Seraphy's Sub-class Guide For New Players
SeraphyGoodness
Join Date: 2003-06-05 Member: 17029Members
<div class="IPBDescription">Part the third: Lerks</div> To help new players get used to the bewildering options presented by the kharaa
upgrade system, and the wide range of tactics available to the individual, i've put
together a list of 'sub-classes' for each evolution based on which upgrades you take.
This list is not exhaustive or fully comprehensive. feel free to suggest other roles
and subclasses in this thread.
listed with upgrades, basic tactics, role
and suggested weapon advice. bracketed () upgrades are optional, ie, not strictly
necessary to perform the role. All of these show full upgrades, but in many cases
can be performed with only the first one or two. obviously, these sub-classes may
or may not be available depending on chamber build order, but theres a sub-class
for most all build orders.
Previous sections can be found here:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42762' target='_blank'>Gorges</a> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42686' target='_blank'>Skulks</a> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Lerk <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
====
Scout : Celerity, Carapace, SoF
Works with: Alone, Scout-Skulks
Primary Weapon: good eyesight(!!!)
Description: A faster version of the scout-skulk, this lerk rapidly overflys
marine outposts/groups. requires a keen eye, but should take rough numbers and
strengths before flying on to a safe place and reporting in. If your troops know
the outpost has a phase and tfac before they attack, they can plan accordingly.
Guerilla : Adrenaline, Cloak, Regen
Works with: Alone or with other Guerilla Lerks
Primary Weapon: spore or spike.
Description: hit and run, terror tactics, and area denial are the guerilla lerk's
playground. use it's speed and maneuverability to get in, harass the enemy, gas
them, and leave. if you take hits, land, regen, and return. a flock of these
can really ruin a marines day, especially if coordinating attacks from different
directions. if their actions alone do not slow the marine movement, you can always
follow from behind and attack their flank when they do engage other kharaa.
Sniper : Silence, SoF, Carapace
Works with: Alone, or on the very edges of a battle.
Primary Weapon: Spikes
Description: This lerk ambushes its prey, finds a convenient ledge and camps
for all it's worth. if a marine approaches, wait until he turns his back
and mow him down. With silence, he'll never know what hit him. can support
battles in the same way, picking off marines at the edge of combat. Should
never attack groups, as you can only drop one target at a time, and his
squadmates will probably see your spikes and track back to your position.
once one or two marines have gone down, move to a new campsite unless your
current position is unassailable. Marines arent (particularly) dumb. If you stay
in one location they'll actively hunt you or get the comm to scan, and then
the games up.
Res-Defence : Celerity, Carapace, (SoF)
Works with: Alone
Primary Weapon: Spores
Description: A rapid response unit that should move to protect any
res nodes under attack. If its one or two marines, they're probably knifing it
and so slow to react. fire spores at the rt. it will drive them off, giving
more deadly units more response time. if they stay, they choke. works
most effectively in enclosed areas (subjunction res in ns_eclipse, frex.)
next: Fades <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
upgrade system, and the wide range of tactics available to the individual, i've put
together a list of 'sub-classes' for each evolution based on which upgrades you take.
This list is not exhaustive or fully comprehensive. feel free to suggest other roles
and subclasses in this thread.
listed with upgrades, basic tactics, role
and suggested weapon advice. bracketed () upgrades are optional, ie, not strictly
necessary to perform the role. All of these show full upgrades, but in many cases
can be performed with only the first one or two. obviously, these sub-classes may
or may not be available depending on chamber build order, but theres a sub-class
for most all build orders.
Previous sections can be found here:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42762' target='_blank'>Gorges</a> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42686' target='_blank'>Skulks</a> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Lerk <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
====
Scout : Celerity, Carapace, SoF
Works with: Alone, Scout-Skulks
Primary Weapon: good eyesight(!!!)
