Lerk 'machine gun' spike should be removed

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">anyone agree?</div>
Anyone agree with removing Lerk 'machine gun' spike?

That's just what that is called "NO SKILL"

But i love lerk shotgun spike. In my opinion, that should be the primary attack of Lerk, with some damage increasing.

Anyway, the point is i always think that Lerk's current spike mode should be removed. That looks horrible and function also horrible for gameplay.

p.s. more damage and size of lerk gas please.

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I don't like the spike also. In closerange they are sometimes to precise and mid-long range its hard to determine the spread. Its more a spray and pray.

    The Lerk SG should be the primary weapon, yes. The Lerk is still a clsoecombat unit as the SG is designed for but spikes are also long range.

    Tbh I most of the time only use the SG, it has a higher DMG output and can hit multiple targets at midrange.
  • RedlightningRedlightning Join Date: 2011-12-07 Member: 136979Members
    Lerks can get wrecked so easily in close combat by a competent marine though, especially a marine wielding a shotty.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    All you need as a quick marine with a shotgun and the Lerk problem is solved :)
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited January 2012
    Hitscan weapons aren't that fun. I liked it more when it had the arced trajectory similar to the <a href="http://tf2wiki.net/wiki/Syringe_gun" target="_blank">Tf2 syringe gun</a>. A combination of that and bite would be cool. Soften them up and chomp chomp chomp. The current spikes aren't too skillful as you can just lay some gas down and easily snipe marines from behind the clouds.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited January 2012
    <!--quoteo(post=1897944:date=Jan 28 2012, 04:09 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jan 28 2012, 04:09 PM) <a href="index.php?act=findpost&pid=1897944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hitscan weapons aren't that fun. I liked it more when it had the arced trajectory similar to the <a href="http://tf2wiki.net/wiki/Syringe_gun" target="_blank">Tf2 syringe gun</a>. A combination of that and bite would be cool. Soften them up and chomp chomp chomp. The current spikes aren't too skillful as you can just lay some gas down and easily snipe marines from behind the clouds.<!--QuoteEnd--></div><!--QuoteEEnd-->

    on the other hand, the syringe gun is a bad gun by design (because it's for the medic)

    the only way to take that type of gun and make something good is to make it like the plasma gun in quake 3 (projectiles initially move quickly, create splash damage, obscure vision)

    to say that the current weapon isn't skillful "because you can snipe from behind clouds" is silly, too - the fact that those marines aren't shooting you isn't because of anything you did..they're just bad. the current spike weapon and basically everything about the lerk has a vastly higher skill ceiling than any other alien class..
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Nerfing Lerk spikes vs. Command Stations. Shifting health to armor and increasing spike energy cost (Look what you guys make me do!).<!--QuoteEnd--></div><!--QuoteEEnd-->

    They are already dealing with this issue, they are increasing the energy cost. No need to remove it.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    <!--quoteo(post=1897951:date=Jan 29 2012, 12:57 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Jan 29 2012, 12:57 AM) <a href="index.php?act=findpost&pid=1897951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->on the other hand, the syringe gun is a bad gun by design (because it's for the medic)<!--QuoteEnd--></div><!--QuoteEEnd-->

    simply not true, it's designed to be a terribly effective escape weapon. But mediocre offensive weapon (because it's for the medic)
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited January 2012
    <!--quoteo(post=1897960:date=Jan 28 2012, 07:06 PM:name=Vladimir Van Vodka)--><div class='quotetop'>QUOTE (Vladimir Van Vodka @ Jan 28 2012, 07:06 PM) <a href="index.php?act=findpost&pid=1897960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->simply not true, it's designed to be a terribly effective escape weapon. But mediocre offensive weapon (because it's for the medic)<!--QuoteEnd--></div><!--QuoteEEnd-->

    no actually I've played competitive medic for years and I have some experience with this - it's only a good escape weapon if the people chasing you are being foolish and running into needles instead of not running into needles :)

    but enough of that...the real problem is that the lerk shooting projectiles would make the skill floor of the class shoot through the roof, for a minimal gain (unless the projectiles explode on impact to make imperfect aim not completely punishing)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    Slot1, Mouse1: Shotgun Spikes
    Slot2, Mouse1: Machinegun Spikes
    AllSlots, Mouse2: Spores

