Give lerks more health, but have them fall out of the air and be unable to fly at lower health

MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
edited May 2012 in Ideas and Suggestions
Lerks die so quickly when they are on the ground so I was thinking it could be workable if they received a health boost in exchange to give the game some more atmosphere by having them fall out of the sky once they receive too much damage

I'm sure many of you would take <u>great satisfaction</u> in watching a Lerk plummit into crevice after you clipped their wings

----
update:
----

For those just coming in I'm not even remotely suggesting a nerf, but despite this I've made some additional revisions:

<!--QuoteBegin-MEEEE+--><div class='quotetop'>QUOTE (MEEEE)</div><div class='quotemain'><!--QuoteEBegin-->Well there's always option B since people are complaining so much

No health buff; when you go below 1 health Lerk loses the ability to fly and cannot gain health, you can still attack, but once you run into the map you will perish

Straight buff since you can get off a few more awkward attacks before dieing. . .

<i>Since you're already dead</i>

---

Option C is to increase ground crawl speed for when a Lerk doesn't have flight

<b><a href="http://www.unknownworlds.com/cache/thumbnails/Lerk_Concept_Flying_800x1008.jpg" target="_blank">The Lerk does have some rather beefy hind legs for a flying creature</a></b>. . . I think it could pull off the "Truffle Shuffle" just as well as a fleeing gorge could

-<!--QuoteEnd--></div><!--QuoteEEnd-->
-

Comments

  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Another feature to remove player control? :/
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    More health/armor, cost adrenaline to flap (but not glide). Jetpack Flamethrower go-go!
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    dont ######ign screw this around!
    aliens are meant to be ninja-style lifeforms. fast, climbing, jumping all around etc. marines are the slower, more strategic ones
    so dont ###### handicap aliens movement to make them more marine-like
    bad enough the lerk has an lmg
  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    <!--quoteo(post=1934896:date=May 9 2012, 06:50 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ May 9 2012, 06:50 PM) <a href="index.php?act=findpost&pid=1934896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another feature to remove player control? :/<!--QuoteEnd--></div><!--QuoteEEnd-->


    My thoughts exactly.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited May 2012
    <!--quoteo(post=1934896:date=May 9 2012, 06:50 PM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ May 9 2012, 06:50 PM) <a href="index.php?act=findpost&pid=1934896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another feature to remove player control? :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    and as an excuse to not fix the obvious lack of mobility in the lerk, too

    can't wait to see it implemented!

    <!--quoteo(post=1934873:date=May 9 2012, 05:35 PM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ May 9 2012, 05:35 PM) <a href="index.php?act=findpost&pid=1934873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerks die so quickly when they are on the ground<!--QuoteEnd--></div><!--QuoteEEnd-->

    when is that, exactly? when they've never played NS before and they're learning the lerk for the first time?
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    Terrible idea, I'm sorry to say.

    So once you run low on health you have to crawl away? Good luck with that....
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    I'm suggesting a buff, but everyone sees it as a nerf

    well whatever
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited May 2012
    It would work great and be a lot of fun in a singleplayer game or in a really realistic multiplayer game (think Red Orchestra, but with flapping space monsters). In NS2, not so much. Perhaps on Drifters. They take a few shots, fall to the ground, where they are either killed or regenerate health and get up in the air again. I bet the devs have more important things to do right now though.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    flip it around
    lerks gain speed as they get hurt
    awesomeness
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    <!--quoteo(post=1935078:date=May 10 2012, 07:56 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ May 10 2012, 07:56 AM) <a href="index.php?act=findpost&pid=1935078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm suggesting a buff, but everyone sees it as a nerf

