Lerks...

DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">yes the annoying little flying buggers</div> One of my favorite classes to go as alien is lerk, but lately i have found that lerks are extremly deadly even against a group of skill marines, at level 1 weapons it seems to take mroe than a lmg clip to kill them. especially when thier flying into the cieling, u can barly see them. i just came from a game in nancy and no matter how much we rushed these 2 lerks they just pummled us, ill admit towards the ending game lerks are nothing but in the begining they can cause the game to be lost to the rines. in tanith when they fly outside the marine spawn on the ceiling u cant see them at all (this should be adressed) now ill admit i am complaining somewhat about lerks, and it seems to me that its thier hp, i think they should be strictly a support unit in the begining games not a weapon of mass destruction in a group of 2-3, if thier hp not lowered a bit then do somethnig about the res cost, they show up in a minute or less in the game which is a low blow to marines if the lerks and sticking together <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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Comments

  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Well, lerks DO cost 30 res, and they are kind of worthless without adren + regen. Besides, they're meant to annoy, and just hurt marines, not kill them. Tip : Dont chase after lerks.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    people always say to kill a lerk rush it, turns out when u rush it they fly over your head and spikes you to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Lerks have very low HPs. The only reason they're hard to kill is because they're hard to hit.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    The SG is the anti-aircraft gun of the marines!
  • margassmargass Join Date: 2003-04-20 Member: 15674Members
    I think the reason so many people die to the odd lerk is mainly due the fact that they are SO annoying, hehe. The lerk just sits there sporing you or spiking you and you get more and more frustrated until you just chase after it and he knows that, and just flys off to wait and spike you. I play as lerk all the time and the amount of rines that just chase after you on there own to try and kill you is crazy. Im always waiting to fly off and spike them when they chase me... so rines keep your cool and maybe we will see less lerk kills!

    Heds
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The pistol is the anti-aircraft gun of the marines. 12 shots against lvl3 carapace kills it. 8 shots without carapace (seeing as most lerks like regeneration). So unless the Lerk is very smart, pistol whip it.
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    Lerks are the best class, and they become way more deadlier late in the game with three hives from primal scream. It's not hard to rack up 40 kills with lerk in one game.
  • RatRat Join Date: 2002-12-24 Member: 11486Members
    <img src='http://www.natural-selection.org/images/shotgun_concept.gif' border='0' alt='user posted image'> + <img src='http://www.natural-selection.org/manual/images/images/lerk.gif' border='0' alt='user posted image'> = <img src='http://www3.joher.com/maxoegames/retro/jeux/duckhunt/duckhunt_06SM.jpg' border='0' alt='user posted image'>
  • JeeRJeeR Join Date: 2003-08-09 Member: 19237Members
    I agree with the fact that Lerks are the little annoying imps of NS, but the best use of them still is their supportive functions to me, particularly at the end of the game.

    As my favorite class along with the skulk on the alien side, it's usually used like following (in my case at least):

    Early game: Harrassment with spore + Regen/Cloaking or Sent of Fear/Adrenalin (depending on what first chamber is). It allows you to slow down alot the progression of the marines, giving your alien fellows time to expand even more quickly, and consolidate the defence of the corridors they've taken control of.
    Even if you eventually get shot, you may have managed to get enough RfK to quasi-instantly go Lerk when you respawn.

    Middle-End Game: Still a bit of Harrassment (always do whatever you can to annoy your enemy) and support oriented play. As soon as you can have Umbra, you should try to find a fellow Fade or Onos and escort him in his next rush. As long as it's alive, you are mostly safe (people usually try to shoot down first the Big Rushing Onos, not the annoying little Lerk hiding at the other end of the corridor). Just prey they didn't take redemption instead of Regen or Cara, otherwise you may go through alot of trouble when they redeem...

    In every case, the Lerk's principal weak spot is his low HP. You have to be very careful because a few shots will get you killed. That's why I recommended to hide behind a stronger alien form in assault. So maybe Celerity could be a good choice in order to improve your dodging abilties?...
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    I find it best to chase after lerks when they are retreating, due to their spikes being instant hit, iiits best to try and dodge not RUN striaght at them.
  • RatRat Join Date: 2002-12-24 Member: 11486Members
    <!--QuoteBegin--JeeR+Aug 29 2003, 03:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JeeR @ Aug 29 2003, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So maybe Celerity could be a good choice in order to improve your dodging abilties?... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    middle-end game, you should be using the two support functions of umbra and primal scream, meaning the only way to keep a consistent flow of one or both is to have adrenaline. celerity would drastically reduce your effectiveness as a support unit, and lerk flight is pretty damn fast anyways. practice flying more accurately, as accurate flight is more useful than celerity.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Hey I played that game on nancy with you.

    "If I had a server, I would limit 1 lerk per team. Their hitpoints would be 5 with a plugin."