    Also the issue with CCs (and other structures), is that structure maxhealth does not scale.
    Naturally, it may be somewhat difficult to do so, but you could quite simply take the number of players in the game at round-start, and scale accordingly. If people drop or join during the round, it doesn't change the structure maxhealth.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    I quite like the machine gun spikes. It is the most efficient attack for taking down structures (although its damage should be reduced). Projectile spikes were a nightmare to aim with any lag, and created unnecessary load on the server due to their more costly trajectory calculation. Not to mention they were not suitable for the Lerk's hit-n-run skirmisher role.

    <!--quoteo(post=1897966:date=Jan 28 2012, 04:18 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 28 2012, 04:18 PM) <a href="index.php?act=findpost&pid=1897966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slot1, Mouse1: Shotgun Spikes
    Slot2, Mouse1: Machinegun Spikes
    AllSlots, Mouse2: Spores

    Also the issue with CCs (and other structures), is that structure maxhealth does not scale.
    Naturally, it may be somewhat difficult to do so, but you could quite simply take the number of players in the game at round-start, and scale accordingly. If people drop or join during the round, it doesn't change the structure maxhealth.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, I made an experimental player count scaling damage mod last year.

    How it works is, every time damage is dealt, if the attacker is a player, and the victim is a structure, then the damage is scaled down by a scaler x.
    The scaler x is calculated by dividing the "standard" team size by the current team size. The "standard" size is which the player-vs-structure damage is balanced, eg. 6 on each side.

    For instance, if a game is currently a 12v12, then the scaler would be 6/12 = 0.5. Hence structures only receive 50% damage from players.

    The scaler would be calculated differently if there are fewer players than the "standard".
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    Ahhh, that would be a good way of doing it.

    However, seeing as there are commanders on each side, I'd instead have it so that:
    DamageStandard*(NumberStandard-1) = Damage*(Number-1)

    So,
    Damage=DamageStandard*(NumberStandard-1)/(Number-1)

    Or written another way,
    ScaleScalar = Damage/DamageStandard = (NumberStandard-1)/(Number-1)
    and
    Damage = ScaleScalar*DamageStandard

    The only problem is that if there is only one player on a team... it'll try to divide by zero.

    Another good thing about your approach is that if you have one team smaller than the other, each of the players on the other team do less damage to structures, which serves to balance it out a bit.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    <!--quoteo(post=1897972:date=Jan 28 2012, 07:49 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 28 2012, 07:49 PM) <a href="index.php?act=findpost&pid=1897972"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For instance, if a game is currently a 12v12, then the scaler would be 6/12 = 0.5. Hence structures only receive 50% damage from players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice simple solution!

    In reply to OP: Lerk spikes are being rebalanced, and they are very much a part of the lerk. I don't think they'll be removed unless the lerk is removed.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited January 2012
    That sounds like a really good idea twiliteblue.
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    I would like to see the speed on how fast you shoot your spikes dependent on how fast your moving. So if you stand still, your spikes fire at a slow pace, but while flying, it's a minigun.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    add a sniper rifle to the marines and a headshot hitbox to the aliens and the problem is skillbased solved!

    also a headshothitbox for marines would be awesome :) headshoting leap skulks hrhrhr


    so you would add an other layer to the game, close combat ft sg gl midrange lmg hmg and long distance sniper addon for the hmg if you want :P

    lerk stays with long distance shooter as ever and becomes the same value role for distance as the gorge is for supporting infight units like the fade and onos.


    discuss
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