    well whatever<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, I don't think people really understood. This would let you not die when you otherwise would have died. But I think it's more of a flavor thing that an actual gameplay improvement so that probably pushes it into 'mod' territory.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->1+<!--colorc--></span><!--/colorc-->
    I'm actually for the idea. Provided there are some subtle pre-cursors to being completely immbilised (as in un-able to fly) and instead of health being increased I think a serious tweaking of spore is in order.
    I never really liked the fact that you couldn't bite the heads off marines LITERALLY, either!
    <!--quoteo(post=1934896:date=May 10 2012, 08:50 AM:name=Scrajm)--><div class='quotetop'>QUOTE (Scrajm @ May 10 2012, 08:50 AM) <a href="index.php?act=findpost&pid=1934896"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another feature to remove player control? :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not eliminating player control. It is implementing cause and effect of prolonged damage such as in Farcry 2 and Geatrs of War3 and what ever else.
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    <!--quoteo(post=1935130:date=May 10 2012, 07:05 AM:name=measles)--><div class='quotetop'>QUOTE (measles @ May 10 2012, 07:05 AM) <a href="index.php?act=findpost&pid=1935130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->1+<!--colorc--></span><!--/colorc-->
    I'm actually for the idea. Provided there are some subtle pre-cursors to being completely immbilised (as in un-able to fly) and instead of health being increased I think a serious tweaking of spore is in order.
    I never really liked the fact that you couldn't bite the heads off marines LITERALLY, either!


    It's not eliminating player control. It is implementing cause and effect of prolonged damage such as in Farcry 2 and Geatrs of War3 and what ever else.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Cause and effect eh? Well in that case, let's make marines lose legs and fall to the floor when hit by skulks/fades, or if upper body hits, lose arms and be limbless/unable to shoot until you go to an armory or get med packed. Skulks should have dislocated jaws making them unable to attack, and fades' slicers should go from miracle blade lll to butterfly knives.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    If you stigmatize something so much you won't see benefits that can be derived from it. That being said I think the lerk is fine where it's at. You need to use alternate pistol fire to snipe them, it's more efficient most of the time than actually using an LMG.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1935078:date=May 10 2012, 06:56 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ May 10 2012, 06:56 AM) <a href="index.php?act=findpost&pid=1935078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm suggesting a buff, but everyone sees it as a nerf

    well whatever<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure the extra health is a buff, but your suggestion of not being able to fly at low health is a nerf.

    Have you ever tried getting around as a lerk without flying? You would be dead in seconds.


    So for example, Lerk currently gets 125hp right now.
    This in not to scale, just example.
    2 shotties and lerk dies
    Now you buff the lerk to say 150hp
    2 shotties and lerk is down to say 25hp but it's low health so you drop to the ground and start crawling away. Marines runs up to you and finishes you off because your now a sitting duck, nerf.
  • stryker_montgomerystryker_montgomery Join Date: 2012-05-08 Member: 151718Members
    <!--quoteo(post=1935166:date=May 10 2012, 01:20 PM:name={GGs} Chicken)--><div class='quotetop'>QUOTE ({GGs} Chicken @ May 10 2012, 01:20 PM) <a href="index.php?act=findpost&pid=1935166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cause and effect eh? Well in that case, let's make marines lose legs and fall to the floor when hit by skulks/fades, or if upper body hits, lose arms and be limbless/unable to shoot until you go to an armory or get med packed. Skulks should have dislocated jaws making them unable to attack, and fades' slicers should go from miracle blade lll to butterfly knives.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure as long as you make it so the required health to kill the whole unit to begin with is the required health to make such things happen. Its just a health boost to make them last longer while on ground based. The same damage as it is to kill them in the air is the same health it would require to make them lose their mobility. My only issue is this: what if that fall down with style plus having some health left plus nearby healing does allow them to survive after shooting that flying bugger already too much? It may actually unbalance it.
  • Wonderboy2402Wonderboy2402 Join Date: 2011-08-28 Member: 118911Members
    edited May 2012
    Losing all flight is not a good idea. As the person above my post points out, falling to the ground at 20 health and then what. You die, because your crawl speed is pathetic.

    You should be more aloft then on the ground, hence his pathetic walking speed.

