Lerk Tips
Sephiroth2k
Join Date: 2002-04-21 Member: 481Members, Constellation
This is a thread to post your various tips as Lerk. Flying, killing, whatever. To start it off...
-o- Lerk flying can get pretty frustrating, trying to take the turns and still manage to live. If you want to be able to turn around corners and such well try this.. when you are flying towards a corner (say its a right turn), a little before you get there turn to the right 180 degrees and keep flying straight, it helps to get around the corner and keep going in the right direction. To continue down the hall just turn back around and face straight.
-o- Lerk flying can get pretty frustrating, trying to take the turns and still manage to live. If you want to be able to turn around corners and such well try this.. when you are flying towards a corner (say its a right turn), a little before you get there turn to the right 180 degrees and keep flying straight, it helps to get around the corner and keep going in the right direction. To continue down the hall just turn back around and face straight.
Comments
It's true. The particles mean nothing; just make sure your target is inside your crosshairs and fire. The weapon is hitscan, and deals damage instantly towards what you're aiming at.
Actually NO! The spike models are just there for looks... of you aim at it you hit it.
Lerks are a very cool under used part of NS, it enables you to "harass marine squads with impunity"
I'm more than sure the ELS guy is going to pop his head up in this thread sooner or later, he seems to be a "elite" 13rk so anyone could ask him ?'s about lerks
but one thing I want to know is, what defensive upgrade would be best for lerks, I'm leaning towards regen or redemption, becuase your going to be hiding and running away, and unless you have tons of DC's then carapace wouldn't do much, becuase if they have HMG, your going to get shredded anyways.
1st with regen + adren for umbra cover. Fly in drop umbra for fades and run away until umbra is needed again. If its an open marine base i fly in and drop umbra close to the turrets so the fades can hit and run.
2nd with cara + adren for low flying lerk madness.
3rd with cara + silence... Need a few dc close to where i attack but it works well on those long wide tram tunnels and refinary hive or around the viaduct hive!
With the speed the lerk can fly at you shouldnt get hit much, just try not to stall when under fire. Hit and run lerk attacks are great fun and **** off the marines badly! Bite a few heads and run away then spike wots left from a distance. Without adrenalin though, the lerk is alot harder to use.
/me still needs a ::lerk::
And cara jacks your life expectancy crazy.
regen maybe only if far away and taking out turret farms.
Cmon you fly, and fast. A def chamber isnt too far, nor is a hive if it means having 3x the life expectancy. I always go cara, even if raiding the marine base end game. ill fly to a hive, heal and come back. Man moves fast. Just work on hitting vents properly.
And cara jacks your life expectancy crazy.
regen maybe only if far away and taking out turret farms.
Cmon you fly, and fast. A def chamber isnt too far, nor is a hive if it means having 3x the life expectancy. I always go cara, even if raiding the marine base end game. ill fly to a hive, heal and come back. Man moves fast. Just work on hitting vents properly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed.
It's essentially useless in any tight situations, so I don't know if I'd consider this to be a tip, but nonetheless it's a load of fun to play with in big open rooms (Refinery, Viaduct) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you're trying to corner, flap and then hold the space bar down as you approach the corner, then turn and start flapping again. Gliding really helps you control your altitude. It's one advantage lerks have over marine Jetpax...their flying machines are 'on' or 'off', so they have a harder time flying straight and level.
Gliding also helps you hit vents easier.
Play a lerk just as you'd play Joust.
Oh, and one more thing I wanted to mention - something that sounds fun (and was mentioned in these forums before) was the 'umbra divebomb' technique. It involves swooping down on a marine (or group of them) and releasing umbra, then biting them while you enjoy your invincibility. Even if the marines coolly reach for their knives and try to stab you, you still have the edge with something on the order of 60 extra damage per hit.
But gliding is fun. Fun to glide past like a marine start like on caged, hold jump, then look to the side and toss some spikes while going sideways.
