<!--quoteo(post=1973154:date=Sep 7 2012, 10:29 AM:name=Kopikat)--><div class='quotetop'>QUOTE (Kopikat @ Sep 7 2012, 10:29 AM) <a href="index.php?act=findpost&pid=1973154"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I only play Marines because I like feeling like I'm contributing by helping the Comm directly. As an Alien, the only way to 'contribute' is really just to kill people or help others kill people while the Khamm does all the work. Which is dull.<!--QuoteEnd--></div><!--QuoteEEnd--> Well before you start giving tips on how to lerk...perhaps try playing it. Hard to really be able to give balanced suggestions if you only play 1 side.
Sure a few build ago they where devastating (gas was good and thick...and lerk had skulk bite (short term feature)) but for about last 3-4 builds they have been sliding downhill fast.
Spikes are too short range and too inaccurate for any real use, dont seem to take things down any faster than a skulk (though have not timed).
Bites slow and a proactive comm renders vampire bite useless as it does very little bite damage and 1 med pack fixes any health issues.
Spores is 2nd hive tech and needs to be researched...so it does not happen until after; Leap Blink Bile Bomb Stomp after those 4 the comm if they still have res/rime will think about spores then. Even if they do research spores they are now so pathetic I dont worry about running through gas as marine as it does minimal damage. If you have not played lerk then you can hardly comment as you are only seeing one side. Sure lerks are a pain and when you had the good gas etc they caused you lots of grief...but hey they are 30 Res...mid game lifeform that should be still somewhat capable in the last stages (w3 a3 & Mechs around) otherwise you wont see them at all. 30 res is too much money for such a small window of usage..better to save up for fade or onos seeing as you over half way to fade and 1/2 of way to onos. Or take 3 gorges...you will cause as much if not more trouble...especially if you have bile bomb.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1973227:date=Sep 6 2012, 06:31 PM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Sep 6 2012, 06:31 PM) <a href="index.php?act=findpost&pid=1973227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bites slow and a proactive comm renders vampire bite useless as it does very little bite damage and 1 med pack fixes any health issues.<!--QuoteEnd--></div><!--QuoteEEnd--> This part is not true. Its a set duration of poison regardless of medpacks, just fyi
I really disagree with those saying the lerk needs to have spores moved earlier. I think the lerk just needs to be buffed a little so that bite/spikes are more viable and the lerk is worth 30 res. The fun thing about NS2 is how the game evolves over time, with new abilities/weapons changing the playstyles of each lifeform/marine. The initial period where lerk has nothing but bite and spikes is fun.
<!--quoteo(post=1973241:date=Sep 6 2012, 07:04 PM:name=Sling_Blade)--><div class='quotetop'>QUOTE (Sling_Blade @ Sep 6 2012, 07:04 PM) <a href="index.php?act=findpost&pid=1973241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really disagree with those saying the lerk needs to have spores moved earlier. I think the lerk just needs to be buffed a little so that bite/spikes are more viable and the lerk is worth 30 res. The fun thing about NS2 is how the game evolves over time, with new abilities/weapons changing the playstyles of each lifeform/marine. The initial period where lerk has nothing but bite and spikes is fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really have to disagree with it being "fun". Spore is just such a fundamental ability that Lerk feels neutered without it.
I absolutely loved playing lerk in b216 and before even in early game. I circle strafed around marines, made my flight direction as unpredictable as possible, and bit like a madman. Movement was the key factor. If I bit off more than I could chew, I'd retreat and drop spores on my way out. It was challenging and very rewarding when I went solo. With teammates against a group of marines, I'd start with spores; it was very fulfilling to support skulks this way while staying relatively safe. That was when carapace had no speed debuff, which greatly aided lerk survivability. When flying cost no energy, movement was as crazy as I wanted it to be. For newer players, I could imagine it was hard to use bite effectively since it was so underwhelming. But that's why we had spores in early game; they were an excellent support ability that could be used to good effect by any lerk.
The energy usage for flying had a pretty detrimental effect, although I believe the nerf was needed. Being able to fly in all directions with impunity was too advantageous. Since spikes are now a default ability, it's a no-brainer to use as opposed to the low DPS bite. But along with higher damage compared to bite, spikes have a higher energy usage. If you want to kill a marine in early game with spikes, you have to limit your movement in close/mid-range, which means lower survivability. Along with the lack of early carapace, it's no wonder that lerks are dying more often now that performance has increased for everyone, namely marines.
