Lerk Western Style Shoot Outs.
Norm_FC
Join Date: 2003-05-06 Member: 16108Members
Since Movements will have an aura effect that regenerates kharaa endurance. Instead of building a wall of lame outside of marine start.. I was thinking dropping 3 movements right off at a strategic spot, everyone going lerk and getting clerity. You wouldnt need adrenaline, since the movements would regenerate your endurance. So you have 3 or 4 lerks shooting out rines as they venture from their base, and have a forward gorge healing and maybe dropping 1 or 2 O chambers to keep marines from rushing the lerks.
I dont play the 1.1 beta, but i got to thinking about possible tactics for kharaa with my clan mates. Since the Kharaa really dont have tactics per say the way marines do. This one seems viable and possibly effective. If anyone reads this, and is playing the beta, could you try it out, see what its like. I know the habit of getting D chambers first is pretty much a standard. But since Carapace will slow you down in 1.1, I got to thinking stand off tactics might be best suited for taking out marines and their structures. Since the lerks spike attack is getting a boost, and the aim is getting better.
Well tell me what you think, or possible counters to this idea.
I dont play the 1.1 beta, but i got to thinking about possible tactics for kharaa with my clan mates. Since the Kharaa really dont have tactics per say the way marines do. This one seems viable and possibly effective. If anyone reads this, and is playing the beta, could you try it out, see what its like. I know the habit of getting D chambers first is pretty much a standard. But since Carapace will slow you down in 1.1, I got to thinking stand off tactics might be best suited for taking out marines and their structures. Since the lerks spike attack is getting a boost, and the aim is getting better.
Well tell me what you think, or possible counters to this idea.
Comments
As for putting down 3 movement chambers that fast, you'll be crippling your economy by doing so, but it's up to PTs to find that out.
Roo
There's a thread in the beta forum where they ask you to submit possible incredibly-difficult-to-beat strategies, I say you give it a shot.
Brave - you misunderstand. The goal is to end the round within 5 minutes.
Roo - building three chambers right at start does not cripple economies on 1.04, and probably wouldn't in 1.1.
Too bad he can't post in the beta forum.
if 1.1 lerks had bite - this would work.
also - three upgrade chambers really hurts your 1.04 game, i cant see any reason why it wouldn't in 1.1 if suckage is gone.
MT's also now increase spawn rate when placed hear hives.
I can see them being the #1 UG chamber for this very reason.
I can see them being the #1 UG chamber for this very reason. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Which might mean that this will either get removed or reduced if it increases by too much.
*++ if they mine up there base up to the bijeezer you wouldnt win no matter what*
*or if they use an elect tf to guard spawn/armory only fades+onos or 2 gorgs + 1-3 skulks can take those out*
And regards to whoever posted about chamber order, D.M.S is very viable atm
And sensory may be alot better now in the new build which we are still testing because it will proabably lower kharra casualtys ie: giving marines less rsr's.
This is a good idea, but i would still take adren so you could keep going after they siege if they do, AND you could keep a rain of spikes/spore and or umbra if you have it.
*or if they use an elect tf to guard spawn/armory only fades+onos or 2 gorgs + 1-3 skulks can take those out*
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is why I think lerk gas would work better than spikes. Marines can hide from spikes behind TFs or other structures. Eventually, they can get enough marines in play to rush the lerk outpost.
The idea would be to keep the marines perpetually in the spawn queue. If you insure they die within a few seconds of spawning, you have as much time as you need to save for onos or whatever. It takes an awful long time for a dead guy to build a proto lab.
You underestimate the power of the netherworld!
<!--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-->MT's also now increase spawn rate when placed hear hives.
I can see them being the #1 UG chamber for this very reason. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
On a serious note, I imagine this will be a great balancer for large pubs. I assume the dev team will balance it for 6v6, however, in large games on those really big pubs, it might give aliens a prayer against those hordes of shared res marines.
it should be done and tried
Since movement chambers are very viable as a first upgrade, this wouldn't require any terrible departure from your basic build to accomplish. If you see the chance, take it.
Some other issues:
-You will need to keep the gorge around for healing, of course. He'll have no problem with energy, too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-I'd imagine movement chambers will have the same limits as defense; each might only be able to effect 3 lerks. Just keep it in mind.
-When you will be able to do this will depend on how much lerks and movement chambers cost. I wouldn't gamble my economy on this move, so don't do it before you have enough resources up.
-This will be map dependant; any map with more than one entrance to marine spawn will defeat this easily.
STD-S][LveRW0lf*
Just how is spore in 1.1? Last I knew it was i hive ability, with less damage from 1.04.
You underestimate the power of the netherworld! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yup - look at Warcraft III! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
2 gorges, 2 lerks, 2 skulks start out
the skulks move ahead to scout the desired position, and make sure its clear before the evolved guys move in.
movement chambers and defense chambers sound like they will be about equally useful for this strategy in 1.1. if you go movements, then one or both of the skulks should go gorge once you are in position, because you are going to need ALOT of healspray and you are going to need it to be constant.
gorge + lerk rush is a moderately effective strategy in 1.04 it has been tried several times and the main hinderance is the high cost of a lerk compared to their hive 1 power. Spores are a nice siege weapon, and I guess the lerk is alot cheaper in 1.1, so I think this strategy should work very well.
ps: this depends very much on the layout of the marine base, the key is to not only contain the marines themselves but then immediately move on to attacking structures while the marines are pinned down. res for frags makes this very tempting as well.