    Now, perhaps a workable tweak is that as you take more rounds it progressively gets harder to stay aloft. So you would have to flap more which in turn could effect your accuracy as a player. And I can visualize a lerk gets riddled with bullet holes in its wings and body, that it's flight dynamics could change.

    But ever should you be without flight as a lerk, I don't like any abilities that totally strip a player of control. Though I don't mind effects that reward / punish a player if he plays sloppy.

    Total loss of flight is way to extreme.
  • stryker_montgomerystryker_montgomery Join Date: 2012-05-08 Member: 151718Members
    I still don't get the whole too extreme thing.. because the lerk still would have had to receive the same amount of damage as it would to have died.. in other words the lack of control isn't really a penalty. It does sound like unnecessary extra coding and the lerk is fine the way it is.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--quoteo(post=1934898:date=May 10 2012, 12:55 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 10 2012, 12:55 AM) <a href="index.php?act=findpost&pid=1934898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->cost adrenaline to flap (but not glide).<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1935239:date=May 10 2012, 11:12 PM:name=Wonderboy2402)--><div class='quotetop'>QUOTE (Wonderboy2402 @ May 10 2012, 11:12 PM) <a href="index.php?act=findpost&pid=1935239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now, perhaps a workable tweak is that as you take more rounds it progressively gets harder to stay aloft. So you would have to flap more which in turn could effect your accuracy as a player. And I can visualize a lerk gets riddled with bullet holes in its wings and body, that it's flight dynamics could change.<!--QuoteEnd--></div><!--QuoteEEnd-->
    By your powers combined, making it take more energy energy to flap at lower health?
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    <!--quoteo(post=1935228:date=May 10 2012, 04:55 PM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ May 10 2012, 04:55 PM) <a href="index.php?act=findpost&pid=1935228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure the extra health is a buff, but your suggestion of not being able to fly at low health is a nerf.

    Have you ever tried getting around as a lerk without flying? You would be dead in seconds.


    So for example, Lerk currently gets 125hp right now.
    This in not to scale, just example.
    2 shotties and lerk dies
    Now you buff the lerk to say 150hp
    2 shotties and lerk is down to say 25hp but it's low health so you drop to the ground and start crawling away. Marines runs up to you and finishes you off because your now a sitting duck, nerf.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It literally can't be a nerf because you are alive when you otherwise would have been dead. The not being able to fly part IS the buff. Your example doesn't make any sense, because you're saying it's a nerf to be alive when the marine comes and shoots you, as opposed to being dead and the marine can just ignore you and continue shooting other aliens.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited May 2012
    <!--quoteo(post=1935078:date=May 10 2012, 07:56 AM:name=MaximumSquid)--><div class='quotetop'>QUOTE (MaximumSquid @ May 10 2012, 07:56 AM) <a href="index.php?act=findpost&pid=1935078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm suggesting a buff, but everyone sees it as a nerf

    well whatever<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope, you're suggesting a buff and a nerf. A buff to lerks who need more health to be effective (bad lerks), and a nerf to lerks who want consistent gameplay regardless of their current health (most lerks).


    <!--quoteo(post=1935114:date=May 10 2012, 10:23 AM:name=hapro)--><div class='quotetop'>QUOTE (hapro @ May 10 2012, 10:23 AM) <a href="index.php?act=findpost&pid=1935114"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I don't think people really understood. This would let you not die when you otherwise would have died.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, I understood perfectly. It would also force you to die when you otherwise would not have died (by removing the ability to escape at low health via your flight skill). The times where you would live for having extra health are disjoint from the times when you would die for having health below the "fall out of the sky" threshold, which means the way you approach those two situations is not the same. You approach "fighting with more health than usual" by playing normally, and you approach "being below the threshold" by falling out of the sky and dying like a dimwit because of a bad mechanic.

