R Lerks Underpowered?
Fat_Wang
Join Date: 2003-08-31 Member: 20420Members
<div class="IPBDescription">ive never killed any1 with them</div> da reason im posting this is cuase ive never killed any1 with da lerk but rines have killed me. lerks were better in 1.04 IMO cuase they had bite which meant they can kill sumthing. lets luk at their attacks shall we: spikes- pitiful dmg
spores- pitiful dmg over time (pitiful cuase no1s gonna stay in them)
umbra- no dmg
primal scream- helps u do dmg (prob is that it lasts 3 secs and the crappy wep switch time is like 1.5-2 secs so u use like 41% of ur energy for 1-1.5 secs as a super lerk- not worth it in my opinion)
compare that to a jetpacker with a hmg:
bout same movement capabilities as u
WAY better killing capabilities
costs bout the same as u
u can c that lerks kinda suk against light rines and do nothing to ha/hmgs
spores- pitiful dmg over time (pitiful cuase no1s gonna stay in them)
umbra- no dmg
primal scream- helps u do dmg (prob is that it lasts 3 secs and the crappy wep switch time is like 1.5-2 secs so u use like 41% of ur energy for 1-1.5 secs as a super lerk- not worth it in my opinion)
compare that to a jetpacker with a hmg:
bout same movement capabilities as u
WAY better killing capabilities
costs bout the same as u
u can c that lerks kinda suk against light rines and do nothing to ha/hmgs
Comments
Anyway, lerks aren't really meant to be very efficient killers. They're support units, and most of their abilities are designed to harass the enemy or strengthen allies.
Lerks aren't killers. They CAN kill, but so can anything in the game. Its just a question of how to use them. Second, IMHO, you're not MEANT to be using lerks to kill - they're support class. Concentrate less on spike sniping and focus on spore/umbra support of teammates <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
BTW Primal Scream is not JUST for your benefit - the other people running about are meant to be making use of it. The evidence is right in front of you that the lerk is a support class. I suggest you take that on board.
As other said, lerks are support.
Onii are meant to kill, but they can defend/harass/whatnot as well.
Most units are specialized in one thing, but they can do all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Lerks own everything, for 34 res, regen, adren. I'm totally serious. If you AREN'T dying with 100 res, you're doing something wrong, or you stood still long enough for a camping rambo-rine to pistol you in a half second, or you went and thought lerks were any good at close range. If you stay at longer ranges, flit about a little to throw off the enemy's aim, and never switch from spike, you will rack up so many kills, it's stupid. Lerks own long hallways like a marine with pistol can only wish they could. They are the ultimate early game killing machines with regen or a quick route to the hive. With Regen3, you should have no problem owning everything upto and until they get a HA train or full armor upgrades. And even during a hive assault, if you have a hive with a nice little hiding spot in the back, you can sap HAs just by picking a target and spiking him over and over and over. I've done this, it's not hard if the HAs are even a LITTLE off on their welding-each-other duties. If they don't know where you are, you're even more deadly. I whacked two of them during a full hive assault, with nothing but spike and a good hiding spot in the roof.
About the ONLY thing that lerks CAN'T do is quickly take down marine structures. They have to spike FOREVER to even take down one turret. You don't really use them for this, ever. Their lack of sufficient power to down marine structures is the only thing keeping them from dominating the early game for a mere 32 res, plus DCs. Even without regen, they're still a huge nuisance. If you're going lerk with cara or redemp or no defense upgrades at all, I can understand if you're getting pounded. But a regen lerk has no excuse. Alone or in a group, it's the lerk that is the force multiplier. Umbra, spores, and spike the bunnyhoppers your skulk/fade/onos buddies can't take down, primal scream for the machinegun spikes, chainsaw skulks, woodchipper fades, and jackhammer onii. So really, with a third hive and a little teamwork, lerks can even be the ones that make taking out marine bases possible.
There can't be enough said for lerks. They, like fades, are real menaces to the marines.
lol..he MUST be a n00b...cuz he's never spored armory humpers b4...
<!--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-->compare that to a jetpacker with a hmg:
bout same movement capabilities as u
WAY better killing capabilities
costs bout the same as u<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah...except JP/HMG take a LONG **** time to get...while u can lerk within 1 min of the game!
JP/HMGers BETTER the hell do more...or the game would have no balance!
Swift Idiot is right in saying that.