Right now the lerk is rather tame and you're better off saving the res for fade. I've actually made the switch from maining lerk to fade and learned to use the latter to great effect. That's one indirect benefit I can attribute to the lerk changes. I just hope spores go back to being a default ability because they're much more support-oriented in early game as opposed to spikes. Either that or I hope spikes become a bit more accurate.
<!--quoteo(post=1973236:date=Sep 7 2012, 12:49 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 7 2012, 12:49 PM) <a href="index.php?act=findpost&pid=1973236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This part is not true. Its a set duration of poison regardless of medpacks, just fyi<!--QuoteEnd--></div><!--QuoteEEnd--> Sorry badly worded, Med packs quickly heals the marine back up and effectively replaces any health lost via the bite (it heals 50 hp and vampire does max of 40 or something doesn't it?...pretty sure 1 med pack heals me up after being bitten). By the time the lerk comes back for a 2nd pass your comm (or an armoury) will have him back up to full health and lerk has gained nothing..for 30 res your almost better building 10 hydras.
The issue with lerks is they are not available early game (bar egg rushing)...no good late game...and cost too much for what they offer. Really by the time your comm is going to research spores w3 is bound to be up and Exo's around too. Not exactly good time to go trying to carpet bomb gas past all that fire power. Make spores back like in the early 200 builds (when it was thick and did decent damage) and make them ranged. Leave it as 2nd hive so its not OP'd but now aliens have a way of breaking up marines huddled around exo's welding them. Lerks now have a late game purpose which they can do from a distance and remain fragile but worth 30 res for a way to get those marines away from healing the exo's. This will mean that aliens have a better chance of whittling down the Exo trains over time as marines cant stay as close. Lerks with bombed spores is just plain suicidal in such an environment and a bigger waste of res IMO than 10 hydras (atleast they are 10 seperate things to kill instead of 1)....and they are a total waste of time at the moment.
Anyone else noticed the bounce mechanic that seems to have been added for lerks when your flying about? Try gliding into the wall at a slight angle...even front on. I actually found it a tad off putting at first but it quickly grew on me and found collisions much less severe.
My complaint with Bite/Spike on Hive 1 is that the Lerk lacks a clear role on the team with just those abilities.
Skulk: Killer of marines, can parasite Lerk: Killer of marines, stronger than Skulk Fade: Killer of marines, stronger than Lerk
That's not very interesting, why does the Lerk only become a support role with multiple hives?
As a side note, this arrangement of abilities does not feel right at all. Bite/Spikes is one thing... But Spore on primary with Spikes on secondary? That feels very bizarre. IMO it should be Bite/Spore, Spikes/Spore, Umbra/Spore. Possibly switch Spikes with Bite depending on which of them is supposed to be the "primary" attack.
<!--quoteo(post=1972528:date=Sep 5 2012, 07:59 PM:name=Ohnojojo)--><div class='quotetop'>QUOTE (Ohnojojo @ Sep 5 2012, 07:59 PM) <a href="index.php?act=findpost&pid=1972528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Their bite or spikes is equivalent to TF2's medic weapons, the hack saw and syringe-gun. Neither are meant to do devastating damage.<!--QuoteEnd--></div><!--QuoteEEnd--> I didn't know Medic needed to hit a guy 1000 times to kill him, or Lerk actually had a fair chance to crit, as opposed to no damage or utility, or actual luck based mechanics that can benefit it instead of being full skill for a form that's literally the worst thing in the game. I also didn't know it had a fair chance of breaking W1+M1 tactics like Medic vs Pyro, Lerk sure is resistant to flamethrowers with their dozens of hp and armor!
I'd stick to Medic if I were you, or, you know, a way more useful support form in NS2 that's REALLY like Medic. It's called Gorge.
<!--quoteo(post=1973329:date=Sep 6 2012, 09:09 PM:name=reported)--><div class='quotetop'>QUOTE (reported @ Sep 6 2012, 09:09 PM) <a href="index.php?act=findpost&pid=1973329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk sure is resistant to flamethrowers with their dozens of hp and armor!<!--QuoteEnd--></div><!--QuoteEEnd-->
Well...technically every lifeform is highly resistant to the flamethrower.
Which is strange, because I'm pretty sure that all living things are pretty susceptible to being <i>burned alive</i>.
