Lerk 'machine gun' spike should be removed
Classic319
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.
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
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.
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..
They are already dealing with this issue, they are increasing the energy cost. No need to remove it.
simply not true, it's designed to be a terribly effective escape weapon. But mediocre offensive weapon (because it's for the medic)
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)
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.
<!--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".
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.
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.
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.
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