    The lerk doesn't need more health, and it doesn't need to be put on a slippery slope every time it starts to take damage. All it needs is proper movement speed and good hit registration for marine weapons attacking it. Anything else is an overcomplicated idea that will introduce more problems than it solves.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1935247:date=May 10 2012, 04:31 PM:name=hapro)--><div class='quotetop'>QUOTE (hapro @ May 10 2012, 04:31 PM) <a href="index.php?act=findpost&pid=1935247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It literally can't be a nerf because you are alive when you otherwise would have been dead. The not being able to fly part IS the buff. Your example doesn't make any sense, because you're saying it's a nerf to be alive when the marine comes and shoots you, as opposed to being dead and the marine can just ignore you and continue shooting other aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How the hell is "Not being able to fly" a buff?

    Sure you're still alive when you normally would have been dead but your guaranteed to be dead in a few seconds after marines see you fall and crawling away.

    The nerf I'm talking about is "not being able to fly".

    Plus my example wasn't exact and I mentioned that. There have been many times where I've been shot multiples times as a lerk and only had like 10hp left but "I was still able to fly away to safety and live to talk about it".
    If we had this suggestion implemented, I would have been dead because I would have been forced to crawl away.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--quoteo(post=1935293:date=May 11 2012, 01:09 AM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ May 11 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1935293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How the hell is "Not being able to fly" a buff?

    Sure you're still alive when you normally would have been dead but your guaranteed to be dead in a few seconds after marines see you fall and crawling away.

    The nerf I'm talking about is "not being able to fly".

    Plus my example wasn't exact and I mentioned that. There have been many times where I've been shot multiples times as a lerk and only had like 10hp left but "I was still able to fly away to safety and live to talk about it".
    If we had this suggestion implemented, I would have been dead because I would have been forced to crawl away.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I assume they mean the following:
    Imagine having 25 health "under" your current health. For your old 1-125 health (now 26-150), everything remains the same. For your 25 additional health (now 1-25, dead before), you'd be able to crawl.

    I don't support the idea, just clarifying their stance as I see it.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    I don't support the idea either, honestly, which is why I suggested he try to make a mod of it and see if it's any fun. That said, there are a lot of things you could do to get rid of this alleged "movement nerf" you are suggesting, of which I'm not sure which are possible in the extent of modifying lua. Lerks could be given some third health category for "downed", there could be a killing hit threshold that holds you at 1hp when taking fatal damage for the first time, etc.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    i once thought i had the best buff idea for the lerk:
    Allow spores to shield his underside/belly while he spored, allowing him to use spores safely since they are more of a support weapon than a deadly combative weapon. it would allow him to disable turret farms easier too.

    Turns out that the code was already written for this buff too but never implemented. o.0
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    Hey that reminds me of umbra..
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    yea but they wont bring it back for him :(
    hence my sneaky hybrid
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Well there's always option B since people are complaining so much

    No health buff; when you go below 1 health Lerk loses the ability to fly and cannot gain health, you can still attack, but once you run into the map you will perish

    Straight buff since you can get off a few more awkward attacks before dieing. . .

    <i>Since you're already dead</i>

    ---

    Option C is to increase ground crawl speed for when a Lerk doesn't have flight

    <b><a href="http://www.unknownworlds.com/cache/thumbnails/Lerk_Concept_Flying_800x1008.jpg" target="_blank">The Lerk does have some rather beefy hind legs for a flying creature</a></b>. . . I think it could pull off the "Truffle Shuffle" just as well as a fleeing gorge could

    -
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    I do think that lerks are good for now, but thinking down the road at <u>celerity</u> lerks, having them lose SOME control when hit in flight might be a good thing. Celerity lerks will be prety much fighter bombers zooming through marine held areas to fast to really be hit with much.

    perhaps the lerk could be "stumbled" (i.e. the way marines are stumbled when gored) when hit with a certain amount of damage at once, like a shotty blast or a grenade. This way the lerk player would not lose control, just have to compensate for heavy fire.

    This would make sense in a "realistic" way as the lerk wouldn't be able to brace itself against anything like all the ground-based lifeforms.

    Just a thought
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    There's nothing wrong with the lerk at the moment. Maybe he'll need a buff when optimization comes in, but for now he's balanced as I see him.
Sign In or Register to comment.