<!--quoteo(post=1973099:date=Sep 6 2012, 05:11 PM:name=Kopikat)--><div class='quotetop'>QUOTE (Kopikat @ Sep 6 2012, 05:11 PM) <a href="index.php?act=findpost&pid=1973099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you playing Lerk as a support? Like use voice chat to say 'Hey, there's a group of Marines headed toward <insert location here>. Some Skulks come over to hit them with me.' and then when the Skulks get there, spray the Marines with spores while the Skulks rush?
Lerks aren't especially good at securing kills for themselves, but neither are Flamethrower Marines (for example).<!--QuoteEnd--></div><!--QuoteEEnd-->
I scout out marines as an alien commander. The role of the lerk is harassment and providing cover - both of which have been hampered by spores move to second hive.
Spores and Umbra are the class skills. Bite has its uses, and spikes is just there. I honestly only really like spikes when JPs appear, since I am usually capable of taking out 2-3 JPs with a fully upgraded lerk. Surround with gas, bite, spikes, rinse and repeat.
<!--quoteo(post=1973363:date=Sep 6 2012, 11:02 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 6 2012, 11:02 PM) <a href="index.php?act=findpost&pid=1973363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I scout out marines as an alien commander. The role of the lerk is harassment and providing cover - both of which have been hampered by spores move to second hive.
Spores and Umbra are the class skills. Bite has its uses, and spikes is just there. I honestly only really like spikes when JPs appear, since I am usually capable of taking out 2-3 JPs with a fully upgraded lerk. Surround with gas, bite, spikes, rinse and repeat.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't mean for the Lerk to be a scout when I said they should be calling out enemy positions, but should be coordinating with other lifeforms to ambush Marines. Kind of like what the Marines have to do if they want to get anything at all done (coordinating, that is)
<!--quoteo(post=1973358:date=Sep 7 2012, 08:51 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Sep 7 2012, 08:51 AM) <a href="index.php?act=findpost&pid=1973358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, it is strictly stronger than a Skulk (more HP, faster movement). But the cost-benefit ratio may be skewed in your opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm considering the resource cost strictly from a gameplay performance point of view, rather than simply attaching a value to the resources spent. In my opinion, a skulk outputs far superior damage, and is more likely to be highly offensive, resulting in a rapid conclusion. I'm literally saying that compared to a skulk with leap, I think the Lerk is a detriment to the team in many scenarios.
We need celerity biting lerk. We need primal rage. We need lerk that is easy to kill (with LMG and SG) and doesn't have braindead hitboxes just to compensate for his suckiness.
In other words we need something that NS1 players like Saperion would get 30 kills with in 3-4 minutes from start of the game.
But you see, NS2 has flamethrower and that throws off balancing. Things have to be sucky sucky 5 dollar.
I loved to play lerk before the spores changed to hive 2. Sure, you couldn't spore in every marine bunch (especially if there were shotguns), but it was far from useless. Spikes are good to harass shotgunners but its very hard to get them down with this.
It's just my opinion, but I miss my spores. It was fun to escort skulks, dive into a marine group sporing and sucking their magazines empty so the following skulks could kill the whole group. Spores where mighty. They were the best tool to harass the marines. Even in their bases.
Now the lerk is a harasser without the ability to harass. Sure, with bite and spikes you can kill lonely marines easier. But this is what skulks should be for.
Maybe instead of spores switching the bite to hive2 and making the initial damage higher. This would bring the lerk nearer to the NS1 lerk where he could be devastating beside its harassing capabilities.
I typically grab celerity and regeneration, and in the early game I fly through the map scouting and pestering marines. The lerk is very capable of quickly taking out marines... , but the lerk is so much more. Sometimes it isn't always best to simply kill a marine incredibly fast...
Sometimes you can stop several marines from making any progress whatsoever. For example, if you can tie up 2-4 marines in a non essential location it prevents them from attacking your stuff and from building up their stuff. The lerk can move very fast and stealthily swoop in and make precision bites, and if you're good you can flap away and back for several bites.
I'm still getting used to spore and spikes being together, as I prefered spore and bite, and bite and spikes far more... but I think the Lerk right now is very capable and not a waste at all at any point in the game.
I had luck a few games stopping phasegates from being built. I would swoop in and ghost the PG every time before they could try and build it. Held off the area long enough for reinforcements to arrive.
Its only really viable as a support role the bite and spikes can add up over the course of a fight and it is always useful to be drawing fire away from the skulks (considering you are significantly harder to kill than they are). Spores imo border on the OP once you get adren since you can quickly blanket a whole room with them and the damage does add up.
