Yes Or No

ZiGGYZiGGY 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?
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Comments

  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    No.


    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.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    Lerk without adrenaline is like a lerk without adrenaline. Don't do it.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Do it about when the gorge puts up the second hive. Otherwise, do it as soon as you know the marines have JPs!
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    No in 1.04, yes in 1.1
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    A Lerk in the very early game with Level 3 carapace, is like a walking tank compared to the marines.

    <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!




    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    If you know you can make it worth while, yes. So long as you let your team know that you are going lerk and you know what you are doing. If you think it might work, then no. If you are not a seasoned lerk veteran then wait till the second hive goes up. If your a complete lerk newbie then wait for the third hive.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    Yes


    (but no if ur a n00b <---waste of res)
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    To the people who cant use a lerk without adrenalin: LEARN!
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--ZiGGY^+Mar 15 2003, 10:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Mar 15 2003, 10:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To the people who cant use a lerk without adrenalin: LEARN! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can use a skulk without carpace too that doesn't mean you should.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Personally, I prefer it if people at least wait until the second hive is placed. Once it's on the way up, if you are a skilled lerk by all means, please, spike them to death.

    If you just "do not want to be the base alien kawz he sux0rz" please go play elsewhere.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    YES! if theres a skilled lerk then by all means bring him out as soon as possible. Lerks are faster and more agile than skulks and do the same bite damage so theres no reason why you shouldn't have one with 1 hive.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Minstrel Knight+Mar 15 2003, 02:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minstrel Knight @ Mar 15 2003, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ZiGGY^+Mar 15 2003, 10:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Mar 15 2003, 10:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To the people who cant use a lerk without adrenalin: LEARN! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    If you wait until the 2nd hive starts, it won't delay your 2nd hive <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Once it starts, the res isn't quite so important anymore.

    You better have a good reason to do it before that.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Lerks can be used to drasticly hinder marine advancements unlike the skulk in the early game.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Yes, but in the hands of the n00b, a lerk is nothing more than a 66 res stall in getting the next hive.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Since when has a noob not hindered progress?
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--ZiGGY^+Mar 15 2003, 08:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Mar 15 2003, 08:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since when has a noob not hindered progress? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    When he's a skulk.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    No what I mean is often noobs will go gorge, if theyre listening to their team theyll tell that person to stay as a skulk and not go lerk anyway.
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    Ziggy, while a lerk may be able to take down a marine with spikes fairly easily (9 hits on unarmored marine), a lone marine can also pump 10 pistol rounds into said lerk before he even gets 2 flaps off the ground killing it. ((Yes, 10 pistol rounds unupgraded kills a level 3 cara lerk).) Its honestly not worth the gamble until the second hive is going up and you can move with a fade or another lerk, or have umbra to protect you (and adrenaline to have the energy left to fight.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    If the marines are JP rushing, going lerk at hive one may be necessary to save your hive.

    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.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    *read only 1st post*

    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
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Too many Lerks while saving for second hive is not a good thing, 1 or 2 good lerks can usually keep marines at bay or soften them up for easy skulk kills.

    You still need skulks to tag the marines with parasite just so you know their movements.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Being a big supporter of Combined arms (in both the case of the Marine and Alien team), I think that having 1 lerk who is very skilled can certainly be advantageous. In the old PT days, we used to have one player go lerk in the early game and just flap around madly, not actually attacking anything, just acting as a decoy. While he was doing this, mariens would be so fixated on the quick, deadly lerk flapping around that they'd fail to notice the skulks jumping out from their hiding places. Lerks add a definite terror factor when they fly unpredictably and are certainly a distraction ample enough to help skulks close the gap unnoticed. Additionally, a skilled lerk can fly right in and bite the head off of a marine before flying right out WITHOUT adrenaline by using glide. Regardless of these tactical advantages (including a faster response time to hives and rp towers under attack), I still only recommend that skilled lerks go lerk at hive 1. However, if your good and noone else is doing it, I say, by all means, go ahead. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I'd say that I'm a pretty good lerk, although with all the 'You'd better be good', 'better not die', 'better not waste res' type comments, it certainly puts pressure on me to be a good lerk at 1 hive.

    I think it's good to have Lerks hang out in twos, causes more confusion and spreads the damage.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    There are two playing styles for lerk, snipe & assault. I would never advise something with a better more accurate weapon than you especially without adrenalin.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Lerks are the counter to JPs. When the first alert is made you get whoever you can to lerk. Your gorge should also be spending his RP to defend the hive locations (both build and unbuilt). I don't care if your second hive doesn't go up in 5 or so minutes later. The more lerks the better. Why must the second hive be delayed? Well, Mister, it's better to have one hive than NO HIVE!
  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    <!--QuoteBegin--ZiGGY^+Mar 15 2003, 10:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Mar 15 2003, 10:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To the people who cant use a lerk without adrenalin: LEARN! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree totally.
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    The fact of the matter is unless you have 2 hives JP marines turn into invincible floating turrets. By no means will the engine let you kill a JPer unless they have dropped al weapons and are in a corner curled up in the fetal position.

    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.
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