Spikes
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">What happened to them?</div>I dont know what happened, but since b112 they seem incapable of hitting marines at anything but point blank range. I would be chasing a marine down as lerk flying maybe 5 metres behind him as he is running away and tracking the center of his back and yet would only score 1 hit every 2-4 sec (this was not a one time occurance but would happen every time I tried using spikes). Considering how fast they fire this seems to me absurd. Considering spikes is the only hope lerks have against shotguns. What exactly changed this build?
Comments
Not sure if the damaged was upped with this change or not, but this would explain why using spikes at a distance sucks now. Can't have ranged aliens, no sir.
Yeah it is really not a good system if you thin about it...
A shotgun has multiple pellets that cover a spread. If you aim at something, you are going to hit it with some of the pellets.
With spikes having a spread but being single projectile (albeit rapid fire), you arent going to always hit something you are DIRECTLY aiming at.....this just isnt how it should be for an FPS.
+1.
Lets get some more +1s here to get this changed :)
Lets get some more +1s here to get this changed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I would love to see the return of full automatic Shotgun Spikes (which was tested recently). It doesn't need to have high DPS, but some (half?) of the spikes fired should stay near the crosshair (using the shotgun pattern design), so it is useful for harassing from medium (10-15m) range.
Lets get some more +1s here to get this changed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Does this look like a democracy to you?
There's no need to be snide. It's not a democracy, but the devs definitely take what is posted here to heart.
---
I'm giving this my +1 as well. Reduced damage would be a better solution than reduced accuracy - it's just annoying to shoot right at things without hitting them.
Since the spikes do so little damage compared to shotguns, it would be nice if they had a secondary effect - such as slowing down the marine to keep him in your gas cloud?
How can you call gorge spit inaccurate when it has perfect accuracy? The reason why its so hard to hit is because it leaves so far ahead of the gorge that it goes through close marines, and the hitreg is so bad. Lerk spikes should of gone back to the old shotgun spikes instead on rapid fire spikes with ridiculous spread.
I think now when you see group of marine your more powerfull by sporing biting them comeback finish whit spike and for killing rt its better in my mind.
Im a lerk who only use bite but sometime from long range where i know if i go even whit evasive movement i will get sg lvl3 killed; spike are welcome :) and i think thyey do a great job now ; but maybe its just an illusion amked by the new song who is more strong/louder :D .
Tux
I'm all for shotgun spikes (or preferably burst fire with wide spread), but there's one caveat: you also have to change the spores from the "crop duster" model to a ranged model.
The reason why is pretty obvious; if the lerk has no medium+ range attack options, the shotgun will, in reality, be a hard counter to lerks.
The argument should be; either:
A. Melee range spores and medium+ range spikes (current lerk)
or
B. Medium+ range spores and melee range spikes
^That is a valid point.
A. Melee range spores and medium+ range spikes (current lerk)
or
B. Medium+ range spores and melee range spikes<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds fair to me. The lerk in NS1 used to be a RANGED harasser with a MELEE finishing attack. I'm not too concerned if they flipped it to cropdusting + ranged spikes, though, since I find the cropdusting pretty interesting.
or
B. Medium+ range spores and melee range spikes<!--QuoteEnd--></div><!--QuoteEEnd-->
Inb4 "Range too annoying as marine, make them melee range so I can one shot them with a shotgun".
I'm for B, since poison bite is pitiful and cropdusting spores is suicidal vs shotguns.
If it had a similar visual effect and range of Umbra currently It'd also feel quite a bit more organic than the old unnatural NS1 ranged gas bubble it was before.
I also thought shotgun spike was a step towards a decent and flexible ability, though the old damage was too high and the energy drain insane for what is at least supposed to be a general support class. Right now aside from spore sometimes and umbra.. I'm getting more of a less defined hit and run assassin class feel.<!--colorc--></span><!--/colorc-->
It is not in line with what the devs want for the class. Moreover, with some minor adjustments such as additional initial coverage of the spores, Mixed with faster lerk speeds, I believe it will work out just fine.
Search the forums for more in depth explanations on what went wrong, if you'd like.
And to answer your question directly: yes. The onos not being implemented or whatever feature that wasn't present has no bearing on the reason why it was removed - it purely had to do with lerk to marine interaction.
I know I've explained exactly what this was to you in the past, Internet explorer, so searching for that discussion again will be easy :-)