Just like the ns1 lerk mod, We need the to be able to lift marines and fly off or harass. Would be more of a crowd control unit, Open area's and cliffs would be useful since the lerk can just pull him off the ledge and drop them. Would be a good strategy and would strike fear in marines of entering certain deathtrap of areas.
<!--quoteo(post=1973565:date=Sep 8 2012, 02:31 AM:name=Wyattx3)--><div class='quotetop'>QUOTE (Wyattx3 @ Sep 8 2012, 02:31 AM) <a href="index.php?act=findpost&pid=1973565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still getting used to spore and spikes being together, as I prefered spore and bite, and bite and spikes far more... but I think the Lerk right now is very capable and not a waste at all at any point in the game.<!--QuoteEnd--></div><!--QuoteEEnd--> Not played lerk in a while then I am gathering as gas is 2nd hive ability....or are you referring to spikes being 2nd mouse button?
Lerk is too fast imo. I remember having good player v player fights with lerks in earlier builds when they were a bit slower, but a little more beefy with a little higher damage.
<!--quoteo(post=1973931:date=Sep 8 2012, 04:27 AM:name=RaptorBlackz)--><div class='quotetop'>QUOTE (RaptorBlackz @ Sep 8 2012, 04:27 AM) <a href="index.php?act=findpost&pid=1973931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just like the ns1 lerk mod, We need the to be able to lift marines<!--QuoteEnd--></div><!--QuoteEEnd-->
..so they can just look directly at you at point blank and shoot you? or would your super cute idea also disable their guns?
<!--quoteo(post=1974038:date=Sep 8 2012, 05:28 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Sep 8 2012, 05:28 PM) <a href="index.php?act=findpost&pid=1974038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->would be nice if umbra were moved to hive 2 and spores were made hive 1 researchable.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
That would make lerks get more out of that "support" role. :)
<!--quoteo(post=1974038:date=Sep 8 2012, 09:28 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Sep 8 2012, 09:28 AM) <a href="index.php?act=findpost&pid=1974038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->would be nice if umbra were moved to hive 2 and spores were made hive 1 researchable.<!--QuoteEnd--></div><!--QuoteEEnd-->
All the hive 2 reasearch is so important, it should all be on hive 1 anyway. Just need a prerequisite that takes a long time - like how adv armoury slows down JP and exo.
<!--quoteo(post=1974038:date=Sep 8 2012, 11:28 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Sep 8 2012, 11:28 AM) <a href="index.php?act=findpost&pid=1974038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->would be nice if umbra were moved to hive 2 and spores were made hive 1 researchable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't mind that with a few other abilities as well. Blink for one with the possibility of bring back Metabolize.
But then how will this be balanced out? Do we do this for each lifeform too? We've already seen how much wailing and crying t2 abilities causes when it was on one hive (and required a mature hive).
Maybe these for suggested ability ideas:
Skulk: Xenocide- Not the current version we have, check the link ( <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120490&st=0&p=1968977&#entry1968977" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1968977</a> ) Gorge: "Nydus Worm" tunnels Lerk: Spores (Ranged I say) Fade: Blink Onos: Bone Armor
Comments
Well before you start giving tips on how to lerk...perhaps try playing it. Hard to really be able to give balanced suggestions if you only play 1 side.
Sure a few build ago they where devastating (gas was good and thick...and lerk had skulk bite (short term feature)) but for about last 3-4 builds they have been sliding downhill fast.
Spikes are too short range and too inaccurate for any real use, dont seem to take things down any faster than a skulk (though have not timed).
Bites slow and a proactive comm renders vampire bite useless as it does very little bite damage and 1 med pack fixes any health issues.
Spores is 2nd hive tech and needs to be researched...so it does not happen until after;
Leap
Blink
Bile Bomb
Stomp
after those 4 the comm if they still have res/rime will think about spores then.
Even if they do research spores they are now so pathetic I dont worry about running through gas as marine as it does minimal damage.
If you have not played lerk then you can hardly comment as you are only seeing one side.
Sure lerks are a pain and when you had the good gas etc they caused you lots of grief...but hey they are 30 Res...mid game lifeform that should be still somewhat capable in the last stages (w3 a3 & Mechs around) otherwise you wont see them at all.
