Lerk guide

EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
The Lerk/lvl3 can fly, but it costs energy to do so. By holding down jump you can glide, which doesn’t cost any energy. Do this as often as possible and if your energy is getting low, land for a bit, you wouldn’t want to run into a group of marines when your energy is low. Lerks are the only class with a good ranged attack that you can get with one hive. In the early game a lerk with regeneration is the biggest threat to marine turrets (besides lerks with gorges healing them). Also you might want to wait until your team gets some upgrade chambers (preferably defense or movement) up before using up the 33 resources it takes to attain this lvl.

Lerks excel in large areas where they have freedom of movement and small corridors where they can round the corner and bite marines (although lerks have less health than skulks, they have more armour should you decide to get carapace, /me recommends it).
Their second hive ability is umbra, which can be used for supporting attacking fades, lone turret killing, and melee combat. When you see a marine, instead of flying towards them and biting use an umbra instead and then bite, you won’t take much damage this way if you do it right.

The final (3rd hive) ability is spore could. It is best used for pestering marines and spamming bases, marines will want to get out of the way of any spores so they can also be used to make attacking marines run away, at which point you can fly at them and bite them in the back, if they decide to rush you just umbra and bite them as they round the corner. Beware the HA/HMG marines for they will usually own you if you rush them with bite, just stay back and spike/spore them (depending on how many hives you have) until they’re weak or reinforcements arrive. This is some pretty basic strategy, pretty much a guide for new players, sorry I couldn’t think up anything better :/

Comments

  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    A quick note on Umbra in melee: Umbra drains so much energy that Lerks without Adrenaline will often find it hard to fly after they spawned the cloud.

    This, combined with their physical weakness, can be dangerous if they decide to engage in melee as they'll be forced to land - which makes them an easy target for knifing marines.

    If you haven't eveloved Adrenaline, don't try to bite marines inside Umbra.



    <!--EDIT|Nemesis Zero|Oct. 30 2002,17:33-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    A few pointers on sporecloud here.  First of all, it's most useful when marines have difficulty getting out of the way -- for instance, inside vents or elevators, or enclosed spaces in general.  It's also decent against HA marines because of their slower movement speed.  Secondly, the area of effect makes it very useful against marine squadrons.  Finally, since sporecloud lingers for a few seconds, it's really great for blocking marine progress.  If you're being chased down a hallway, slap a sporecloud down to block it off.  It's also useful to use sporecloud if a marine is welding a door, or building a structure, or using an armory.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--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's also useful to use sporecloud if a marine is welding a door, or building a structure, or using an armory.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    This leads to one of my favorite Lerk tactics: If you were part of a failed grandscale attack on the enemy base (possibly by Umbraing your teammates way), try to stay somewhere in the shadows and throw sporecoulds into the enemy base.
    This should make repairworks much more difficult and thus give your team time to regroup.
    Also, a single Lerk near a badly defended infantry portal can keep a whole marine team at bay - just spore it in regular intervals.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Just a simple question about Lerks....

    Can your sporecloud hurt you? (If your the one that fired it)

    Since this type of weapon is very much the same thing....

    Can bilebomb hurt you? (Also if your the one that fired it)
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    Spores have no self damage. Bilebombs do, but just incase you didn't know, that's a lvl4 move.
  • justusjustus Join Date: 2002-11-02 Member: 4632Members
    Dont forget that Lurks can fly too so they can get those dark, creepy and little places allmost easily as sulks can...(with little skill of course)  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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