Description: A faster version of the scout-skulk, this lerk rapidly overflys
marine outposts/groups. requires a keen eye, but should take rough numbers and
strengths before flying on to a safe place and reporting in. If your troops know
the outpost has a phase and tfac before they attack, they can plan accordingly.
Guerilla : Adrenaline, Cloak, Regen
Works with: Alone or with other Guerilla Lerks
Primary Weapon: spore or spike.
Description: hit and run, terror tactics, and area denial are the guerilla lerk's
playground. use it's speed and maneuverability to get in, harass the enemy, gas
them, and leave. if you take hits, land, regen, and return. a flock of these
can really ruin a marines day, especially if coordinating attacks from different
directions. if their actions alone do not slow the marine movement, you can always
follow from behind and attack their flank when they do engage other kharaa.
Sniper : Silence, SoF, Carapace
Works with: Alone, or on the very edges of a battle.
Primary Weapon: Spikes
Description: This lerk ambushes its prey, finds a convenient ledge and camps
for all it's worth. if a marine approaches, wait until he turns his back
and mow him down. With silence, he'll never know what hit him. can support
battles in the same way, picking off marines at the edge of combat. Should
never attack groups, as you can only drop one target at a time, and his
squadmates will probably see your spikes and track back to your position.
once one or two marines have gone down, move to a new campsite unless your
current position is unassailable. Marines arent (particularly) dumb. If you stay
in one location they'll actively hunt you or get the comm to scan, and then
the games up.
Res-Defence : Celerity, Carapace, (SoF)
Works with: Alone
Primary Weapon: Spores
Description: A rapid response unit that should move to protect any
res nodes under attack. If its one or two marines, they're probably knifing it
and so slow to react. fire spores at the rt. it will drive them off, giving
more deadly units more response time. if they stay, they choke. works
most effectively in enclosed areas (subjunction res in ns_eclipse, frex.)
next: Fades <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
Comments
Support Lerk: Adren, (Regen), (SoF)
Works With: Basically anyone, but particularly Onos
Primary Weapon: Umbra Cloud
This lerk does not become viable till after your team has
captured a second hive and your umbra attack becomes
available. Basically, this lerk supports a group of other
aliens, staying back from battle, and firing off umbra clouds
to keep them alive while taking down turrets or marines.
An umbraed Onos can last about twice as long as a
one without, so that can net him enough time to take
down a few more turrets before he runs back to regen
or redeems to the hive. Also should fire spore clouds at
the entrance to an area being assaulted while his protectees
are regening, to keep them safe.
ETA: One of the things my Onosy friends enjoy is what I like
to call the "bait and switch". While the Onos regen, I run in
spike or spore a marine (using SoF to find a lone one) then
let him blast me enough to get hurt. Then you run out of the
room, and in most cases the marine comes in tow, looking to
finish you off. He then runs into my large pal, who chomps
down and has a marine in stomach for the next assault!
I remember dropping 3 heavys with spikes and 2 LA as they were trying to build the TF.
You can assault a group of marines with a sniper lerk, the trick is to fire from an angle that the teammates don't see the spark on the marines. You should remember that the spikes are invisible, you can only see where is hits.
P.S. Refinery hive is lerk territory.
Silence sounds like fun, but once they find you, id rather have the energy to umbra/spore/fly out.
Celerity? Umm yea.
SoF should always be taken. No reason to ever take cloak.
Why? To hide? SoF tells you where they are so you know where you have to go to avoid them. Now you also have a weapon to know where they are when your back to the offense. Cloak doesnt let you do that.
They ping you or drop an obs, SoF still does its job.
As for regen. Well, if def chambers are all over and your busting down the marines, ok, maybe carapace.
Other wise, fly away and regen up.
A silenced lerk is an awesome sniper, an adrenaline lerk is a great support unit and a celerity lerk is great for sporing so you can gaz them while they have an hard time aiming you.
Now that flapping takes 4% of the energy bar instead of 6% adrenaline is no longer required except for dogfights.