I`m A Bored Lerk.

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
When there are enough gorges I go lerk, search 2 nice vents and spore marines to death till I have 100 res.
They are just too stupid, standing in my cloud diing, sometimes asking for medpacks, sometimes getting some, but still diing.
They look so cute wasting their ammo, rarely hitting, having full attention to me and none to the comm.
The comm drops an RT, I spore it and 3 marines die while they build it.
Some think they are more intelligent, changing their position, waiting with their shootgun till they see me. I am faster, i have ears and scent of fear, they all die.
Some go watching in my vent from the distance, well thoose die by spikes or a fade that greets them from behind.
Some really oldscool rines try to make ladders. sometimes this succeeds and scares me out of my vent. most times it kills the whole ladder at once, really funny.

movement -> too fast for you
sens -> i know were you are
dc -> waste your ammo, i will stay in my vent.

This game too often continues till I have 100 res and marines only have 2 rts.
ns gets boring when you go lerk, never die, and have capped res when the second hive goes up.
Even if you manage to kill me and 2 hives then, I go gorge, rebuild both and still have 20 res spare.

-> learn the vents. especially in origin lost veil eclipse and caged. most are just too lerk friendly. most players dont even know they exist.
-> get one early grenade launcher or do some massive hive rushs, its the only way to stop lerks in vents.
-> dont do an early relocate. It will turn into a gas chamber quickly.
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Comments

  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    lol... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> what if the marines have a GL?
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    A lot of people don't know how to use lerk, and it annoys me when they do so in the beginnning of a game because they usually either:

    a)die right away becuase they can't hit and run.

    b)sit around doing nothing, spiking the gorge or hanging around the hives

    c)wasting time and res instead of getting a hive or upgrade chambers.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    On a related note, this is one more reason to use a welder on any vent you can close. Closing a vent is a small resource investment that'll probably save you more res in the forms of fewer medpacks needing to be dropped to some areas, fewer structures needing to be rebuilt or repaired, etc.
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    SHHHH! The grenade launcher is 2.0's best-kept secret. (The second best-kept secret is the fact that scanner sweeps reveal cloaked aliens.) Do you want the marines to start winning every game, damn you?
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    edited August 2003
    most likely the rines will trap you somehow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> my fav is making a small TF (prob 3 turrets or so) under the vents just to make sure they don't peak out.... .or just weld the vents' entrancees/exits and then tech to JPs and hand out JP's/shotties and go get the flying skulk <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    edit: 3 posts to my one <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    They're not flying skulks anymore becuase they took my precious bite ;_;
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    heh they are just annoying as skulks some times..... especially skulks that do what they were meant to do... hit and runs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ClintClint Join Date: 2003-08-03 Member: 18816Members
    I've gone Lerk the last couple games I've played. I have a blast.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    Lerks are extremely versatile players. The style you chose to play Ollj is classified as a 'loner'. I prefer to be a support lerk, gasing in fights, umbraing 2nd hive, and being a general thorn in the Rines side. You method, while effective on pubs, is a rather ineffective one in any other environment (there are exceptions of course). But generally I find myself reaping far more benefits when I have other aliens act as distractions - or maybe I'm the distraction - because, as one smart man once said:

    "The Kharra need diversification. A lerk, a gorge and a fade is far more potent than three fades, three gorges, or three lerks. The different evolutions compliment eachother, multiplying the effectivness of a combat group far more with differing levels than conformity ever could."

    Noone actually said that...I made it up.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    When something else is under attack or in danger I umbra and support it asap.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I was sick of hearing people whine about the bite a while back so I tried lerk. First time I played, I got like 25/2 score. Sporing is just sooo easy if you go lerk right at the beginning (no upgrades for marines, no MT, no nothing) and take Scent Of Fear. Lvl 3 SoF is practically immortality since you never get surprised.

    My strategy is this simple:
    -Know the map.
    -Watch nice red circles and make sure they aren't right behind a corner to "surprise" you.
    -If they are behind corners, move a bit closer and throw a spore so they are forced to move.
    -When they move, go to the corner and spore again (unless they come after you, then you retreat and spore).

    If you do this right and don't get surrounded (marines coming from every direction to stop you from retreating), you can hardly die. Regeneration and adrenaline are nice upgrades too, but SoF is the greatest...
  • HuntsmanHuntsman Join Date: 2002-11-25 Member: 9929Members
    An early lerk is extremely difficult to kill, especially in Bast. The vent that opens over the base was his main hangout. He would barely peep out, but he would continually spore. We would hit him sometimes, but he would heal very quickly (either from regeneration or a gorge healing him). We tried sneaking up on him, but the he would hear us exiting our base due to that noisy turnstile (or scent of fear). This lerk would then proceed to spore the turnstile. We would be lucky to get out of our base and out of the turnstile at 40 life. We were spiked from long range before we could even find himin the darkness. We tried welding the vent, but the vent wasn't completely covered. The lerk was able to shoot spores out and get partial protection from the vent cover we'd welded up.