    Sound familier?
  • SimonSSimonS Join Date: 2003-08-27 Member: 20263Members
    Lerks are annoying when they Keep gassing your Base in a Vent.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    for a "support" class lerks are gaining far too many kills and attacking prowess. As someones already said...it's not hard to rack up 40 kills as a lerk...and thats a support class apparantly.

    Lerks need looking at, for a class that can be gotten in the first minute of the game they are simply too powerful. I don't usually chase lerks down, but the spores that they spread are too thick and too vast, and by the time I get out of my own spawn I'm already on 45 hp, not even able to take one skulk bite, and thats assuming the lerk doesn't snipe me with spikes either, something that is sure to get me killed easily.

    Gorges are builders...masters of buildings...and that works.
    Skulks work as the basic grunts of the alien army.
    Fades are the great anti-personel troops they've always been
    and a good onos will always decimate those outposts and bases.
    the supportive lerks though? They rarely support....they usually attack, they're skulks with range and more health, at least that's how they're played. For 30 res they're far too influential on the game.

    in my humble opinion. Of course all you lerk fanboys will counter this with how the lerks are nothing like that and are useless against marines if the marines ignore them... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    -Lee
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Lerks are getting more kills because the fade is way overpriced for what you get. 50 res? For something that dies that easily? I know we don't compare marines directly to aliens (well, it doesn't make sense to anyway) but consider what you get for 50 res on the MARINE team. HA+HMG. Any HA+HMG that can't take down a fade one on one doesn't deserve the equipment he's been given.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    What does that have to do with lerks?
  • JeeRJeeR Join Date: 2003-08-09 Member: 19237Members
    I think what Ahnteis meant that if Lerks are the killers they are now, it's just because we dont see alot of Fades in play.

    But still, even as a Lerk fanboy ;p, I do agree with the fact that this "support class" is pretty powerful all by itself.

    Lerks can decimate an entire squad of marines all by themselves, or at least severly cripple it, in order for skulks to finish the job quickly.


    The intersting point here is what should the marines do?

    If they ignore the Lerk, they still get really diminuated from the spore attack. If the Lerk is ambushing them with a skulk or two, I barely see a squad survive them.

    If they go chase him, the risk is high that the Lerk will spike them to death, as weakened as they became while going through the spore cloud.

    So what??
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    tbh I think it is the early spores that is so damaging, move spores to hive 2, and bring umbra in its place, possibly reduce umbra to 1/2 (1 out of 2 bullets hits anyone inside umbra), this way we might see more lerks using their spikes.

    As a side note I think the fade should be brought down to 40 res, but with aliens owning as it is I don't see why we should be making it easier for them.

    Or to delay alien expansion and the early lerks alien starting res could be 20?

    only ideas.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--#Ha.Ze-+Aug 29 2003, 04:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (#Ha.Ze- @ Aug 29 2003, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey I played that game on nancy with you.

    "If I had a server, I would limit 1 lerk per team. Their hitpoints would be 5 with a plugin."

    Sound familier? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hhahaa, yea that was funny, but i seriously do think lerks are a bit overpowered seeing how 1 can take out a group of la's with slight effort
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    The lerk is quiet powerful even by itself, but pistol makes quick work of a lerk on the ground. The problem is some lerks fly, which for the most part I do find extremely viable but they do it making it more challenging to land those pistol shots. Also if you put it in perspective, you can give 3 marines shotguns, which are sure to make quick work of them at the same cost.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    what would make lerks more of a support unit is mabye if keep spore at hive 1 make it last as long as umbra does, and mabye add time on umbra by 1-2 seconds?
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin--niaccurshi+Aug 29 2003, 09:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niaccurshi @ Aug 29 2003, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> for a "support" class lerks are gaining far too many kills and attacking prowess. As someones already said...it's not hard to rack up 40 kills as a lerk...and thats a support class apparantly.

    Lerks need looking at, for a class that can be gotten in the first minute of the game they are simply too powerful. I don't usually chase lerks down, but the spores that they spread are too thick and too vast, and by the time I get out of my own spawn I'm already on 45 hp, not even able to take one skulk bite, and thats assuming the lerk doesn't snipe me with spikes either, something that is sure to get me killed easily.

    Gorges are builders...masters of buildings...and that works.
    Skulks work as the basic grunts of the alien army.
    Fades are the great anti-personel troops they've always been
    and a good onos will always decimate those outposts and bases.
    the supportive lerks though? They rarely support....they usually attack, they're skulks with range and more health, at least that's how they're played. For 30 res they're far too influential on the game.

    in my humble opinion. Of course all you lerk fanboys will counter this with how the lerks are nothing like that and are useless against marines if the marines ignore them... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    -Lee <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well in DOD the support weapon is the BAR/STG44 and its pretty good at killing all.