30 res is too much money for such a small window of usage..better to save up for fade or onos seeing as you over half way to fade and 1/2 of way to onos.
Or take 3 gorges...you will cause as much if not more trouble...especially if you have bile bomb.
This part is not true.
Its a set duration of poison regardless of medpacks, just fyi
I really have to disagree with it being "fun". Spore is just such a fundamental ability that Lerk feels neutered without it.
The energy usage for flying had a pretty detrimental effect, although I believe the nerf was needed. Being able to fly in all directions with impunity was too advantageous. Since spikes are now a default ability, it's a no-brainer to use as opposed to the low DPS bite. But along with higher damage compared to bite, spikes have a higher energy usage. If you want to kill a marine in early game with spikes, you have to limit your movement in close/mid-range, which means lower survivability. Along with the lack of early carapace, it's no wonder that lerks are dying more often now that performance has increased for everyone, namely marines.
Right now the lerk is rather tame and you're better off saving the res for fade. I've actually made the switch from maining lerk to fade and learned to use the latter to great effect. That's one indirect benefit I can attribute to the lerk changes. I just hope spores go back to being a default ability because they're much more support-oriented in early game as opposed to spikes. Either that or I hope spikes become a bit more accurate.
Its a set duration of poison regardless of medpacks, just fyi<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry badly worded, Med packs quickly heals the marine back up and effectively replaces any health lost via the bite (it heals 50 hp and vampire does max of 40 or something doesn't it?...pretty sure 1 med pack heals me up after being bitten).
By the time the lerk comes back for a 2nd pass your comm (or an armoury) will have him back up to full health and lerk has gained nothing..for 30 res your almost better building 10 hydras.
The issue with lerks is they are not available early game (bar egg rushing)...no good late game...and cost too much for what they offer.
Really by the time your comm is going to research spores w3 is bound to be up and Exo's around too. Not exactly good time to go trying to carpet bomb gas past all that fire power.
Make spores back like in the early 200 builds (when it was thick and did decent damage) and make them ranged.
Leave it as 2nd hive so its not OP'd but now aliens have a way of breaking up marines huddled around exo's welding them.
Lerks now have a late game purpose which they can do from a distance and remain fragile but worth 30 res for a way to get those marines away from healing the exo's.
This will mean that aliens have a better chance of whittling down the Exo trains over time as marines cant stay as close.
Lerks with bombed spores is just plain suicidal in such an environment and a bigger waste of res IMO than 10 hydras (atleast they are 10 seperate things to kill instead of 1)....and they are a total waste of time at the moment.
Anyone else noticed the bounce mechanic that seems to have been added for lerks when your flying about? Try gliding into the wall at a slight angle...even front on.
I actually found it a tad off putting at first but it quickly grew on me and found collisions much less severe.
Skulk: Killer of marines, can parasite
Lerk: Killer of marines, stronger than Skulk
Fade: Killer of marines, stronger than Lerk
That's not very interesting, why does the Lerk only become a support role with multiple hives?
As a side note, this arrangement of abilities does not feel right at all. Bite/Spikes is one thing... But Spore on primary with Spikes on secondary? That feels very bizarre. IMO it should be Bite/Spore, Spikes/Spore, Umbra/Spore. Possibly switch Spikes with Bite depending on which of them is supposed to be the "primary" attack.
Neither are meant to do devastating damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know Medic needed to hit a guy 1000 times to kill him, or Lerk actually had a fair chance to crit, as opposed to no damage or utility, or actual luck based mechanics that can benefit it instead of being full skill for a form that's literally the worst thing in the game. I also didn't know it had a fair chance of breaking W1+M1 tactics like Medic vs Pyro, Lerk sure is resistant to flamethrowers with their dozens of hp and armor!
I'd stick to Medic if I were you, or, you know, a way more useful support form in NS2 that's REALLY like Medic. It's called Gorge.
Well...technically every lifeform is highly resistant to the flamethrower.
Which is strange, because I'm pretty sure that all living things are pretty susceptible to being <i>burned alive</i>.
In my opinion, all things considered, this isn't even true.
<!--quoteo(post=1973266:date=Sep 7 2012, 04:48 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Sep 7 2012, 04:48 AM) <a href="index.php?act=findpost&pid=1973266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know it flys, I can tell you that<!--QuoteEnd--></div><!--QuoteEEnd-->
You're going to need to provide some evidence after making such a baseless claim.
