J3st the problem is that not so many early lerks stay alive enough long to cause any problems. And yes you often have early lerk that dies in 1 rine....
That guy (sleepy) had something like 50/4 at the end with those lerks beeing practically only sporing...
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
j3st: Like everything else in the game, the majority of people simply aren't good with the lerk. An experienced lerk that does goes lerk right away will harass marines with spore until he gets the first upgrade available, and then start being more agressive. Once the second hive is up and another upgrade comes out, a good lerk will be perfectly capable of killing most marines on his own, if not groups of marines. Many people simply play stupidly and die with lerk because it's so fragile. A good lerk, however, will absolutely dominate the entire marine team, much like a good fade. Only a mass assault will probably keep the lerk from holding the marines off alone, or HA.
<!--QuoteBegin-TheAdj`+Oct 14 2004, 07:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Oct 14 2004, 07:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> j3st: Like everything else in the game, the majority of people simply aren't good with the lerk. An experienced lerk that does goes lerk right away will harass marines with spore until he gets the first upgrade available, and then start being more agressive. Once the second hive is up and another upgrade comes out, a good lerk will be perfectly capable of killing most marines on his own, if not groups of marines. Many people simply play stupidly and die with lerk because it's so fragile. A good lerk, however, will absolutely dominate the entire marine team, much like a good fade. Only a mass assault will probably keep the lerk from holding the marines off alone, or HA. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You mean spore a group and pancake your way through them?
A decent lerk player is moving around the map at around the speed as an average fade player, is arguably harder to hit, and has an area weapon to boot. An area weapon which is unlike any other in the game - you can't hide from a spore hit.
Second, lerks can seriously abuse any upgrade. Flying means you can live long enough to redeem, cara/regen are good for static sporemonkeys, celer is awesome for the flyby biter, adren is insane for spores, silence is EVIL, focus is terrifying with bite, sof means you can spot and cripple and LA advance, cloaking means you can infiltrate anywhere on the map and proceed to umbra your teammates from INSIDE a base.
The problem with the smacktard early lerk is that he's either camping a vent in base, and is promptly shot/grenaded, he's going for dumb spore kills miles away from any teammate, or he's never flew before and is spending his time hitting walls at top speed.
Really good lerks are a rarity because the vast bulk of players move right into Fade, or on pubs sometimes decide to become virtual permagorges. Tards go lerk, fly into base, die, spend the rest of their time trying to claw back their res, go Onos, and never look back.
If your early lerk can manage to stay alive for a while he can practicly hold off a sg rush of your seconed building hive by himself. I see this is the biggest advantage of having an early lerk. Not having that hive gunned down not only ends the game 50 res faster it gives the aliens controle of the tempo for the rest of the game. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
A lerk sporing early game is great. A lerk flying into marines and biting early is bad. If they just spored at them and skulks rush into them, it all makes sense.
Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk. I tend to play as a lerk, CO and NS maps. The one time that I would think it'd be better to go straight for lerk is if they are larger sided games since res will pour in slower per person, more ppl to build Rts, and more opportunities to spore squads. However, would this be hurting the team more than helping? ___Your Thoughts Here___
but sporing and umbra are very very useful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
[/QUOTE]<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Outside of CO....... I'd imagine it would be a clan or pug match where its been decided in advance.
In a pub server, on Classic, I can't think at this time of any reason to go lerk off the bat. Unless you're a complete and utter killfrenzied newb, of course.
Huh? Both pubs and scrims benefit a ton from earlylerks - huge pubs == marine domination, but vulnerability to sporing. And if the comm sucks you can pretty much contain the entire marine team with a no upgrade Lerk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
If anything, Lerks shine more in the earlygame, before Shotguns become so common that not only are there 3 shotgunners shooting that node - they've also got 2 more shotgunners covering them. Thats where the Lerk is relegated to largely supporting.
<!--QuoteBegin-jammno+Oct 15 2004, 08:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jammno @ Oct 15 2004, 08:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good med spam from a commander will allow an unupgraded marine take on a lerk at close range. 4-8 res to counter a 30 res life form.