Id love to see a map with a big room outside for some dogfighting. When I was a noob i thought that big satellite room was open in Tanith. Like you could bring the forcefield down. Not sure if its true. I thought my first time playing I saw a lerk camping on the satellite. but prolly me not remembering correctly.
only i was harrassing a group of marines a while ago, chomping a few times as i flew past at warp speed.
On one pass i was quite a distance from the marines head, chomped at thin air and the marine
was dead. I tried it again and again until the mariens started with the h4><0r crap
I have also been messing around with skulk chomp and it seems its pretty much the same,
i used to think that i needed to be in contact with the marine to deal any damage but it seems i only
need to be close.
i got 40/11 as skulk only, once i found this out! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I've killed PLENTY of buildings/distant enemys by aiming up! the sprite is fine! It doesnt feel right when it looks like youre NOT hitting it, so i aim up and i still kill...
If Flayra thinks about taking this out i will give him a few lerk spikes where the sun dont shine (that sounds like everywhere from what i hear about the amount of development going into 1.1) (i mean, since he wont have time to go outside...)
Bite - 75 damage, it was boosted up somewhere amoung the patches, the manual is wrong.
Spike - 18 damage, it was boosted up in the latest patch, 1.04
IT has been mentioned that major lerk revamps will be done in NS 1.1 so be prepared. I hope they don't change the physics of flying too much.
Casting umbra while you are 'bite fighting' can really save your butt. But always be sure you have energy to get out of there just in case.
When flying at warpspeed it will really help you if you bite before you get too close to the marine. What i mean is don't wait till impact to bite. Bite has a distance and because of lag when flying fast you may be seeing whats not really there, so biting before greatly increases your odds of getting a sucessful bite in.
I usually go with carapace under all circumstances... hives are never that far away that you can't fly back home and heal up when really injured. I mostly go with adreline, expect under some cases when i find flying with silence really helps on a sneak attack. Celerity is hard for me to work with, it changes all the flight patterns that i'm used to, by mkaing me move so much faster. But it is amazing how fast you can go. For sensory, eighty percent of the time i go with "Enhanced Sight" it just makes things so nice when airborn fighting. By the time we usually have the third hive marines are always flying around with jetpacks. Having enhanced sight on means i never lose sight of them when dogfighting with one anywhere on the map. It also makes it easier to spot rines when flying at high speeds. Cloaking is nice, but i don't stand still that much.
And a lil fact not many know: you can die from hitting a wall too fast.
Happened once on the map with cargo and via. fly top speed up that vent that connects to cargo, BAM! I was doing it strafing to the right, if that makes a diff. Surprised was I when my view tilted and I was dead.
I have never seen you in cal... join it you cow <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> *it needs more clans* although i only check pacific.. so if your central/alantic nvm <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But yea, lerks are usually underrated. A handful of good shots and your dead. Key is to not let them shots hit your umbra, zigzaggin ****. heheh.
And Ill assume you guys like lerking at 1 hive. I feel bad being a lerk fan but I never go lerk at 1 hive. Im not comfortable without adren AND cara.
I need my adren to fly and do anything, and cara obviously to live.
But yea, lerks are usually underrated. A handful of good shots and your dead. Key is to not let them shots hit your umbra, zigzaggin ****. heheh.
And Ill assume you guys like lerking at 1 hive. I feel bad being a lerk fan but I never go lerk at 1 hive. Im not comfortable without adren AND cara.
I need my adren to fly and do anything, and cara obviously to live. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
glow... just fyi lerks are not underrated in clan play... all aliens strats try to get lerks ASAP incase of any type of jetpack attack or if they want to try a gorg/lerk rush
Think about it: Most commanders put up enough turrets to defend all the blind spots of the tf. Once lerk gets umbra, that means that when you attack a tf and umbra, you're getting shot by one, maybe two turrets at one time. And if umbra blocks 5/6 of all shots, that means the tf will be down by the time you take 2-3 hits. Instant ownage.
I hate spore cloud though. Put something that is actually useful in combat there, like a dive function <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .