Optional lore:<!--colorc--></span><!--/colorc-->
It has been found that Shroud's specially polarized molecules do not exhibit much interference with the Kharaa's ability to see. As a result, any parasitical effects and/or scent of fear operate unhindered even within heavy pockets of Shroud. This may or may not extend to regular vision, results in the field hint that Kharaa, particularly the gorge, are able to navigate within Shroud unimpeded; however field tests thus far are inconclusive and further results are pending from joint UWE-TSA Balance Laboratories.
Though there is speculation that they are currently devising an upgrade to the Frontiersman ICH head gear to integrate K-polarizing lenses that would minimize or nullify the effects of Shroud.
I'm not sure as to why umbra was not simply made the alt-fire but...
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Shroud<!--sizec--></span><!--/sizec-->
Upon firing this projectile it expands on impact to create an innate gas cloud that shrouds the immediate area and any of its occupants with an opaque smokey gas.
The several seconds that it lasts makes for an opportune time for a gorge or otherwise weakened unit to make its escape, or for a pack of skulks to deliver a reign of melee attacks amongst confusion and anarchy.
<!--coloro:orange--><span style="color:orange"><!--/coloro-->Optional lore:<!--colorc--></span><!--/colorc-->
It has been found that Shroud's specially polarized molecules do not exhibit much interference with the Kharaa's ability to see. As a result, any parasitical effects and/or scent of fear operate unhindered even within heavy pockets of Shroud. This may or may not extend to regular vision, results in the field hint that Kharaa, particularly the gorge, are able to navigate within Shroud unimpeded; however field tests thus far are inconclusive and further results are pending from joint UWE-TSA Balance Laboratories.
Though there is speculation that they are currently devising an upgrade to the Frontiersman ICH head gear to integrate K-polarizing lenses that would minimize or nullify the effects of Shroud.
Comments
So the enemies only see randomly moving smokepuffs while your team can see through it almost unhindered? effing genious!
Lol
Rather than starting another thread for a spore alt-fire suggestion, I'll just stick it here...
Nullify Structure - temporarily disables affected marine structure from functioning, by interfering with the nanites' operations. Res towers would stop harvesting, armories would not function, siege turrets would be unable to shoot/move, research would pause during the effect. Comm station is immune. Area/duration/adrenaline cost should ideally prevent a lerk from disabling more than one or two structures at a time
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Spore Flux or just Flux alternatively Fuego<!--sizec--></span><!--/sizec-->
Upon firing this projectile it expands on impact to create an gas cloud that behaves very much like spore only it has a lesser damage per second, however it is hiding the nasty surprise of being a highly flammable gas.
The chance of setting the gas off by lmg or pistol fire is remote yet allways there. However should someone fire a HMG, Grenade Launcher or Flamethrower or even kickstart their Jetpack in this cloud they will wish they hadn't. In that case the cloud has a high percentage chance of igniting 50%+ I'd say or maybe less. This would be the balancing number after all along with damage, but damage would be medium to high when caught in the cloud as it erupts, making this ability the Lerks and Kharaa's counterpart to grenades, grenade launcher and mines put together.
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Optional lore:<!--colorc--></span><!--/colorc-->
TSA field researchers has made the following additions to the kharaa sub-species 3C file, unofficialy dubbed "Lerk". Newly captured specimens seems to have undergone several mutations non of which is malignant. These mutations are to orderly and to specific to be random occurances. Experts believe the Kharaa hive mind is actively changing the genome of it's sub-species to combat new technological advances by the TSA military. In a recent specimen collected a new glandular growth was detected upon disection in sub-species 3C hereby referred to as the Lerk. This gland has not been encountered before in specimens of the Lerk cast and the purpose of it is so far unknown. The fluid inside the gland has gone inert post mortem so a positive analysis as to it's purpose is impossible, however trace elements suggests the fluid being of a higly energetic and reactionary nature. The gland is located nearby the larger gland known to be producing the caustic spores gas. It is theorized that these two chemicals in these seperate glands can be combined in gaseous form, but the effect of such a blend remains unknown. We advice extreme caution when encountering this newly enhanced Lerk cast until further data can be assertained.
Thus, gutsy Lerks could be triple threats in close combat (Spikes, Spores, acid spit). Seems like lots of skill would be involved in keeping up two DoTs while spiking in close range (or only closing in to get off the acid spit), and everyone likes high skill caps. It would also let gutsy (or ninja) Lerks to deal more damage than just Spores alone. Let's say HA's are still immune to Spores; this gives Lerks another tool to be annoying-- ahem, fill their support role.
It would also make Lerks actually good at arguably the most important support role in the game (killing marine buildings). Spiking RT's to death is very meh. The support classes should not be bad at non-combat activities.
I like the ink cloud ideas.
Slows marines movement, jams radar screens so they cannot track friends or foes, decreases rate of fire on turrets and rifles, generally gunks up and impedes any marine technology by coating it in a nasty black ooze that sticks for a while.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->SPORES AGAINST HEAVY ARMOR?<!--sizec--></span><!--/sizec-->
Why not just say the spores burn through armor, and then start doing damage, so the armor only protects for a limited time, rather than totally negating the spore attack?