I forget the map, but the cliff with the resource tower always gets taken down by a lerk. That map is hell for marines >_> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yeah that would be hera. i always go lerk on that map and take down that rt. then i never ever let them get it back up. then i move on to sporing their base. in pubs it keeps like 4 people at base trying to snipe me off.
<!--QuoteBegin-Necrosis+Oct 15 2004, 03:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 15 2004, 03:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Outside of CO....... I'd imagine it would be a clan or pug match where its been decided in advance.
In a pub server, on Classic, I can't think at this time of any reason to go lerk off the bat. Unless you're a complete and utter killfrenzied newb, of course. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah cuz gas gets so many kills doesn't it?
Gas gets lots of kills if you hide in vents and never show your face. ESPECIALLY on pubs.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
<!--QuoteBegin-Necrosis+Oct 17 2004, 11:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 17 2004, 11:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gas gets lots of kills if you hide in vents and never show your face. ESPECIALLY on pubs.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Being that it's a fair assumption that your teammates will be biting/swiping/goring/spitting enemies from round start to round end, being that gas has a tendancy to reduce difficulty of said biting/swiping/goring/spitting (with intention to kill enemy), being that the two former statements are true regardless of aforementioned "battle plan" and "player skills," the only sound conclusion is to make no conclusion.
The fact of the matter remains that the bulk of pub lerks are in it just to gas the enemy from a vent (usually in or beside MS) and proceed to lol about their "skilllllllzzzzzzorrrrrrrrrorzzzzzzzzz" as they spore spam some tiny portion of the room.
Sure, there's probably some lerk players who go lerk off the bat and decide to follow their skulky friends, but they're very rare on the pub circuit in my experience.
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
Early lerk is about containment, of preventing the marines from moving out as fast as they would be able to otherwise. Spore them until they fragment, and start picking off the ones that stray to far from the group. If the lerk does this until fades appear and is successful, the marines are pretty much screwed in terms of preventing a second hive.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
Please bear in mind a useful Lerk can end with an awful K:D, simply because he did his job correctly. He denied the marines advancement.
If he gases 3 marines in front of them, and they turn back, he achieved exactly what he needed. He stopped those marines going where they wanted to go. Even if they then go around, they wasted time, and time is your <b>most</b> valuable resource in a game of NS.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--QuoteBegin-Cataclysmic Desires+Oct 16 2004, 07:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cataclysmic Desires @ Oct 16 2004, 07:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk. I tend to play as a lerk, CO and NS maps. The one time that I would think it'd be better to go straight for lerk is if they are larger sided games since res will pour in slower per person, more ppl to build Rts, and more opportunities to spore squads. However, would this be hurting the team more than helping? ___Your Thoughts Here___ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If the marines decide to rush the hive early on (IP rush or otherwise), a carapace lerk is invaluable. As a lerk, I find I get most of my kills from when I happen accross a marine who is building. Because he is building, the marine is usually hesitant to step away from the structure and thus stays in the spore cloud(s) for just that little bit longer, which is normally enough time to take out most of his armour and leave him as a 2-3 bite kill.
On the subject of upgrades, in a ns_ game, if the option is available to me, I always use SoF over Focus or Cloak as lerk. This is because when I lerk, my primary mission is to scout the map, not to attack or ambush.
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
If you battle lerk focus in invaluable, although I'd never get it unless I had celerity as well. If I had adren, I'd get SoF simply because you're less likely to get stuck in a long hallway with marines if you have SoF, you can plot your course around marines as needed.
- These are the ones you need in start, they scare marines building/going throguht gas and also waste marines ammo. -most likely will have quite lousy k:d in paper but for whole team you are responsible for lets say half of the alien kills. -sc in start with sof lerk is great. You easily spore that armor1 away
Offensive and harrassing lerks
-These are the ones you _most likely will see_ in pubs. Tries to kill rines and ventcamp in ms---> they usualli die really quick (its darwin`s eh?) -most likely will ruin your game going straght with start res to lerk and dying first rine will damage your team. Gets nothing done -IF done good you should have 1 of these same time as 2. hive goes up(100%) Really annoying fellas and completely ruins marines morale.
if your lerking, a high K:D ratio is not realy needed, in fact you shouldn't have one if you do your job right. if I early lerk, I die maybe once or twice as a skulk, then go lerk. usualy having 2-2. if I am lucky I might get 7to 8 kills during the normal corse of a game. if there is more than one marine, I call for back up, and just spam spore. when the skulks come in, thats when you get a little closer. A marine can only shoot one target at a time. take advatange of that. sometimes faking that your moving in is help full. like just fly around, at a distance, taunting the marine while he shoots and misses most of you.