Find a nice vent with a good view, get yourself those upgrades and cap some rines man! It is not hard to get kills as a Lerk, you just have to find the right place. Consider the following:<ul>
<li>View of surrounding area.
<li>Depth of the vent; How far back into the vent can you go to avoid Bullets and Grenades?
<li>Local marine activity; Is it a a high traffic area you can exploit?
<li>Do you have the right upgrades; (see quote for details)?
<li>Any other Kharaa serving as a destraction so you are not focused on?
</ul>
Either way Lerks are just well-rounded,I don't think they need anymore tweaking
Spore and spike should drain a small fraction more energy. Also, just as an incentive for the lerks not to do what I enjoy doing, taking spikes and going face to face with LA LMG (totally possible with regen, I do this all the time and win, easily, once they waste their clip of LMG ammo), they might need to have their HP dropped to about 100-110, IMO, or their regen-rates toyed with a little. Lerks are really hyper-nasty little things, and as much as I love using them, I'm not that great at videogames, and I shouldn't be able to do as much with them as I currently am. IMO, it would be great if ALL alien life forms required the same skill to be deadly as Fades do.
This would mean the marine team would also have to be made more difficult to play in some way. If you don't do this marines will always win on pubs, and if you do change it then there will be no way for new players to learn the game and get any enjoyment out of it.
Anyway, I saw the dumbest lerk yesterday, he must have read this thread. I'm com and we have 6 Marines inside Powersilo, which just went up, shooting the hive. There's a lerk in the rafters, what does he do? Umbra the hive? No. Spore the Marines? No. Try to spike them to death, why yes.
About the dumbest thing I ever saw and a big factor in us winning as Marines. If that moron hadn't been so hell bent on getting a frag he would have put umbra on the hive and we wouldn't have been able to kill it. His options were:
1. Umbra. By far the best, umbra the hive letting it live 3 times as long and umbra the Marines letting the skulks kill them.
2. Spore. Not a very good option but would at least have softened the Marines for the skulks and made me spend a *lot* or res on medpacks.
3. Spike. Congratulations, you chose the dumbest option. Making me have to spend very little on medpacks and not helping your team at all.
I think one Marine died in the assault, to a skulk.
If you want to go early fade, lerk until you get 50 res, you'll get it faster than the people that saved and didnt drop rt's. If you're doing it right.
I prefer regen first for lerks. A lerk without regen is 30 res worth of fried chicken to any marine who catches the lerk somewhere with low doorways, and follows the lerk's movement, and path of escape. Adren is nice, silence is nice, celerity is nice, but I suppose I'm just a lame regen-monkey. With some crazy flapping, you can regen enough health to carefully make your escape, usually. Plus, since the lerk is usually really effective in the first minute or five, as well as worth 30 res, you want to have that player pay the res cost back, and then some. Since you probably won't have a hive in the first five minutes, forget about mass-adren-spamming umbra clouds around. And spore is nice for crowds, but you only need one or two clouds for it to do it's work. Spike costs next to nothing, and is very easy to hit with. Silence isn't as necesary, since you shouldn't be trying to sneak up on someone anyway, and you shouldn't be too close to anyone for that matter, and celerity makes you crash into walls. Plus, you have the mobility of a leap-capable skulk. What more does one need? Since you'll be operating near the front lines to prevent and slow marine expansion, you will be far from the hive. Since you should be a vent-monkey, regen pairs perfectly.
Purely my perspective.
Your buddy the lerk there needs more werk there. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm a decent com, but my weakest spot is my med and ammo aiming, I play with 150-200 ping and pretty low FPS, that's my excuse at least <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
2. Spore. Not a very good option but would at least have softened the Marines for the skulks and made me spend a *lot* or res on medpacks.
3. Spike. Congratulations, you chose the dumbest option. Making me have to spend very little on medpacks and not helping your team at all.
I think one Marine died in the assault, to a skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You forgot the option of switching between spore and umbra with "lastinv". Then he could have done 1 and 2 and been a hero instead of going for frags like a moron. I mean, a lerk is a support class. If they have nothing to support, then they should try to keep marine expansion down to a minimum.
I think I hate you. Spike kills annoy the hell out of me... >_<
When I think how deadly a small skulk rush could be with just a <i>little</i> bit of umbra support, I just have to marvel at how rarely people use it. Come to think of it, I don't see much use of Umbra in ANY situation anymore. I guess too many people think the way the thread starter does...
