Lerk Western Style Shoot Outs.

Norm_FCNorm_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.

Comments

  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Read the beta forums (in general discussion). The standard 1.04 D.M.S order is not really applicable now (though it's argued that sensory still isn't hive 1 material, but I'm positive this is being worked on)...

    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
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    You need to expand in order to survive - how would you ensure that you gain a mighty res flow or put up more hives? You'd need more than one gorge to do that if you do what you say. Yes it might work for a while, and certainly prevent mrines from venturing out, six minutes later and they'd ocme at you with HMGs, GLs, or simply siege your structures straightaway.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    ...that actually sounds like a decent strat. Spike all the marines down and then fly in and eat the IPs. Hm. And lerks are 5 res at first.

    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.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--kavasa+May 31 2003, 12:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kavasa @ May 31 2003, 12:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Too bad he can't post in the beta forum.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    That is kind of a nifty idea I must say.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--kavasa+May 30 2003, 05:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kavasa @ May 30 2003, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...that actually sounds like a decent strat. Spike all the marines down and then fly in and eat the IPs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Aminal+May 31 2003, 05:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ May 31 2003, 05:14 PM)</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-->
    Which might mean that this will either get removed or reduced if it increases by too much.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Not a bad suggestion but lerks atm are VERY weak. It would venture to say that if 2 marines came out they could kill a lerk before they died. Also, if you did kill their team it would be impossible for you to kill the structs since gorgs/lerks can kill any structere are 1 hive.. so you may want to carry a skulk. Its not a totally bad idea, although it seems very risky and the marines can always go out the side exit and try for a hive kill.

    *++ 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.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    um. lerks have a ranged attack. they can take it out without being shocked, correct?

    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.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--lagger+May 31 2003, 11:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ May 31 2003, 11:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *++ 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*
    <!--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.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->It takes an awful long time for a dead guy to build a proto lab.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    has this thread been suggested in beta discussion tactics thread?

    it should be done and tried
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    This is basically the marine equivalent of sieging... If you can get everyone in place and get established before you are discovered, you'll have a pretty easy time keeping it up.

    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.
  • SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
    like lagger said, lerks are not strong at all at the moment. this could work except if you were rushed, you have no bite which = gg.

    STD-S][LveRW0lf*
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    This is kinda like the wall of OCs backed by MCs that I sugested a while back. This too sounds like a good idea. Ain't it fun brain storming for a game that you can't even play at the moment? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Just how is spore in 1.1? Last I knew it was i hive ability, with less damage from 1.04.
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--Spazmatic+Jun 1 2003, 12:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Jun 1 2003, 12:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->It takes an awful long time for a dead guy to build a proto lab.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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-->
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    with 6 people...

    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.
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