Quick Lerk Tips

NullzeroNullzero Join Date: 2002-11-05 Member: 6968Members
<div class="IPBDescription">kill times with spike attack</div>Just some info that might help some people out... I'm sure we've all been in a situation where marines hold two hives, and the aliens have to take one of them back to survive...

So, via my own testing (1.04d), it takes about 1.5-1.75 un-upgraded energy-bar's worth of lerk spikes to kill a single marine turret. That means you lock your aim onto the turret head, hold down fire until all your energy is depleted, then wait for it to recharge about 50-70% of the way, then lock on and hold down the fire button again until energy is depleted again.

This is with no adrenaline upgrades... this is just base energy recharge.

And, it takes about 5 complete energy bars of spikes to kill a turret factory. (Again, with no adrenaline).

Also, when aiming, make sure your crosshair is on the target... the spikes that you see shooting don't do damage... they're just tracers. The spike attack is instant hit and has near infinite range (at least as long as the marine's LMG range), and has pretty much perfect accuracy. I've killed countless marines that are down a long hallway, even when the spikes I'm seeing are falling short.

Anyway, it's by these "number of bars" that I use to gauge my own attacks, and guess how much life is left on a structure. It's useful to know, because often times, as a lerk, you'll be continiously attacking a target, and it won't die... and going in close to inspect its health can be a problem.

So, I hope you guys can use this info to crush those silly marines :P

I've been meaning to test Phase Gate kill times as well, but haven't had a chance yet...

-----
Nullzero

Comments

  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <!--QuoteBegin--Nullzero+Jan 14 2003, 02:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nullzero @ Jan 14 2003, 02:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the spikes that you see shooting don't do damage... they're just tracers. The spike attack is instant hit and has near infinite range (at least as long as the marine's LMG range), and has pretty much perfect accuracy.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i've been wanting a confirmation on this forever. omfg thank you so much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    If the Spikes you SEE are actually tracers andif they are exploding on a ledge or something near you, even if your crosshair is on the TF, are the REAL spikes actually hitting the TF or the ledge?
  • NullzeroNullzero Join Date: 2002-11-05 Member: 6968Members
    <!--QuoteBegin--hoju2+Jan 15 2003, 07:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hoju2 @ Jan 15 2003, 07:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the Spikes you SEE are actually tracers andif they are exploding on a ledge or something near you, even if your crosshair is on the TF, are the REAL spikes actually hitting the TF or the ledge?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good question... you know, I'm not really sure. For me, that situation happens pretty rarely, so it's hard for me to test.


    -----
    Nullzero
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    edited January 2003
    <!--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-->
    Good question... you know, I'm not really sure. For me, that situation happens pretty rarely, so it's hard for me to test.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well get on it!!! Just joking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Good work on the destruction times though, I think too many people underestimate the Lerks power, which obviously can destroy a TF in just 5 energy bars.

    As for the Spike hitting the ledge in front of you, get on the catwalk in the Viaduct Hive (not sure what Map) and try and shoot any Marine buildings beneath you, its very hard to find the spot where they can shoot you but you can hit them without hitting the catwalk. Also in the Maitenance Access Hive the hanging lights pose the same problem.

    For more Ledge-Spike problems check out this post:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=18929' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=21&t=18929</a>
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    the other day I was a marine and we held refinery and engine room (or was it feedwater...) anyway we were very confident that event with only 4 turrets, sc and phase at each we could take our time and get ou resources up to finish off the last hive easily.

    Then we got hit by an organised strike at refinery. It was very impressive and quite disturbing - moral of the marines dropped and they started to make silly mistakes, it was 7 a side so an educated guess was 2 skulks 3 lerks and a gorge, mybe 2 gorges. But it felt like 5-10 lerks dozens of skulks and 3-5 gorges, it cant of been but it FELT like it.

    The skulks did run through and round as a distraction bit a few marines and created a bit of a stir, the lerks took perches up above and hid from sight and the carapaced gorges dropped OT's and did health spray on them and anything that came near (skulk/marines anything).

    The turrets all targetted the skulks and then the OT's as these were closest and our marines initially targerted the skulks, but we lost many to lerk fire before we even realised they were there. Lerks were everywhere except were you looked! we had hmg's jetpacks and heavy armour and they slaughtered us. the HA slowed us down making us easy targets and the hmg's are useless at range so we all had to resort to pistols a lot of our people werw carrying welder instead :/ when the lerks took out the phase and the TF it was all looking pretty dire.