<!--QuoteBegin-Necrosis+Oct 17 2004, 12:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 17 2004, 12:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gas gets lots of kills if you hide in vents and never show your face. ESPECIALLY on pubs.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I early Lerk in pubs somtimes. It's fun. Does that mean I have no idea how to play NS or what the "battle plan" (isn't it kinda ridiculous that you assume there is a battle plan on a PUB) is? Am I a kill****?
Please. You need to get off your pubbing high horse. ITS A PUB. If you want organized teamplay try a pug or scrim.
Oh wait, you won't because it's so much more fun to bash clanners (while being ignorant to their situation) and play with generally unskilled and immature players. All the while telling clanners to use teamwork and get skill, oh and we should stop being so elitest too right? RIGHT.
<!--QuoteBegin-Necrosis+Oct 17 2004, 02:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 17 2004, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gas gets lots of kills if you hide in vents and never show your face. ESPECIALLY on pubs.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> sounds liek another bad experiance on a pub
as I just stated, the early -good- lerk will play mostly a support clase. sure its fun to get celerity and cara, but its a little more risky. the best lerks (ive seen) dont die, and have a low kill ratio compaired to the rest of their time. but didn't die as a lerk the whole time.
these posts are talking about strategies to use, and a decussion/debate about them. Where not decussing the psycology around why nubs go lerk.
gas shouldn't get you alot of kills when against a decent comm, or even orginized play. how ever gas helps your team mates get kills. Youve already spent 30 rez. let you team get some.
Comments
That guy (sleepy) had something like 50/4 at the end with those lerks beeing practically only sporing...
just wondering...in clan matches does ur team always have one person going lerk early? or does this depend on the map?
and if a person goes early lerk, then would there be another person rushing for the fade still anyway?
You mean spore a group and pancake your way through them?
Second, lerks can seriously abuse any upgrade. Flying means you can live long enough to redeem, cara/regen are good for static sporemonkeys, celer is awesome for the flyby biter, adren is insane for spores, silence is EVIL, focus is terrifying with bite, sof means you can spot and cripple and LA advance, cloaking means you can infiltrate anywhere on the map and proceed to umbra your teammates from INSIDE a base.
The problem with the smacktard early lerk is that he's either camping a vent in base, and is promptly shot/grenaded, he's going for dumb spore kills miles away from any teammate, or he's never flew before and is spending his time hitting walls at top speed.
Really good lerks are a rarity because the vast bulk of players move right into Fade, or on pubs sometimes decide to become virtual permagorges. Tards go lerk, fly into base, die, spend the rest of their time trying to claw back their res, go Onos, and never look back.
I forget the map, but the cliff with the resource tower always gets taken down by a lerk. That map is hell for marines >_>
Lerking after you've accumulated enough res after dropping an RT, that's when they start becoming much more valuable.
but sporing and umbra are very very useful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Outside of CO....... I'd imagine it would be a clan or pug match where its been decided in advance.
In a pub server, on Classic, I can't think at this time of any reason to go lerk off the bat. Unless you're a complete and utter killfrenzied newb, of course.
keep in mind, building an rt then going lerk costs 55 res. thats more than a fade ...
If anything, Lerks shine more in the earlygame, before Shotguns become so common that not only are there 3 shotgunners shooting that node - they've also got 2 more shotgunners covering them. Thats where the Lerk is relegated to largely supporting.
I forget the map, but the cliff with the resource tower always gets taken down by a lerk. That map is hell for marines >_> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yeah that would be hera. i always go lerk on that map and take down that rt. then i never ever let them get it back up. then i move on to sporing their base. in pubs it keeps like 4 people at base trying to snipe me off.