Lerks aren't especially good at securing kills for themselves, but neither are Flamethrower Marines (for example).<!--QuoteEnd--></div><!--QuoteEEnd-->
I scout out marines as an alien commander. The role of the lerk is harassment and providing cover - both of which have been hampered by spores move to second hive.
Spores and Umbra are the class skills. Bite has its uses, and spikes is just there. I honestly only really like spikes when JPs appear, since I am usually capable of taking out 2-3 JPs with a fully upgraded lerk. Surround with gas, bite, spikes, rinse and repeat.
Spores and Umbra are the class skills. Bite has its uses, and spikes is just there. I honestly only really like spikes when JPs appear, since I am usually capable of taking out 2-3 JPs with a fully upgraded lerk. Surround with gas, bite, spikes, rinse and repeat.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't mean for the Lerk to be a scout when I said they should be calling out enemy positions, but should be coordinating with other lifeforms to ambush Marines. Kind of like what the Marines have to do if they want to get anything at all done (coordinating, that is)
I'm considering the resource cost strictly from a gameplay performance point of view, rather than simply attaching a value to the resources spent. In my opinion, a skulk outputs far superior damage, and is more likely to be highly offensive, resulting in a rapid conclusion. I'm literally saying that compared to a skulk with leap, I think the Lerk is a detriment to the team in many scenarios.
<!--quoteo(post=1973363:date=Sep 7 2012, 09:02 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 7 2012, 09:02 AM) <a href="index.php?act=findpost&pid=1973363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surround with gas, bite, spikes, rinse and repeat.<!--QuoteEnd--></div><!--QuoteEEnd-->
Surround a <b>jetpacker </b>with spores? What pubs are you stomping?
Then again I've lerked in every build so I could be wrong. Maybe I'm just too used to lerking.
In other words we need something that NS1 players like Saperion would get 30 kills with in 3-4 minutes from start of the game.
But you see, NS2 has flamethrower and that throws off balancing. Things have to be sucky sucky 5 dollar.
Spikes are good to harass shotgunners but its very hard to get them down with this.
It's just my opinion, but I miss my spores. It was fun to escort skulks, dive into a marine group sporing and sucking their magazines empty so the following skulks could kill the whole group. Spores where mighty. They were the best tool to harass the marines. Even in their bases.
Now the lerk is a harasser without the ability to harass. Sure, with bite and spikes you can kill lonely marines easier. But this is what skulks should be for.
Maybe instead of spores switching the bite to hive2 and making the initial damage higher. This would bring the lerk nearer to the NS1 lerk where he could be devastating beside its harassing capabilities.
I typically grab celerity and regeneration, and in the early game I fly through the map scouting and pestering marines. The lerk is very capable of quickly taking out marines... , but the lerk is so much more. Sometimes it isn't always best to simply kill a marine incredibly fast...
Sometimes you can stop several marines from making any progress whatsoever. For example, if you can tie up 2-4 marines in a non essential location it prevents them from attacking your stuff and from building up their stuff. The lerk can move very fast and stealthily swoop in and make precision bites, and if you're good you can flap away and back for several bites.
I'm still getting used to spore and spikes being together, as I prefered spore and bite, and bite and spikes far more... but I think the Lerk right now is very capable and not a waste at all at any point in the game.
Would be more of a crowd control unit, Open area's and cliffs would be useful since the lerk can just pull him off the ledge and drop them.
Would be a good strategy and would strike fear in marines of entering certain deathtrap of areas.
Not played lerk in a while then I am gathering as gas is 2nd hive ability....or are you referring to spikes being 2nd mouse button?
..so they can just look directly at you at point blank and shoot you?
or would your super cute idea also disable their guns?
+1
That would make lerks get more out of that "support" role. :)
All the hive 2 reasearch is so important, it should all be on hive 1 anyway. Just need a prerequisite that takes a long time - like how adv armoury slows down JP and exo.
I wouldn't mind that with a few other abilities as well. Blink for one with the possibility of bring back Metabolize.
But then how will this be balanced out? Do we do this for each lifeform too? We've already seen how much wailing and crying t2 abilities causes when it was on one hive (and required a mature hive).
Maybe these for suggested ability ideas:
Skulk: Xenocide- Not the current version we have, check the link ( <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120490&st=0&p=1968977&#entry1968977" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1968977</a> )
Gorge: "Nydus Worm" tunnels
Lerk: Spores (Ranged I say)
Fade: Blink
Onos: Bone Armor