    Those with JP were only lightly armoured and the lerks took them down with a barage of fire as soon as they tried to move in. The battle at refinery lasted about 15 minutes and in the end we lost it. Lucky for us they couldn't use the same tactic at the other two hives and we did eventually win (I think). I often use those tactics but I have never seen them executed all at once in such a well organised alien strike.
  • kaxmankaxman Join Date: 2002-11-02 Member: 4149Members
    This is humorous, since I and other people took care of this topic in the "Definitive Guide to Lerks" thread a long time ago. The search feature is your favorite friend. Use it.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    In pity I repost this:

    Lerk spikes travel in straight lines. They tend to hit near or on the crosshair. You do not need to make any adjustments for distance. The spikes that you SEE are false and misleading, the actual shots are instant straight-line shots that land in a tight cone about the crosshair.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    edited January 2003
    <!--QuoteBegin--kaxman+Jan 15 2003, 01:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kaxman @ Jan 15 2003, 01:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is humorous, since I and other people took care of this topic in the "Definitive Guide to Lerks" thread a long time ago.  The search feature is your favorite friend.  Use it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So, according to your logic, if there was EVER a post pertaining to a topic, no matter how long ago it was, its pointless to start a new post about it involving new people instead of searching for it and adding onto some retired 8 page post.

    Its not like where asking "What does Redemption do?' where having our own conversation, if you don't like if for some strange reason, no need to respond.


    And how is this:
    <!--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-->Lerk spikes travel in straight lines. They tend to hit near or on the crosshair. You do not need to make any adjustments for distance. The spikes that you SEE are false and misleading, the actual shots are instant straight-line shots that land in a tight cone about the crosshair. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    any different from this:
    <!--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-->Also, when aiming, make sure your crosshair is on the target... the spikes that you see shooting don't do damage... they're just tracers. The spike attack is instant hit and has near infinite range (at least as long as the marine's LMG range), and has pretty much perfect accuracy. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->?

    We know, no need for "pity."
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    If your just having a natter rather than discussing tactics go to the village post office aka the general discussion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Seriously though these things ain't new, large groups of lurks in open spaces ARE devistating soley because of the hitscan, get 5 people with a good aim and you can pretty much instantly kill a HA, focus fire people focus fire. Because of this marine bases shouldn't be built out in the open if you can possibly help it.

    Battle gorges aka turret rushing are a standard tactic on the server I frequent. As are some other tactics which ain't for public domain relase <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    You amaze me by telling people that a turret dies in 1.5 while a turret takes 5.. and then fail to take the tactic to its final conclusion, use the spikes to make a hole in the TF use a skulk or your own teeth to finish off the TF.

    Of course really if attal possible you should hit the phase first marines>turrets.

    BlueGhost
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    actually, in 1.04 I'm gonna be going for the phase gate. Should be quire an easy target.
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    edited January 2003
    Testing enviroment: ns_caged
    Testing variables: No adrenaline upgrage
    Test version: v1.03
    Straigth line of fire (proably 10 steps away from target)
    Charge: Full charge after energy was fully used.
    Mission objective: Target any item, use energy fully & wait for full charge and then repeat until the object is destroyed.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    Item                                        | Charges
    ----------------------------------------------------
    Advanced turret factory         4.5 charges
    Turret                                     3 charges
    Siege Cannon                         3.5 charges
    Armory                                    3.5 charges
    ArmsLab                                  3.5 charges
    ProtoTypeLab                          3 charges
    Secondary command console  14 charges
    Observatory                            1.5 charges
    PhaseGate                              4.5 charges
    ResourceTower                        7.5 charges
    Infantry portal                         4.5 charges
    Primary command console       15.5 charges (precisely 15.2 maybe)
    Normal turret factory               3.5 charges
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited January 2003
    In 1.03 advanced TF's are always preferable because they don't show the health and newbs will ALWAYS <b>ALWAYS</b> get bored of welding them befor they're done.

    in the newbs mind:
    Man this is dull, it might even be completly pointless, why's the com telling me to weld this, I've never even seen it be attacked, man this is dull.. hmm I could go rambo using my LMG instead of welding this.. man... its so dull.. this train of thought takes about 2 blocks of welding health to complete, at the end of it they run off and die losing the welder somewhere useless.

    The trick is spike down the TF, when you know its about to go down call the skulks, the second its down fly in and use your teeth on the phase.

    Untill the adv TF displays its health it will ALWAYS be the best target.

    Advanced armouries (ns_caged anyone) also make good targets for the same reason.

    BlueGhost
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    wow Nupi, thats really cool chart you made, but mind redoing it for 1.04 since spikes now do more damage and buildings like phases have changed stats.
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