@Legionaired:
Yeah, and 2 Skulks + my Lerk were pretty much everyone making an effort to stop your heavys at all (Gold Leader was being useful by attacking base, but we had 3 or 4 active Gorges screwing around at the same time). The whole time the best I had was 2 DCs/1 MC (which went down fairly early) - so keep in mind, it could have been alot faster.
@Grill:
Eh, once you have the 2nd Hive, you can take on Fade-sized groups of marines without too much trouble. You have Umbra, whose use has no drawback since durr hurr hurr you won't stop flapping if you drain yourself, and Celerity/Regen which makes you nigh invincible. Hence Adrenaline is almost entirely useless unless you want to be a pure support unit, because there is no reason to not run out of energy.
Sure, you'll die occasionally to bad luck or misjudgement because you fly into a group a bit too large, or a space a bit too tight, but by then you usually have another 30 res.
Anyway, previously the Lerk was just fine - it had both a support and offense role, with the small drawback that it couldn't attack more than 2 marines safely (in melee) at Hive 1. It was an early unit though, and extremely strong for one. You saw them underused on pubs because they don't allow for blatant mistakes like Fades do - but they made a frequent appearance in pugs, either as an early lerk to stop SG rushes or as a Hive 2 lerk to remove the last few options from marines (JPs, hiverushes, ninjaphasing - all pretty much countered by a decent Lerk).
In their current state, they'll probably become the main Kharaa fighting unit - meaning new ressources models will still allow for 1/2 fades to break static defenses mostly, but will emphasize a constant income to pump out superlerks (Or on a team of 6, after the 8th minute that'd be 1 Gorge, 3 Lerks, 2 Fades).
So why do I have a problem with that? I really don't. I do have a problem with how stupidly easy it is to use the current Lerk - they removed all depth involved in using a Lerk, and a flap-limit isn't going to solve that either. Before it had as mentioned, a flight model, and you had to give thought to the way you were going to manuever - conserve energy, conserve speed et cetera. Instead of removing that from the Lerk, they could have bloody tweaked the numbers if they felt he wasn't aggressive enough.
Moreover, similiar Stamina management should be a part of most units in NS - it adds alot of depth when used in the right places, and stops the stupid arcady feel. If marines had to for example, you could exploit KB jumps - you just would have to give thought as to when you jump, instead of simply never touching the ground whenever somethings near you.
Oh well, now they just put the same 'hit jump whenever in combat' routine to the Lerk.