<!--QuoteBegin--TheHornet+Mar 22 2003, 12:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheHornet @ Mar 22 2003, 12:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--AIRinc.F|aReZ+Mar 21 2003, 09:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Mar 21 2003, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what gd are 1 hive lerks against anything but jps? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> killing marines faster... i have much better control with the lerk than i do with teh skulk, and i can get around the map much faster from resource node to hive and back to the gorge easily. Lerks make great assualters. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> thats y, if your a lerk pro who can ensure you wont die 2 mins later by all means lerk. if you can contribute to your team by lerking then lerk! but not many people can do so well enough to warrent the res slowdown. and sometimes that 33 res is needed for quick mass fades when the second hive is up (usually to take down a seige base asap)
i would say lerks could take down that siege base faster... i mean if a fades going at a turret'd area he's gonna sit and shoot acid spores for awhile, at turrets until it can get a clear shot at the TF, lerks can fly in cast a little umbra and bite the TF first, two lerks, means two umbras and faster down, while the fade has to break down the line of turrets first. This just futher emphasises the fact that lerks are better than fades \ <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--TheHornet+Mar 22 2003, 11:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheHornet @ Mar 22 2003, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would say lerks could take down that siege base faster... i mean if a fades going at a turret'd area he's gonna sit and shoot acid spores for awhile, at turrets until it can get a clear shot at the TF, lerks can fly in cast a little umbra and bite the TF first, two lerks, means two umbras and faster down, while the fade has to break down the line of turrets first. This just futher emphasises the fact that lerks are better than fades \ <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> my point being that acid whoring fades are not taken into consideration. the fades im talking about are melee.
i found that now i can use a lerk properly and know how leap works i almost allways pick skulk or lerk over fade now, only reason i choose fades now is if my team is poor or if the team really needs the extra penguin fire power
<!--QuoteBegin--[Black Ops] Lerk Master+Mar 20 2003, 08:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Black Ops] Lerk Master @ Mar 20 2003, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, lerks are a support unit, which is why they have umbra and spores ... THAT is how to use a lerk, as a distraction.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree on that. In games I play where aliens are doing well, I will usually be one of the few that will evolve to lerk. I will then follow a fade or group of fades around on the way to a site where Marines have set up shop. Although I may not be able to do as much damage as the fades, the umbra I raise gives my comrades protection and thus helps the Kharaa.
And then there are those times where you raise umbra and give the Marines some good spikin' action. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--hapatec+Mar 27 2003, 05:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hapatec @ Mar 27 2003, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[Black Ops] Lerk Master+Mar 20 2003, 08:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Black Ops] Lerk Master @ Mar 20 2003, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, lerks are a support unit, which is why they have umbra and spores ... THAT is how to use a lerk, as a distraction.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree on that. In games I play where aliens are doing well, I will usually be one of the few that will evolve to lerk. I will then follow a fade or group of fades around on the way to a site where Marines have set up shop. Although I may not be able to do as much damage as the fades, the umbra I raise gives my comrades protection and thus helps the Kharaa.
And then there are those times where you raise umbra and give the Marines some good spikin' action. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i do this ONLY if the fades are going into a turreted base and actually USING their swipe INSTEAD OF CAMPING OUTSIDE AND SPAMMING ACID. i dun think these fades are worth your umbra. since you can just fly in, umbra and chomp away. if the fades go in, then by all means go in and umbra too.
<!--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-->Pistol + Netcode = Dead lerk. Hate to break it to you lerk lovers but armor or no you can still die in the blink of an eye along with the 2 res (carapace) skulks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well with a pistol you have to hit all 10 bullets(9 @ lvl3 guns) if the lerk has lvl3 cara, and unless the lerk is really stupid ie: sitting still its gonna be hard to land all 10.
<!--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-->A question to the uber-lerks of this board: would you have a problem with another player going gorge on your team? You're using up YOUR res to go lerk, so is it a problem if the gorges uses HIS/HER res, even if you already have a gorge? What about another player going lerk? What if right before the 2nd hive, all the skulks went lerk?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Believe it or not but a 2nd gorge doesnt hurt the team that much. Infact it helps 1 gorge can constantly be at the hive healing it and placing OCs and DCs, while the 2nd on caps res and eventaully a 2nd hive. Also a skulk going lerk doesnt slow up the aliens res nearly enough to hurt the team.
<!--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, as has been said, are bat-like skulks.. at one hive, thats all.
They are pretty good since they can fly, but it uses too much energy, so they are very hit and run style (since attacking uses alot of energy too). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No lerks can take more hits than a skulk. Also they are harder to hit. Lerks can close the distance on a marine 10x faster than a skulk can. Lerks are pretty much needed against good marines.
Learn to conserve energy you can usually fly from end to end on a map w/o using up all your energy(w/o adren).
<!--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, lerks are a support unit, which is why they have umbra and spores.
This means they assit a group of skulks in rine' killing. Either a marine shoots at the skulks at his ankles or the seemingly invisble bat thing in the air...