    We could not load up on ammo because he kept sporing the armory. When we left the base we were severely wounded and were eaten skulks or dispatched by a shot or two from a gorge. Everything was chaos because of that one simple lerk. He was able to tear apart our forces and defend one of the entrances to our base without dying once.

    The three tips Ollj provided are definitely useful. While a grenade launcher would be an unpleasant expense that early in the game (especially only in reaction to what a single alien is doing), that is the only way that I could see to have stopped the lerk. This requires a fairly large donation of resources to stop the lerk. I don't like a strategy that forces the marines to possibly change the route of their technology, just to take out one early lerk. The lerk also seemed to pop out early enough that we could not possibly have gotten a weapon upgrade yet. He still would have caused a great deal of damage in that time.

    I like the early hive attack strategy best. This way you're making the aliens react to what you're doing, instead of just holding your ground. I've found that especially on public servers most of the players are gorge at that time, and they may not even reach the hive in time to defend it. It's something I'd like to try. Almost every commander I've had tends to be very defensive. When their base is constantly under attack they keep a lot of people at base. This lerk would be able to spore the forces approaching the hive as well, and even warn of the approaching doom.

    If anyone else has some tactics or strategies for dealing with early lerks, or even late lerks, I'd love to hear them. I've seen lerks spiking resource towers and turret factories from afar, and retreating when any marine, grenade launcher wielding or no, approaches. Heavy armor causes them to lose some of their personal offensive ability late in the game. Is the grenade launcher the only real response?
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    <!--QuoteBegin--[p4]Samwise+Aug 11 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([p4]Samwise @ Aug 11 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SHHHH! The grenade launcher is 2.0's best-kept secret. (The second best-kept secret is the fact that scanner sweeps reveal cloaked aliens.) Do you want the marines to start winning every game, damn you? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    what? I seriously thought ns's best kept secret was teamwork! i mean, its so sekrat, 90% of the players dont know it exists!
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Since the release of 2.0, I've had some serious fun as a lerk, especially on ns_hera. I usually gorge and build stuff until second hive, when we will have DC and either SC or MC. Then I lerk, and fly from the vent near marine start out to the platform area, and quickly over to the glass hallway, where I perch there and prepare to cause chaos.

    First thing I do is spike the resource tower until either it is destroyed, or a marine comes out to investigate (which happens more often than the first one). I watch as they circle the RT numerous times, then the comm pings the area for good measure. Then I unleash a flurry of spikes and kill the unsuspecting victim. After he respawns, he gathers one or two more of his comrades to stop the pest that I am. Spore, spore, spikespikespikespikespike, rinse, repeat. Hide in the cliff to heal with regen when necessary, or to refill adrenaline if we don't have MCs. For pretty much the rest of the game, I am able to keep at least 2 or 3 marines completely distracted, until all of a sudden one of my Onos buddies runs out to devour the last remaining would-be exterminator from the team, and we win.

    Causing such chaos is always good fun.
  • TaiDaisharTaiDaishar Join Date: 2003-08-11 Member: 19417Members
    To you... it's extremely annoying to the opposing team, having to spend so much res so quick for just 1 lerk should ring a bell!

    Getting a GL isn't a sure tactic against lerks either, mainly because they can actually RUN from the grenades before they explode, return to place, spores, run from grenade rinse and repeat, I've done it numerous times.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    Yes, depending on the vent layout a lerk can usually escape from grenades easily. The only way to deal with a vent-lerk for sure is send a jetpacker in with a shotgun. This may be a huge pain for the commander who might not want to spend precious resources researching jetpacks, which makes the lerk an even bigger nuisance.

    Playing as a lerk myself I've seen situations where there are up to three lerks in the same vent. One using umbra to protect the other two who are spore-spamming the poor old marines.
    I think it would make sense to make most, if not all, vents that overlook the marine spawn weldable, otherwise the marines quickly find themselves spawning in a green, foggy base for the entire game.
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    Hmmm.... getting pwned by lurks? I don't see the difficulty in killing lerks. Spike shooter doesn't even compare to the light machine gun's power, and most of them are just ignorant because they like to spore spam bases...well at least I always ignore that...I can't speak for everyone.

    Here's a lil advice from me. If you see a lerk in the vents, sporing armorys in most situations, ignore him and stay away. If you see him attacking you in hallways, then chase him down until he's clear out of your territory. And finally, If you see him supporting his comrades, just focus on killing him first then his comrades.
  • oooooo Join Date: 2003-03-19 Member: 14709Members
    <!--QuoteBegin--ub3rbr0k3+Aug 12 2003, 01:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ub3rbr0k3 @ Aug 12 2003, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--[p4]Samwise+Aug 11 2003, 09:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([p4]Samwise @ Aug 11 2003, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SHHHH!  The grenade launcher is 2.0's best-kept secret.  (The second best-kept secret is the fact that scanner sweeps reveal cloaked aliens.)  Do you want the marines to start winning every game, damn you? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    what? I seriously thought ns's best kept secret was teamwork! i mean, its so sekrat, 90% of the players dont know it exists! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    so true
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    A possible counter would be early teching. To gather the res for level 3 weapon upgrades , your marines have to go hunt random skulks and gorges (remember , if the lerk choses to only harass the marine base he can't defend his team effectively) , both staying away of the lerk and earning res. Higher upgrades increase your chances of killing lerks when catching them off guard.
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    seen a few Lerks like this.. mostly though , Lerks are a waste of air .

    especially when wpns are becoming upgraded.
    better have some dc in the vent with you, cause 2 or 3 bullets sends ya to Walhalla (or where-ever it is the Kharaa spend their afterlife.)

