Armor Boost's Effect On Lerking
Confusion
Join Date: 2003-10-29 Member: 22108Members, Constellation
<div class="IPBDescription">+5 armor affecting your lerking style?</div> Everyone has concentrated on the early game differences of having a0 take cite+med+cite+2bites now, but i was wondering if the armor boost might be more greatly effecting lerking with it's lower damage per bite. I noticed recently that I suck with the lerk, but I usually can steal a few cheap kills. However I noticed that it seems like it takes many many bites to get to the center of that marine even after some light sporeing.
So if you have actual skills with the lerk do you feel that the armor boost has effected it at all. And if so do you think that a slight boost to the dmg would be appropriate?
Lerk is already one of the least "used" and least vied over positions. Most people are known for their fading or skulking, and few actually choose lerk over either, and when you have such low hp I feel that you should be able to get something other than spores out of your 30 res, or we might see more clans forgoing the lerk and hold out just a little longer for the second/third fade.
So if you have actual skills with the lerk do you feel that the armor boost has effected it at all. And if so do you think that a slight boost to the dmg would be appropriate?
Lerk is already one of the least "used" and least vied over positions. Most people are known for their fading or skulking, and few actually choose lerk over either, and when you have such low hp I feel that you should be able to get something other than spores out of your 30 res, or we might see more clans forgoing the lerk and hold out just a little longer for the second/third fade.
Comments
190:200 - no difference
230:240 - no difference
270:280 - again, no flipping difference
So nope, same all along. Unless you use absolutely no spores attacking an A1 marine that gets 1 instant med - because he'll now survive 4 bites with 10hp left, instead of being just barely dead. But thats just stupidly marginal.
Also, what the ****? Lerk is like already the insanest lifeform. Did someone take a dump in your brain last night? Spores alone are insanity in a can, add the speed of the Lerk and all you need is the ability to read a situation.
Lerks are overpowered, if anything. Especially on pubs. And if some clan matches force a marine team to siege, one lerk sporing the advance base will draw out the welders frequently and open them up to attack. Commander's worst nightmare, they are.
Lerks are overpowered, if anything. Especially on pubs. And if some clan matches force a marine team to siege, one lerk sporing the advance base will draw out the welders frequently and open them up to attack. Commander's worst nightmare, they are. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
First of all, this is the competitive forums, pubs are worthless to mention here. Second, lerks aren't overpowered at all. One GL = dead lerk. A good shotgunner will kill a lerk too. If the comm is somewhat intelligent, they'll siege from around a corner so the lerk can't spore the marines.
Getting back on topic, the extra armor hasn't affected my play at all. One set of spores negates the +5 armor and takes the marine into the 3-bite range. If you don't spore marines at all, then you're just not using all the tools available.
Oh, and Golden, tell me a siege room on any official NS map that is halfway blocked from spores.
I can do the reverse, here are the best examples:
Shipping on Caged.
Aux comm on Nancy.
The room outside Cargo Transfer South on Veil.
Processing on Hera.
Map design doctrine was built in mind that practically every practical siege room would have vents to spore from, or be easy to spore from the hive room. And in competitive play, shotguns and HMGs rule the day, a GL could be useful for the odd skulk or gorge, but you sacrifice so much more firepower for that ability. A lerk has plenty of time to react after he hears those four shots ringing out, and if he got hit directly by them, then he was standing still and being predictable, something that you can't have in competitive play at all.
Why do you think the better clans try to rush the hive outright instead of sieging? It's more effective, and because it doesn't force them to stay in one place. Movement is crucial in NS, and when you stand still, you're a sitting duck.
It's much easier for marines to defend a position than assault one, but they still rush because it's better than building (and you won't be able to shoot for about a second if something comes your way) and getting spored while fades just blink in and out whittling down your marines.
150:160 - no difference.
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7 seconds of gas instead of 6 to get them down to 2 bites
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190:200 - no difference
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3 seconds instead of 2 to get them down to 3 bites
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230:240 - no difference
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9 seconds instead of 8
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270:280 - again, no flipping difference
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6 seconds instead of 5 for 4 bites
In addition to the one second a marine gets automatically, if he gets medded at all, it will take two extra seconds.