    Lerks get kills early in game but later near the end, their mainly supposed to support.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--SinSpawn+Aug 29 2003, 05:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Aug 29 2003, 05:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lerks get kills early in game but later near the end, their mainly supposed to support. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thats true but in the end game all lerks do is usually spore the marines to death getting 2x as many kills as an onos would
  • pieceofsoappieceofsoap Join Date: 2002-11-21 Member: 9535Members, Constellation
    Gweh. Quit your whining and improve your aim, or just leave the lerk alone. Let it stare at structures, with no marines around, and it cant do much...
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--QuoteBegin--RotA_Plague+Aug 29 2003, 10:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RotA_Plague @ Aug 29 2003, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The lerk is quiet powerful even by itself, but pistol makes quick work of a lerk on the ground. The problem is some lerks fly, which for the most part I do find extremely viable but they do it making it more challenging to land those pistol shots. Also if you put it in perspective, you can give 3 marines shotguns, which are sure to make quick work of them at the same cost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you're assuming the lerk is stupid enough to a) get close enough to the base without the aid of one of many vents and b) that the lerk isn't going to fly away leaving a trail of spores as it goes to a safe spot.

    <!--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--> Gweh. Quit your whining and improve your aim, or just leave the lerk alone. Let it stare at structures, with no marines around, and it cant do much... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Right, because a lerk in cover, or at long range with regen (and its ever present wings) doesn't at all make an impact on a marine spawn...you know, when marines spawn in a mist of green smog and lose at least 30 hp before they're even out of the place? Try adding a constructive comment and not just a blanket "omg improve ur aim n00b" type rubbish, because frankly that isn't anywhere near where the problem with lerks lie.

    <!--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-->Well in DOD the support weapon is the BAR/STG44 and its pretty good at killing all.

    Lerks get kills early in game but later near the end, their mainly supposed to support. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    the two aren't the same. A machine gunner is there for sustained fire to keep the enemy pinned down. The main way to beat a lerk is to ignore it, though the usual responce is for the marines to get pinned...out.

    As someone else said, the lerks get plenty of kills in the late game, more than in the early game...yet their supportive measures in the early game are nearly non-existant...at a time when they're most needed.

    Swap spore for primal scream, and THEN you have a supportive alien unit, that can still do its annoying spore trick to gain uber amounts of kills at the end game.

    -Lee
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--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-->Swap spore for primal scream, and THEN you have a supportive alien unit, that can still do its annoying spore trick to gain uber amounts of kills at the end game.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    very true, but primal scream around a group of skulk can in fact pretty much have 1-2 skulks own a marine base early game <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Impy_The_LerkImpy_The_Lerk Join Date: 2003-05-24 Member: 16652Banned
    we perfer the term walking impaired <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    -Impy <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    its becuase of u impy that us marines suffer many spikes in our arses and get bronchitis from ur gas!
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    Ah well in another thread my suggestion was that lerks move umbra (seeming it's being so nerfed) into the hive 1 slot, so you've got a bit of support against taking out the marine outposts (though any decent marine team should still be able to deal with these first hive aliens)...then primal scream goes to second hive...seeming this is the time when marines are attacking you more frequently, this is the time when rallying your skulks and improving them with such a scream would be most benefitial. There you have it, a SUPPORT unit that can easily defend itself at distance and is the fastest troop in the game.

    Put spores back to third hive and you've got those end game marines dying as quick as they ever have, and the lerk frag **** get their end game kills.

    At the end of the day, I feel that any changes which put the lerks into a mode where they don't go and automatically take up a position 20-30 meters from a marine base, and spend all the time just gassing and spiking til they get res to go onos...are good changes. Put the lerk into this support mode, where they're used to help attack outposts and defend hives...then you have a perfect teamworking alien team in premise.

    Right now you have an alien team that survives through bias, and dies a lot more in 2.01d because of lack of teamwork and a lot of res whoring. putting the lerk into a role where it can do little but support attacks and defenses, while keeping it the same res, until the third hive...it'll help the aliens along as a team.

    -Lee
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--niaccurshi+Aug 29 2003, 05:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niaccurshi @ Aug 29 2003, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah well in another thread my suggestion was that lerks move umbra (seeming it's being so nerfed) into the hive 1 slot, so you've got a bit of support against taking out the marine outposts (though any decent marine team should still be able to deal with these first hive aliens)...then primal scream goes to second hive...seeming this is the time when marines are attacking you more frequently, this is the time when rallying your skulks and improving them with such a scream would be most benefitial. There you have it, a SUPPORT unit that can easily defend itself at distance and is the fastest troop in the game.

    Put spores back to third hive and you've got those end game marines dying as quick as they ever have, and the lerk frag **** get their end game kills.

    At the end of the day, I feel that any changes which put the lerks into a mode where they don't go and automatically take up a position 20-30 meters from a marine base, and spend all the time just gassing and spiking til they get res to go onos...are good changes. Put the lerk into this support mode, where they're used to help attack outposts and defend hives...then you have a perfect teamworking alien team in premise.

    Right now you have an alien team that survives through bias, and dies a lot more in 2.01d because of lack of teamwork and a lot of res whoring. putting the lerk into a role where it can do little but support attacks and defenses, while keeping it the same res, until the third hive...it'll help the aliens along as a team.

    -Lee <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    amen
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