Yes Or No
ZiGGY
Join Date: 2003-01-19 Member: 12479Members
Lerk with lvl 3 cara before 2nd hive?
Yes it costs a drain of res rate x 1/(skulks not maxed + 3*gorge not maxed) on your gorg but lerks are so damn fun! Plus JPers will appear roughly around when your 2nd hive goes up but the lerk has such a hit-and-run advantage over a skulk so that death is very rare. Also they act as perfect decoys for skulks to get in fast. I really feel they strengthen the 1 hive team.
So Lerk (lvl3 cara) before 2nd hive yes or no?
Yes it costs a drain of res rate x 1/(skulks not maxed + 3*gorge not maxed) on your gorg but lerks are so damn fun! Plus JPers will appear roughly around when your 2nd hive goes up but the lerk has such a hit-and-run advantage over a skulk so that death is very rare. Also they act as perfect decoys for skulks to get in fast. I really feel they strengthen the 1 hive team.
So Lerk (lvl3 cara) before 2nd hive yes or no?
Comments
You lack the needed adrenaline for flighted combat meaning you're either flying or spiking and thats assuming you won't have to retreat when the next marine comes around the corner and you're half dead. Plus a quick pistol burst still reduces you to swiss cheese.
<b>Advantages of the L3 Cara Lerk</b>
<i>In early game against unupgraded Marines</i>
<ul>
<li>Can take many hits
<li>Mega accurate long range weapon
<li>Super powerful short range
</ul>
What more do you want?!
The Hive 1, Cara 3, Lerk is the closest you can get to an uber marine!
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(but no if ur a n00b <---waste of res)
You can use a skulk without carpace too that doesn't mean you should.
If you just "do not want to be the base alien kawz he sux0rz" please go play elsewhere.
You can use a skulk without carpace too that doesn't mean you should. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Id like to see someone use a skulk without carapace, your points are invalid
You better have a good reason to do it before that.
When he's a skulk.
But I rather wait until the 2nd hive is building.... but if I hear a JP warning, I'll go lerk and wait at our hive... or if it's a small, low hive location, I'll go gorge. Few things as fun as taking down JP'ers with healspit, and you can heal the hive at the same time - and build defenses.
Go lerker when ever possible... or at least in clan match's.. they give you more hits and the long range capabilitys to stay with a gorg and be a moving regen tank... although.. this takes team work ie: for match's
You still need skulks to tag the marines with parasite just so you know their movements.
I think it's good to have Lerks hang out in twos, causes more confusion and spreads the damage.
I agree totally.
Thats if you are an alien.
If you are a marine you will find that lerks don't take damage unless by random accident and there is no way to kill them EVER regardless of the number of hives.
A fade shooting at a JPer will find that the acid rockets are quite lazy and will more likely fall out of the air than hit their targets.
At the same time any marine shooting at a fade will notice that bullets are afraid of fades and they go in random directions doing as little damage as posible.
I dare someone to tell me this is not EXACTLY what happens in game.