Cak's Lovely Lerks
cak
Join Date: 2002-11-05 Member: 6980Members
<div class="IPBDescription">Simple lerk guide</div>My experiences as a lerk, explained. Know something I don't? feel free to share. Criticism welcome.
Lerks
Evolutions
Adrenaline - Fly more, shoot more, umbra more. Enough said
Carapace – Live longer, lerks are relatively cheap and should rarely die once 2nd hive is up.
Cloak – Hide if needed
Abilities:
Flight – Practice and more practice is the only way it will be useful.
Bite – Basic attack, good for structures.
Spikes – Excellent against all types of marines.
Umbra – The “I win” ability. Umbra, it will save you, it will save your team, it will save your hive, and it will win the game for you. With umbra you can take out multiple turrets or marines alone. Simply cast umbra and let the spikes fly. If they try and close with knife, simple hover a bit with flight and feed him spikes. On the offensive, follow an onos/fade into enemy base or outpost, cast umbra while you and friends chew everything to shreds.
Spore Cloud – Another excellent lerk ability, can replace spikes in the umbra attack of death. Good for flushing out grenade spammers, campers, and defenders in general.
Strategy
Early game: During the early game lerks are excellent marine killers once you become adept at flight, they can easily outmaneuver and kill any marine with their spikes. Your main objective should be defense of resource points and new hive locations. Attacking is out of the question until you have umbra.
Late game: By now you should have 3 hives and carapace/adrenaline. The lerk becomes a one man army. Attack resource outposts by casting umbra and spiking/sporing all defending marines while remaining out of range of turrets. With umbra/carapace you should be able to easily remove multiple defenders with hmgs and/or heavy armor. Once the marines have been removed call in a friend for fast removal of turrets which are not a problem with Umbra. During a base assault you play a support role. You can spew a few spore clouds into their base before the attack, but always let a fade/onos go in before you so the turrets focus on them, not you. Once in the base, stay behind the biggest friends in the room and cast umbra as they move to each turret. If you have time between castings put a few spore clouds up to help kill any defenders.
Conclusion: Umbra is your friend, this cannot be stressed enough. Use it always, use it now, and use it then. Cast it on defense, cast it on offense, and cast it for fun. As a lerk you should never die once you have umbra, grenade deaths excluded. A Lerk in the right hands can end the game in a Kharaa victory.
Side notes: Grenades are not fun, let someone with health deal with those nasty boys, or wait for them to reload and send a few spore clouds their way.
Lerks can also be used to lift other aliens to higher ledges and/or vents. Sending an onos through the vents is a nice surprise for the marines. Works best once you have adrenaline.
When on defense umbra can be used on all structures to make them near impervious to bullets.
Lerks
Evolutions
Adrenaline - Fly more, shoot more, umbra more. Enough said
Carapace – Live longer, lerks are relatively cheap and should rarely die once 2nd hive is up.
Cloak – Hide if needed
Abilities:
Flight – Practice and more practice is the only way it will be useful.
Bite – Basic attack, good for structures.
Spikes – Excellent against all types of marines.
Umbra – The “I win” ability. Umbra, it will save you, it will save your team, it will save your hive, and it will win the game for you. With umbra you can take out multiple turrets or marines alone. Simply cast umbra and let the spikes fly. If they try and close with knife, simple hover a bit with flight and feed him spikes. On the offensive, follow an onos/fade into enemy base or outpost, cast umbra while you and friends chew everything to shreds.
Spore Cloud – Another excellent lerk ability, can replace spikes in the umbra attack of death. Good for flushing out grenade spammers, campers, and defenders in general.
Strategy
Early game: During the early game lerks are excellent marine killers once you become adept at flight, they can easily outmaneuver and kill any marine with their spikes. Your main objective should be defense of resource points and new hive locations. Attacking is out of the question until you have umbra.
Late game: By now you should have 3 hives and carapace/adrenaline. The lerk becomes a one man army. Attack resource outposts by casting umbra and spiking/sporing all defending marines while remaining out of range of turrets. With umbra/carapace you should be able to easily remove multiple defenders with hmgs and/or heavy armor. Once the marines have been removed call in a friend for fast removal of turrets which are not a problem with Umbra. During a base assault you play a support role. You can spew a few spore clouds into their base before the attack, but always let a fade/onos go in before you so the turrets focus on them, not you. Once in the base, stay behind the biggest friends in the room and cast umbra as they move to each turret. If you have time between castings put a few spore clouds up to help kill any defenders.
Conclusion: Umbra is your friend, this cannot be stressed enough. Use it always, use it now, and use it then. Cast it on defense, cast it on offense, and cast it for fun. As a lerk you should never die once you have umbra, grenade deaths excluded. A Lerk in the right hands can end the game in a Kharaa victory.
Side notes: Grenades are not fun, let someone with health deal with those nasty boys, or wait for them to reload and send a few spore clouds their way.
Lerks can also be used to lift other aliens to higher ledges and/or vents. Sending an onos through the vents is a nice surprise for the marines. Works best once you have adrenaline.
When on defense umbra can be used on all structures to make them near impervious to bullets.
Comments
I would gess make the other alien stand on you and jump?
Other alien stands on you and jumps, sort of tricky because you have limited energy. Have to time your jumps with theirs..adrenaline makes it alot easier
Adrenaline is a must - although celerity Lerks can be almost invincible if they know how to fly.
Carapace is also what I'm using, but I know of good Lerks who rely on Regen to stage hit & runs more effectively.
<b>Never use Bite against marines if you haven't got Carapace!</b>
On the Sensory upgrades, it's really just preference. I like Cloak, too, but if you're often using Sporecloud it might be useful to get Scent of Fear, so you can pursue marines retreating out of the cloud.
I have to say that you're underestimating Sporecloud a little.
Once you've got three hives up, use these as often as possible, preferably in tight spaces. It'll often force the marines to divide, and thus makes them much easier targets.
During assaults, try to seperate heavy marines from the rest.
Umbra is great, but if you're alone, it's sometimes adviseable to stay airborne and try to evade marine fire to preserve energy for the actual fight.
I disagree on the use of carapace however. Lerks are so weak already that their defensive ability to escape and regenerate far outweighs their extremely limited damage absorbtion ability.
Regeneration may be usefull, but I usually play with friends who always build forward defense chambers so healing is not an issue.