THAT is how to use a lerk, as a distraction. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lerks are far from just support units. True they have umbra(I don't see how spores are support attack??). Lerks are more deadly than skulks.
<!--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-->i would like to point out that lerks dont really stop a jet rush if its done properly, not because the lerks sucks or whatever, but a PROPER jet rush appears 4 minutes into the game, assuming u do it the ip armoury arms lab protolab sell arms lab jp attack method. therefore, early game lerking (as soon as you hit 33) isnt viable, because either your too slow, or you dont need it yet (what gd are 1 hive lerks against anything but jps?) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm actually if the marines are doing a 4min jp rush, I dont think they will have hmgs thus the lerks will be great for taking out the jps.
JP LMG marine vs cara lerk is Very fun IMO
<!--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-->What's better to kill Marines as lerk? Spikes or Biting?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well usually biting, but spikes against HMGs if the marine knows how to aim you wont last against an HMG.
<!--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-->its not that lerks are bad, its just that their so easy to kill, regen lerk is just a joke, what like 3 pistol shots and its dead? well in my experiance most lerk encounters have been me seeing a bunch of spikes coming from a vent and landing on a phase gate, i just aim my pistol and fire off 10 rounds into the lerk before it can react, pistol has a good rate of fire, and can empty its mag before a lerk player can touch his keys to moove.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes regen lerks are a joke, thats why lerks should get carapace.
<!--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-->If you can do enough damage to validate preventing your whole team (!) from having level 2 abilities, upgrades, and evolutions, for an extra min or 2 then by all means go lerk. However, that's a heavy burden, and unless you do something that you can't do as a skulk well enough to count (86 jpers on some open maps, take out key, well defended structures from afar like in power silo, etc), just stay skulk. Fades can take out jper's too, so don't worry about that unless it's an immediate threat (ie can't wait 2 minutes).
Please please please take an escort with you if you go lerk, at least most of the way to your destination. A lone rambo who gets the jump on you is enough to make the 33 res absolutely worthless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Going lerk wont slow down the res 2 minutes, heck a 2nd gorge done right will only slow down a 2nd hive by about 90sec.
Also anything but a 2nd lerk for escourt will just slow the lerk down.
I feel it may be prudent to mention that at a 1 hive stage lerks are significantly more effective at defense than offense due to their energy restrictions with only carapace.
<!--QuoteBegin--RenegadeOTV+Mar 30 2003, 03:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RenegadeOTV @ Mar 30 2003, 03:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's better to kill Marines as lerk? Spikes or Biting? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> it depends on the circumstances... i almost always perfer getting up in the marines face and killing him quick and being done with it... but sometimes a mix of bites and spikes helps... especcially on the big gunned and heavy armoured... but my vote says bites are better...
And if you add the fact that a lerk gliding in your face at amazing speeds is a very frightening sight for a marine to the strenght of the bite you'll have MANY dead marines. Usually you can kill 2 of them at a time with 1 hive if skilled, and with 2 hives you can kill even 4 of them in confined spaces by careful use of umbra. That would definitely slow them down and not to mention the next time they'll be in front of you, if they are not veterans they'll surely be at least a little scared.
My respects to every player I see killing marines with bite. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
edited March 2003
gliding and biting are a good way to kill marines, but if it's a major engagment, then it's best to use your lerk to lerk (Suprise suprise) and then let them spikes fly, but the ELS guy is right, it all depends
<!--QuoteBegin--th@ annoying kid+Mar 31 2003, 05:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (th@ annoying kid @ Mar 31 2003, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gliding and biting are a good way to kill marines, but if it's a major engagment, then it's best to use your lerk to lerk (Suprise suprise) and then let them spikes fly, but the ELS guy is right, it all depends <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hide and umbra divebomb if many, if only 1-2 marines umbra is not much needed
spikes sometimes simply can't do it, especially when you're hiding up above between beams, marine only need to bounce a little to stay relatively safe and for the time you tire up to spike walls and come down he could easily nail you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> If you're going to hide prepare to bite, spike only if SURE of the kill.
Ill take my teeth over spikes anytime. The weird physics make it easy to just fly directly above a marine and bite him to death, since his vision is skewed with every bite and its pretty hard to shoot something directly above you as it is. Spikes are gd against JPs since its slightly harder to fly bite a jping marine.
Comments
killing marines faster... i have much better control with the lerk than i do with teh skulk, and i can get around the map much faster from resource node to hive and back to the gorge easily. Lerks make great assualters. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thats y, if your a lerk pro who can ensure you wont die 2 mins later by all means lerk. if you can contribute to your team by lerking then lerk! but not many people can do so well enough to warrent the res slowdown. and sometimes that 33 res is needed for quick mass fades when the second hive is up (usually to take down a seige base asap)
the acid rockets and spore clouds are out tonight!
my point being that acid whoring fades are not taken into consideration. the fades im talking about are melee.
I agree on that. In games I play where aliens are doing well, I will usually be one of the few that will evolve to lerk. I will then follow a fade or group of fades around on the way to a site where Marines have set up shop. Although I may not be able to do as much damage as the fades, the umbra I raise gives my comrades protection and thus helps the Kharaa.
