More Lerk ideas
internetexplorer
Join Date: 2011-10-13 Member: 127255Members
<div class="IPBDescription">Inspired by threads in 'general'</div>People are discussing the Lerk more in the general forum now that it's seeing more play. Here are some ideas inspired by what we've talked about:
<ul><li>Make spikes very accurate, but have accuracy drop off quickly. This encourages burst firing at targets as you fly past them (like a fighter plane) and makes spikes more useful in the context of flying and turning often.</li><li>Make spores take on momentum like bile bomb does, so that they can be projected to areas without flying directly into them.</li><li>Make spores more transparent, and make them opaque when many clouds (representing a larger energy investment) are stacked together in the same place</li><li>Lower bile bomb damage if it does not hit a structure or player directly</li><li>At Hive 3, give the Lerk a projectile like 'acid rocket' from NS1.</li></ul>
Now, those suggestions were all tame so here's the really complicated one that solves all our problems at once:
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>The Bee Gun</b><!--sizec--></span><!--/sizec-->
<ul><li>Replaces spikes as the primary weapon</li><li>Acts exactly like the<a href="http://www.youtube.com/watch?v=yWUf0M71dhg#t=2m4s" target="_blank"> bee gun</a> from Half-Life</li><li>Primary fire shoots bees which home in on targets near the crosshair at the time of firing</li><li>Bees do poor damage to armored targets, so they should be used as a finishing attack, or against enemies who have taken bile damage, OR against enemies who have no armor and are surviving via medpacks</li></ul>
<b>Why is this good?</b>
<ul><li>Fits the lerk's "damage over time" design philosophy</li><li>Acts similarly to spikes</li><li>Does not require precise accuracy, so it can be used more intuitively/easily with flight. The focus should be on flight, not roosting and tracing targets.</li><li>Creates more armor/health dynamics in the lerk's weaponry (the way spores and bile do now)</li></ul>
<b>Your thoughts?</b>
<ul><li>Make spikes very accurate, but have accuracy drop off quickly. This encourages burst firing at targets as you fly past them (like a fighter plane) and makes spikes more useful in the context of flying and turning often.</li><li>Make spores take on momentum like bile bomb does, so that they can be projected to areas without flying directly into them.</li><li>Make spores more transparent, and make them opaque when many clouds (representing a larger energy investment) are stacked together in the same place</li><li>Lower bile bomb damage if it does not hit a structure or player directly</li><li>At Hive 3, give the Lerk a projectile like 'acid rocket' from NS1.</li></ul>
Now, those suggestions were all tame so here's the really complicated one that solves all our problems at once:
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>The Bee Gun</b><!--sizec--></span><!--/sizec-->
<ul><li>Replaces spikes as the primary weapon</li><li>Acts exactly like the<a href="http://www.youtube.com/watch?v=yWUf0M71dhg#t=2m4s" target="_blank"> bee gun</a> from Half-Life</li><li>Primary fire shoots bees which home in on targets near the crosshair at the time of firing</li><li>Bees do poor damage to armored targets, so they should be used as a finishing attack, or against enemies who have taken bile damage, OR against enemies who have no armor and are surviving via medpacks</li></ul>
<b>Why is this good?</b>
<ul><li>Fits the lerk's "damage over time" design philosophy</li><li>Acts similarly to spikes</li><li>Does not require precise accuracy, so it can be used more intuitively/easily with flight. The focus should be on flight, not roosting and tracing targets.</li><li>Creates more armor/health dynamics in the lerk's weaponry (the way spores and bile do now)</li></ul>
<b>Your thoughts?</b>
Comments
Yes. It's saddening to see ( At least the inexperienced ones ) Lerks having to perch somewhere, or land on the ground, to fire at an enemy with a chance of hitting. Even if armour negates it more than spikes, it would still allow you to at least hit something during flight. I'm not certain about this completely replacing spikes though. Some might prefer the ' manual ' aiming... Like me.
Still a nice idea though, worth tinkering about.
Would be placed by roosting or landing on a surface, looking at it, and holding down the spore button for 3-4 seconds.
Would be good for distracting marines so lerks can attack. Fits well with the lerk's support role, works better when it isn't the centre of attention, but now it can make its own distractions.
in my opinion, this is even worse than the current spores
you still place them in a spot without 'aiming to hit an enemy', but now it's up to the marines whether they deal any damage (whereas with regular spores you do damage if you lay them on marines)
plus, I don't want the lerk to have more sources of spores because they're already so obnoxious..
yes yes and yes
auto aim in a fps is for consoles, but they call it snap or magnet something.... anyway .. gas em flip your thermals on and spike away.. its really fun if you got silence.. i got 4 marines standing squa' in the middle of them
still should be changed or somthing else added maybe they'll bring back lerk umbra or something else
you still place them in a spot without 'aiming to hit an enemy', but now it's up to the marines whether they deal any damage (whereas with regular spores you do damage if you lay them on marines)
plus, I don't want the lerk to have more sources of spores because they're already so obnoxious..<!--QuoteEnd--></div><!--QuoteEEnd-->
?
You put them somewhere the marines won't notice, then when they set them off, you take advantage.
Spores are a cool ability, I don't find them at all annoying to fight against, because you can easily get away from them, it isn't like NS1 where the lerks could shoot them constantly at an area without going near it.
Spores aren't supposed to kill people, they're supposed to distract them, and they do that very well. Either they force marines to move in combat, force marines to split up, obstruct marine line of sight, or give them another target to shoot at (the spore spewing lerk).
That would be nice, I see it working a bit like the sc1 mutalisk micro. It would be easy to implement also (take 30 minutes to mod). But I'm not sure it's a good idea to have fully dynamic spores with proper collision detection given the current server performance.