I guess the new tech like MG nade launchers at least partitially counter the ranged lerk though.
Nuff said.
3th: could be the explosive gas, or a Acid mine, which will stick to anything, including players, and will release potent acid when stepped on.
The mutating process itself could be implemented so that the lerk must "charge" the mutation for a certain amount of time before it can release the mutated spores. During this charge-up time you could, for example, disable every other attack the lerk has to prevent mutating from becoming overpowered. Naturally you would have to do the charging for every spore cloud separately. If it still seems too powerful, you could even make the lerk become fatigued (slower movement, loss of attack power,...) for a short period of time after using the mutated spores.
3th: could be the explosive gas, or a Acid mine, which will stick to anything, including players, and will release potent acid when stepped on.<!--QuoteEnd--></div><!--QuoteEEnd-->
No it doesnt. Because of alt fire and certain movement "attacks" becoming inane abilities.
Lol<!--QuoteEnd--></div><!--QuoteEEnd-->
hi , i think the spore attack should come out of his butt , after all, it a gas attack ! lol
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Idea b: Have a napalm effect with a thin stream of flaming liquid that you can use to block entrances and halls to slow ALL ( HA included) marine advances with damage if they walk through it. , Oven Bake Roasted Rines! You could build in a mod to increase the heat intensity and damage of the flames as happens now with gas and when rines use H.A.
Another twisted option would be to use the stream of flame as a form of <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><i>AFTERBURNER</i><!--colorc--></span><!--/colorc--> to double or tripple your speed if you aim it backwards in the air for a short burst. As a downside it would slow you when flying forwards.
At that point the skills and their 'visibility' need to be designed carefully. You need to be able to rely on your teammates on the field. For example I wouldn't want to run in as an onos only to discover that my teammate lerk doesn't have umbra picked as secondary attack.
Lerk main attack 1: Spike shooter (Greater damage with upgrade)
Lerk alt-fire attack 1: Pierce attack (Zoomed spike-shooter with damage upgrade - see below)
* I like the idea that the Pierce attack upgrade makes the alt-fire zoomed attack pin dead marines to the wall. :-)
Lerk main attack 2: Spore gas attack (More toxic with upgrade)
Lerk alt-fire attack 2: Spore mine attack (More toxic with upgrade)
* Popular on some servers, it should be a sticky blob that sticks to most surfaces (like the UT bio-gun projectiles) that explodes when a marine is within a specific range, after which it becomes a regular spore cloud (or more toxic with upgrade).
Lerk main attack 3: Umbra gas defense (More dense and bullet protective with upgrade)
Lerk alt-fire attack 3: Shroud gas defense (Works like Umbra, more protective with upgrade, but is opaque - see below)
* SHROUD as an ALT-FIRE should work just like UMBRA except be like ink in the air. Parasite-vision and scent of fear should be completely unaffected, but visual will be impaired for both sides (90% for marines, 70% for aliens). This is okay because, as an upgrade, most alien players will likely have scent of fear by this time and those that don't can still rely on parasites to see enemies enshrouded in the cloud.
Lerk main attack 4: Primal Scream (does what Primal Scream does for nearby alien players in NS1, adrenaline boost)
Lerk alt-fire attack 4: Shriek Attack (focused sonic attack directed forward at marine target in close to medium range - see below)
* SHRIEK as an ALT-FIRE would muffle all sounds for any marine (same effect as a marine in an Onos stomach) hit within a far range of 30 meters for a period of time. The effect time would be 30 seconds at point blank range and decrease by one second for each meter distance the victim is from the originating SHRIEK attack, leading to a one second effect at 30 meters and no effect on marine players beyond this. For effect, perhaps it could also do 3 points of health damage out to 10 meters, 2 points of health damage between 10 and 20 meters, and 1 point of health damage between 20 and 30 meters. Also, the serious tactical impairment of marine victims demands a severe drain of adrenaline for a Lerk to focus a burst SHRIEK attack, leaving the Lerk unable to flap wings or attack for a few brief vulnerable seconds. Otherwise, the alien team might switch to all Lerks later in the game and you would quickly find yourself with a perpetually deaf marine team.
Hallucinogen Spore
Fires like the primary Spore but this one has a different color and effect. The H-Spore hits in an area effect but without a lingering cloud.
The damage dealt will be instant and fairly low damage. Of the marines that were hit by this will be infected and begin to hallucinate after 3-5 seconds of bring hit by it. While they are infected, which lasts for up to 60sec, they will start to see things that aren't really there. These confusing things that could happen may include: alien stray shots, aliens rushing them or attacking friendly marines, other marines appearing to die or call for a medic, Lerks roosting near them, some aliens are invisible to them when the are actually there, etc.
Think of the Spy's gas grenade in TFC but far more confusing than random grenades and explosions in front of you.
Or to throw in some yomi layers:
<ul><li>Spore does normal damage to marines</li><li>Flamethrowers/explosives burn gas away</li><li>Alt-Spore does no(reduced?) dmg to rines</li><li>Alt-Spore ignites when burned doing more dmg</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->