And then there are those times where you raise umbra and give the Marines some good spikin' action. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I agree on that. In games I play where aliens are doing well, I will usually be one of the few that will evolve to lerk. I will then follow a fade or group of fades around on the way to a site where Marines have set up shop. Although I may not be able to do as much damage as the fades, the umbra I raise gives my comrades protection and thus helps the Kharaa.
And then there are those times where you raise umbra and give the Marines some good spikin' action. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i do this ONLY if the fades are going into a turreted base and actually USING their swipe INSTEAD OF CAMPING OUTSIDE AND SPAMMING ACID. i dun think these fades are worth your umbra. since you can just fly in, umbra and chomp away. if the fades go in, then by all means go in and umbra too.
Well with a pistol you have to hit all 10 bullets(9 @ lvl3 guns) if the lerk has lvl3 cara, and unless the lerk is really stupid ie: sitting still its gonna be hard to land all 10.
<!--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-->A question to the uber-lerks of this board: would you have a problem with another player going gorge on your team? You're using up YOUR res to go lerk, so is it a problem if the gorges uses HIS/HER res, even if you already have a gorge? What about another player going lerk? What if right before the 2nd hive, all the skulks went lerk?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Believe it or not but a 2nd gorge doesnt hurt the team that much. Infact it helps 1 gorge can constantly be at the hive healing it and placing OCs and DCs, while the 2nd on caps res and eventaully a 2nd hive. Also a skulk going lerk doesnt slow up the aliens res nearly enough to hurt the team.
<!--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, as has been said, are bat-like skulks.. at one hive, thats all.
They are pretty good since they can fly, but it uses too much energy, so they are very hit and run style (since attacking uses alot of energy too). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No lerks can take more hits than a skulk. Also they are harder to hit. Lerks can close the distance on a marine 10x faster than a skulk can. Lerks are pretty much needed against good marines.
Learn to conserve energy you can usually fly from end to end on a map w/o using up all your energy(w/o adren).
<!--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, lerks are a support unit, which is why they have umbra and spores.
This means they assit a group of skulks in rine' killing. Either a marine shoots at the skulks at his ankles or the seemingly invisble bat thing in the air...
THAT is how to use a lerk, as a distraction. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lerks are far from just support units. True they have umbra(I don't see how spores are support attack??). Lerks are more deadly than skulks.
<!--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-->i would like to point out that lerks dont really stop a jet rush if its done properly, not because the lerks sucks or whatever, but a PROPER jet rush appears 4 minutes into the game, assuming u do it the ip armoury arms lab protolab sell arms lab jp attack method. therefore, early game lerking (as soon as you hit 33) isnt viable, because either your too slow, or you dont need it yet (what gd are 1 hive lerks against anything but jps?) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Erm actually if the marines are doing a 4min jp rush, I dont think they will have hmgs thus the lerks will be great for taking out the jps.
JP LMG marine vs cara lerk is Very fun IMO
<!--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-->What's better to kill Marines as lerk? Spikes or Biting?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well usually biting, but spikes against HMGs if the marine knows how to aim you wont last against an HMG.
<!--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-->its not that lerks are bad, its just that their so easy to kill, regen lerk is just a joke, what like 3 pistol shots and its dead? well in my experiance most lerk encounters have been me seeing a bunch of spikes coming from a vent and landing on a phase gate, i just aim my pistol and fire off 10 rounds into the lerk before it can react, pistol has a good rate of fire, and can empty its mag before a lerk player can touch his keys to moove.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes regen lerks are a joke, thats why lerks should get carapace.
<!--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-->If you can do enough damage to validate preventing your whole team (!) from having level 2 abilities, upgrades, and evolutions, for an extra min or 2 then by all means go lerk. However, that's a heavy burden, and unless you do something that you can't do as a skulk well enough to count (86 jpers on some open maps, take out key, well defended structures from afar like in power silo, etc), just stay skulk. Fades can take out jper's too, so don't worry about that unless it's an immediate threat (ie can't wait 2 minutes).
Please please please take an escort with you if you go lerk, at least most of the way to your destination. A lone rambo who gets the jump on you is enough to make the 33 res absolutely worthless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Going lerk wont slow down the res 2 minutes, heck a 2nd gorge done right will only slow down a 2nd hive by about 90sec.
Also anything but a 2nd lerk for escourt will just slow the lerk down.
The latest alien strategy envolves 4 lerks + 2 gorge rush.
it depends on the circumstances... i almost always perfer getting up in the marines face and killing him quick and being done with it... but sometimes a mix of bites and spikes helps... especcially on the big gunned and heavy armoured... but my vote says bites are better...
My respects to every player I see killing marines with bite. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
hide and umbra divebomb if many, if only 1-2 marines umbra is not much needed
spikes sometimes simply can't do it, especially when you're hiding up above between beams, marine only need to bounce a little to stay relatively safe and for the time you tire up to spike walls and come down he could easily nail you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> If you're going to hide prepare to bite, spike only if SURE of the kill.
My two cents on stealth lerking :|