Not that that's a huge difference, but it could easily show up occasionally.
Personally, I'm just surprised that no one has yet posted saying lerks should not be trying to get bite kills <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Makes for a nasty surprise, ya know?
Well... it's in the game, why not use it?
Yeah, if the marines are good shots, you won't be able to stay in there for too long (if they have LMGs and nothing more). But going against 1 or 2 LMGers is fine if you don't screw up moving (collide with a wall or get stuck on some map geomtetry) or don't fly straight at them.
And in response to the first post, no, I haven't noticed any difference.
Adren seems more useful overall, however.
And I notice no major difference in lerking style, the armor just helps a bit vs fighting aliens in gas.
Real men take redemption <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
As for the armour change. If anything it's made clans more willing to use strats that center around lerks.
Hey gunner, we havent seen you on the server in forever. Where did you go?
Adren seems more useful overall, however.
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The same could be said for fades. Truth be told I don't know why more lerks don't use adren as all they do is sit in vents and spore.
[edit] Recoup I don't pub much anymore as I spend most of my playing time scrimming.
Adren seems more useful overall, however.
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The same could be said for fades. Truth be told I don't know why more lerks don't use adren as all they do is sit in vents and spore.
[edit] Recoup I don't pub much anymore as I spend most of my playing time scrimming. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
With celer you don't need vents and can still gas HMGs and shotties if you want. You still move slow enough with adren that you really can't affort to show your face anywhere beside vent's or down long hallways, where you won't get mowwed down instantly. With celer fly right into the marines face in hallway, snap your mouse to look at them to gas, then fly out of there an instant later. Go back the the hive to recharge adren, and rinse and repeat. You also have the advantage of being able to go for your average bite kill quite often, and being able to retreat much more successfully if you get caught of gaurd somewhere.
Adren seems more useful overall, however.
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The same could be said for fades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't see adren fades as that useful, but yes, celerity fades with movements near-by and a hive can rip apart even the most well put together HA trains with skulk support.
Yes lerks are ridicilous overpowered but to reach that point you need a quite a skills. Unless you are sporing which even ADj and anni(whos t`s lerk nowayds?) do 70% of the time
Who i am?
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I agree, I think the lerk is greatly underestimated and they do a ton of damage. 90% of the time marines try to siege a hive or build a tf, its the lerks spores that prevent it and add in the huge cost of med pack spam JUST for the lerks spores alone cost more then the lerker. So a real good lerker is almost as valuable as a fade.
You've got to have quite a slow reaction time if you die from full HP to a pistol, as its ROF cap is 1 half the LMG, meaning you'd have to sit around for about the same time period as 20 LMG bullets without moving back in your vent at all.
And I'm quite positive a pscript doesn't kill anything- the act of fireing and aiming your pistol might, however.
You've got to have quite a slow reaction time if you die from full HP to a pistol, as its ROF cap is 1 half the LMG, meaning you'd have to sit around for about the same time period as 20 LMG bullets without moving back in your vent at all.
And I'm quite positive a pscript doesn't kill anything- the act of fireing and aiming your pistol might, however. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I have yet to see a pistoler who can take down a flying lerk with script or no. It's hard enough to aim at them with an LMG or HMG, pistols are just useless against them unless they make the mistake of sitting still in a vent.
To add my $0.02- a celerity pancaking lerk cannot be killed. (It's gotten to the point where I just ignore lerks, and scan for skulks taking advtange of the lerk acting as a decoy... All the while watching spores sap my health).
I think they really need to lower the effects of celerity on the lerk.
Unless they are Spanish lerks, in which case, when they bite you at point-blank, you still need to aim at their spawn location, such is their abuse of cl_updaterate <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
To add my $0.02- a celerity pancaking lerk cannot be killed. (It's gotten to the point where I just ignore lerks, and scan for skulks taking advtange of the lerk acting as a decoy... All the while watching spores sap my health).
I think they really need to lower the effects of celerity on the lerk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i do believe that's the point of the lerk, well done :/