    "elite" Lerks are a force to be reckoned with though, especially with an Onos buddy hiding behind the corner to devour any marine brave enough to pursue nearly death flyers..
  • Juchel_ZeroJuchel_Zero Join Date: 2003-07-14 Member: 18155Members
    Did anybody saw a silence lerks using spikes and no spores?
    It's the most annoying thing in that game for sure.
    So annoying i dropped 3 heavys trying to build a tf, they finally did build the tf and 2 turrets.
    The turrets saw me with their aimbot and I was obliged to get away <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .
    However the best place for lerking is refinery hive: it's huge, dark and open.
    All the heavys can do against lerks in refinery is watch their armor go down and down and down the drain.
    Couldn't do that in 1.04 where they all had jetpacks.
  • DismanDisman Kentucky Join Date: 2003-04-05 Member: 15227Members
    Marq,

    I've just recently tried out the lerk and I love it. The thing is is that lerks are most effective when used in pairs I believe. (I'm still a new lerk so I could be wrong it would be nice to see who agree/disagree with me) One sporing/spiking while the other using umbra when needed. Like the others said they harass marines and they totally forget about the comm. What is an lmg going to do when only 1/4 bullets can get through umbra?? Usually there is a nice compliment of skulks to back the lerks up as well. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Lerks are totally effective against LA marines when in flight

    Sadly you need adrenaline

    But they best work in pairs or in a mixed group

    Is a skulks gonna xenocide a group of marines??Umbra the marines
    Is a Fade gonna blink behind that F and slash it to death??Umbra the TF
    Is the Onos gonna start opening a can of whup-***??Umbra the Onos

    Umbra is truely a great thing....BTW I am one of those silenced spiking lerks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Lerks were meant to annoy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->RUN from the grenades before they explode<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not true, if you can spore me, I can nade you. Just need to know how to figure out the right angle to get a direct hit (or try to get them to pop out for 1 second). Heck, I took out 2 fades and 4 skulks with one gl clip before.

    Anyways, the main problem with early lerks is that 'rines just don't know how to flank. A quick flanking maneuver forces the lerk to either engage a 'rine in close quarters, or to fly out of the vent and engage more 'rines in non-close-quarters. The exceptions are, of course, really really long vents, wherein the lerk can just keep flapping away and gassing behind him, while marines crawl like babies (in that situation, just ignore the area until the lerk comes out).
  • IjustwannaknowIjustwannaknow Join Date: 2002-12-19 Member: 11121Members
    ive always loved playing as a lerk!

    They've made the class so much better!
  • DeronokDeronok Join Date: 2003-03-17 Member: 14613Members
    Lerking in the EC Rine start vent is fun, I jump down, spore, quickly fly back up and then people think they're going to kill me by camping below the vent, so I umbra the vent a few times, go over, spore a few times, then spike them, it's just so fun and easy to do.
  • ProtomanProtoman Join Date: 2003-08-09 Member: 19291Members
    If you are bored, try coordinating with fades to make an early attack on some marine expansions.

    Umbra, especially combined with adrenaline, will take down anything fairly eas
    y.

    Most commanders don't seem smart enough to counter lerks or bilebombing gorges with the grenade launcher.

    Combine that grenade launcher with a jetpack+Welder and you have the ultimate base tender.

    He can shoot out buildings, around walls, he can get to hotspots fast, weld them up, and he doesn't have to engage anything he doesn't want thanks to his jetpack.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    You get celerity and not adren for the lerk?
  • TsukasaTsukasa Join Date: 2003-03-27 Member: 14928Members
    personally I find it a rather simple matter of owning the lerk with some rapid pistol work any time he pokes his head around to spore. Even if he doesn't die, he's going to have to retreat and heal or next time he will.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Alot of ppl feel its better to seal the vent on ns_bast in the cargo hold (Marine Start), I dissagree, keep it open, being bable to shoot in there better and have a skulk or two get into base is far less annoying then a Lerk in there sporing you again and again!

    I have yet to see anyone realize that if you just place your Armory and stuff at the back of the cargo hold, you can seal that vent and allow for much improved protection over all. The IPs should be placed directly under the vent and once its sealed the lerk is useless in that vent.

    Place a few turrets on the Big black Cargo pad in the middle and they will keep shooting directly into that vent, hitting the lerk enought o make him realize that vent sporing isn't going to be much use this time around!

    Very Few commander play the map with things like vents of walls in mind.
    Some commanders think like that (me) but then you have ppl like me, WHO SUCK DONKEY BALLS AT BEING COMM! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
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