Lerk Bite Protest...
Jim_has_Skillz
Join Date: 2003-01-19 Member: 12475Members, Constellation
<div class="IPBDescription">Flay, great game, but need lerk bite</div> Flayra, you did a great job making this game and I pretty much look up to you as a great coder and I understand that you did this all in your free time without any requests for money. But aside from the niceties I really think that lerks need to have bite back. It has been its dominant skill and I really think it's what makes the lerk a great class to play. I am sure many others have protested against the change of the lerk and they have good reason. So hopefully you will read these signatures and put back bite in a later version. We all love your work Flayra and lerk bite, plz put it back!
Everyone put your name in this post if you want lerk bite back to show Flayra that we really like that skill as a dominant feature of the lerk.
Everyone put your name in this post if you want lerk bite back to show Flayra that we really like that skill as a dominant feature of the lerk.
This discussion has been closed.
Comments
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<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, I'd like to add, that this is not a home for members to argue/debate feelings/ideas over new changes.
It would be nice if replies could be objective, inquiring about changes/information, but I really do not appreciate members who are telling Playtesters/Veterans that they're wrong, or even implying that they're wrong.
This is simply not a place to argue, it is a place that Flayra graciously allows the general public to be more aware of changes.
IE. Debating the effectiveness of a certain change etc. in v1.1 is obviously not a place for members to add their input.
In all. I hope this won't be a problem, and I'm happy to see that playtesters/veterans are allowed to share information.
Edit. This is not Suggestions and Ideas Forum #2. It is this "Discuss the NS v1.1 beta. Realize that the game is still in flux, so try to keep posts constructive and informative. Playtesters and Veterans will be able to answer most questions, but posting screenshots isn't allowed at this time.
". While it shouldn't be a problem to see reaction, but I'm pretty sure that suggestions should still be left to the S&I Forum, even if you need to directly link to a certain page in the beta discussion forum.
We won't be Nazis, and it probably isn't much for concern if ideas are added to replies. But I'm sure it would be for the best if Idea Threads were kept to its respective forum.
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Although it is neither official or may not be the opinions of everyone, I believe this is still true.
This is not an attack, although I do not believe this is appropriate. That however, will be up to Flayra.
I would like to note that I was not trying to flame anyone in this post, and that I am not a play tester. I got this info from the information threads.
I'm not going to say anything else since I think it would turn into a flame.
- gas stack: the spore cloud tho very weak (5 hp damage a tick) but can be stacked ontop of other spore clouds, wiht only 2 lerks you can be doing 20 damage a second, that really adds up. (I think spores is pretty much usless in any other applications)
- gas and umbra shooting: in 1.1 you can 'shoot' gas ans umbra like gorg spit, when it hits a wall or enemy it forms a could around it, this is very powerful, especialy umbra which can protect hives, umbra plays a bigger role in 1.1 and is seen more often because 2nd hives come much faster.
- spike: as it is now leap and spike are the only ways to kill a jp
- costs only 30 res (you start out with 25) so you can get it very quickly
Overall the lerk is more of a support unit then in 1.04. imo the lerk is underpowerd at this point, but adding the bite back in is not going to make 1.1 any more balanced, the only real problem is that he is too weak, even with protection he can very eaisily die.
Also, another thing with the lerks is that the lerk bite move was very effective at discouraging the marine team from doing the same ol' jetpack hmg rush. A good lerk can take out a lot of jetpackers with the lerk bite(I mean I did once in a clan match and we came back from a no hive slump because of it).
Thirdly, lerk + bite is just plain fun. I don't really see whats fun about umbraing and then spiking someone to death. If lerks are made more of a supportive class(which they may have intended to be). More people might be discouraged from lerking(I know I would).
<b>Don't judge the changes or perceived impacts on gameplay until you've had the chance to play it yourself.</b>
It's like deciding you don't like the taste of an apple pie you've never tried <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
There are many significant changes in 1.1, and the lerk has had a makeover. For all you know you might play the new lerk and love it more than the 1.04 lerk. You can't know until you try.
Keep in mind also that no change exists entirely of itself -- every tweak, change, and addition forms part of the greater whole. The lerk isn't a self-containted entity, it's a part of the balance of the game just like every other class, skill, and ability.
So again, wait until you can play the game as a whole and see how it all meshes together before you make a decision about any particular change. And rest assured if you've thought of it, so have the playtesters.
Mart
By giving different alien classes a more defined role it helps players define what is needed.
Just because someone has not played 1.1 does not mean that they can not try to understand it, this forum as I understand it was opend for the specific pourpose of explaing and discussing 1.1.
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well i have tried and have found it lacking. Lerks right now are more annoying than truly effective. Maybe if spore damage was upped or even just more health and armor would do it, but now the only way anyone would lerk is if they were a totally dedicated spiker (which im not) and just like taking out things at long range, or if they had a fade or onos or a pack of skulks and a gorge with them, yeah it brings more teamwork into play, but dont find yourself alone as a lerk anymore, because more likely than not you will be dead. I honestly think out of everything, skulks and lerks were the most balanced aliens (possibly fades as well) and didnt need any changes, but since Charlie likes it, thats the way the cookie crumbles. (I'm sorry Dean and RedDragon)
Just because someone has not played 1.1 does not mean that they can not try to understand it, this forum as I understand it was opend for the specific pourpose of explaing and discussing 1.1.
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Absolutely Lux, but that's different from a request to change a feature that hasn't been tried yet. All I've said is wait and play with it before deciding you want it changed.
I agree with Flay and like the new support role. I still die a little too easy as Lerk in 1.1, but I'll play it a lot more before I suggest it needs more health or armor, it's probably just my aussie ping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
Mart
*EDITTED OUT* and I all think the new lerk is a piece of **** aswell. NS 1.1 = FLF 1.2 gg
Seems like you'd expect to have few lerks on your team, in general, since they're a support role, so the solitary lerk not being able to munch RTs anymore might not be an issue.