Is there a point or a situation where it may be better to skip building the RT and head straight for the Lerk.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Outside of CO....... I'd imagine it would be a clan or pug match where its been decided in advance.
In a pub server, on Classic, I can't think at this time of any reason to go lerk off the bat. Unless you're a complete and utter killfrenzied newb, of course. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah cuz gas gets so many kills doesn't it?
Early lerk != killfrenzied newb.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education....
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Being that it's a fair assumption that your teammates will be biting/swiping/goring/spitting enemies from round start to round end, being that gas has a tendancy to reduce difficulty of said biting/swiping/goring/spitting (with intention to kill enemy), being that the two former statements are true regardless of aforementioned "battle plan" and "player skills," the only sound conclusion is to make no conclusion.
The fact of the matter remains that the bulk of pub lerks are in it just to gas the enemy from a vent (usually in or beside MS) and proceed to lol about their "skilllllllzzzzzzorrrrrrrrrorzzzzzzzzz" as they spore spam some tiny portion of the room.
Sure, there's probably some lerk players who go lerk off the bat and decide to follow their skulky friends, but they're very rare on the pub circuit in my experience.
If he gases 3 marines in front of them, and they turn back, he achieved exactly what he needed. He stopped those marines going where they wanted to go. Even if they then go around, they wasted time, and time is your <b>most</b> valuable resource in a game of NS.
- Shockwave
If the marines decide to rush the hive early on (IP rush or otherwise), a carapace lerk is invaluable. As a lerk, I find I get most of my kills from when I happen accross a marine who is building. Because he is building, the marine is usually hesitant to step away from the structure and thus stays in the spore cloud(s) for just that little bit longer, which is normally enough time to take out most of his armour and leave him as a 2-3 bite kill.
On the subject of upgrades, in a ns_ game, if the option is available to me, I always use SoF over Focus or Cloak as lerk. This is because when I lerk, my primary mission is to scout the map, not to attack or ambush.
Defending and scouting lerks
- These are the ones you need in start, they scare marines building/going throguht gas and also waste marines ammo.
-most likely will have quite lousy k:d in paper but for whole team you are responsible for lets say half of the alien kills.
-sc in start with sof lerk is great. You easily spore that armor1 away
Offensive and harrassing lerks
-These are the ones you _most likely will see_ in pubs. Tries to kill rines and ventcamp in ms---> they usualli die really quick (its darwin`s eh?)
-most likely will ruin your game going straght with start res to lerk and dying first rine will damage your team. Gets nothing done
-IF done good you should have 1 of these same time as 2. hive goes up(100%)
Really annoying fellas and completely ruins marines morale.
lerks are 30 rez to buy your team time. 5-10mins
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I early Lerk in pubs somtimes. It's fun. Does that mean I have no idea how to play NS or what the "battle plan" (isn't it kinda ridiculous that you assume there is a battle plan on a PUB) is? Am I a kill****?
Please. You need to get off your pubbing high horse. ITS A PUB.
If you want organized teamplay try a pug or scrim.
Oh wait, you won't because it's so much more fun to bash clanners (while being ignorant to their situation) and play with generally unskilled and immature players. All the while telling clanners to use teamwork and get skill, oh and we should stop being so elitest too right? RIGHT.
People who lerk as the game starts on a PUB have no idea what the battle plan is, their role in it, nor do they know the skills of their fellow players.
So the only sound conclusion to come to is that they're after kills and nothing more.
For someone who jabbers about education.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
sounds liek another bad experiance on a pub
as I just stated, the early -good- lerk will play mostly a support clase. sure its fun to get celerity and cara, but its a little more risky. the best lerks (ive seen) dont die, and have a low kill ratio compaired to the rest of their time. but didn't die as a lerk the whole time.
these posts are talking about strategies to use, and a decussion/debate about them. Where not decussing the psycology around why nubs go lerk.
gas shouldn't get you alot of kills when against a decent comm, or even orginized play. how ever gas helps your team mates get kills. Youve already spent 30 rez. let you team get some.