Since spores last for eternity, open up with spore unless something's about to die and it's crucial to have umbra. Then you umbra, spike a little, umbra again, spike a little, spore and umbra again, etc. Lerk is an easy-peasy class, the problem is when people look at a FPS game they think it takes no brains and strategy and that to be good you have to be "elite" like in CS or something.
I go lerk and get tons of spike kills before I die... and spore's good for holding a specific area too. I think you just need to learn to play...
2. Spore. Not a very good option but would at least have softened the Marines for the skulks and made me spend a *lot* or res on medpacks.
3. Spike. Congratulations, you chose the dumbest option. Making me have to spend very little on medpacks and not helping your team at all.
I think one Marine died in the assault, to a skulk. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You forgot the option of switching between spore and umbra with "lastinv". Then he could have done 1 and 2 and been a hero instead of going for frags like a moron. I mean, a lerk is a support class. If they have nothing to support, then they should try to keep marine expansion down to a minimum. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I didn't forget an option, I listed them all. Or do I have to put "Option #4 is to use option #1 and #2, Option #5 is to use option #2 and #3...."
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyway... umbra is extremely effective. It's not that hard to use either. Fades? Just umbra the Marine, that's where he will be when he attacks and as lomg as he is blinking he doesn't need it until he attacks. Same goes for all aliens, just put the umbra on their *target* instead of them. Exceptions would include Onos, since they are slow enough to hit and Marines tend to focus on them.
We had a full team of Marines with heavy weapons attack Sewer hive on ns_mineshaft the other day. Actually, when it started it wasn't a full team of heavys but a lot of LMG's, some shotties/hmg's and possibly a GL. I was gorge and was healing the hive like crazy, a lerk was putting umbra on it. After a minute or so I got killed. Hive was still up. After dying as a skulk a couple of times I noticed I had enough for a hive, so I ran off to Tram. At tram I dropped an OC on the PG and bilebombed the turretfarm, once done, I started the hive and lamed it up a bit. Then I dropped a movement chamber and headed back to Sewer. The hive was *still* alive when Tram went up, skulks used the MC and started to Xeno the Marines.
Sewer hive was under *constant* attack from Marines, starting with mostly LMG's and shotguns but at the end it was a full team of heavy weapons and HA (they got a LOT of res from all teh skulks that ran in and died I guess). The reason was that we had a lerk put umbra on it the whole time, and 2-3 gorges healing it. The COM never built a TF to siege it because he just couldn't believe that the hive would stay up under that amount of firepower.
Umbra useless? I think not. With umbra, being shot at by three Marines is like being shot by *one*. Instead of three HMG's or shotguns shooting at that onos, it is in reality just one. People that say umbra isn't usefull enough don't know what they are talking about.
Anyhow...
Basic tactics are to use spore and spikes. Open with spores, always. Never use spikes without a blanket of spores. Never ever stay stationary or within their line of sight. I recommend you fly around them. Use 1.0 bite lerk tactics minus the fly + bite. Keep your distance and keep your speed up. Never ever "float"
Late game, use umbra to cover higher evolutions. Forget umbraing skulks or even yourself or fellow lerks, they die just as fast and I've seen it and felt it. Use primal scream for maximum spikage.
That's the basic, hope you have fun! <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
<!--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-->I get craploads of kills with the lerk. The key is...never attack alone. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's funny, cause I usually attack alone. Either a) my teammates get killed and I'm left or b) I play agressively and Im always on the front lines (with regen I'll always be at the front lines)
And as for Silence....it only is effective when you're hiding on a good well hidden perch,which downgrades its use a bit, since those are a rarity <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Lerks can be overpowered in the right hands. In the wrong hands...well, forget it, he won't be going anywhere without some basic knowledge on the Lerk's role <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
they always but always relocate to double res.
theres a vent that goes from generator side of the map to central processing allowing you a 99% safe place to spore their armoury from. they will get a GL to shoot you with which is no bother as you can be out the other side of the vent in 2 secsonds to complete saftey. heck you could even get a gorge to build some dcs on the generator side for you. ive done this some games where the comm had to completeley build new ips and armory because of the new trend to build all structures around the Elec TF in base. because some of the marines counld'nt get off the IPs before they died from spores =D. racked up an absouloutley extreme amount of kills =]