Homing Anti Lerk Missile!

keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
<div class="IPBDescription">...but on a more serious note</div> Does anyone have any good strategies for getting rid of those bloody awful pesky, armoury camping critters known as lerks???

<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->

Lerk camping in a vent near in spore range of the marine armoury can be extremely effect. And you just cant kill the bastards, especially if they have regen, they just scuttle back up their hole, and then pop out again with full HP.

Either

* You cannot get any ammo because you have to run out of base quickly (costing the commander res to supply you later).

*Or you get ammo from the armoury and lose all your armour, making all your armour upgrades useless.

I somethime joke on servers that should make a homing anti lerk missile, and now Im thinking, hell maybe they should! lol

Comments

  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Build the armoury / IPs well out of view of any near by vents.

    I always try to hide around a corner and wait for the lerk to come to me. A lerk at close range = dead if it isn't prepared for you.

    Try camping under the vent with a shotty if you really need to get rid of it, so when it pops out you end it's suffering.

    Otherwise ignore it and wait for the armoury to upgrade and get a GL.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    It's just a few shots to a careless lerk, so don't be where he wants you to be -move. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited July 2004
    Just move on. Your comm can well afford those 2-3 res to supply you with ammo should you actually live long enough to need it.

    Welding access vents helps too.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    1 Guy waits outside the vent and gets spored. The other one hides. Lerk spores and if he is stupd enough he comes out to make an "easy" kill with one bite. The Commander shouldnt give the Marine medpacks. Ok...Lerk comes out. Marine shoots him. And suddenly...another LMG shoots the Lerk. Its the hidden Marine. And while the Lerk is "OMG...hax000rs" he dies. Lerk Problem solved. But that only works at public servers. Normally i check the area before i fly out to kill the marine. and if i see the hidden Marine he gets sporemined and sporemined and spore....

    ok...so hide one marine and wait for the "rambo"lerk player to come out. Could work...
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    If you have a shotgun, just camp really close to the vent that the lerk is haunting. Once he pops out his toxin-filled head, plaster him.

    If it's a 2/1 hive lerk without carapace, he's dead.
  • maruchan1maruchan1 Join Date: 2004-03-11 Member: 27280Banned
    just ask the lerk politely, Dear Mr. Lerk can you move to antoher vent.
    Works 99% of the time.
  • CaMCaM Join Date: 2004-07-05 Member: 29735Members
    lerks are not that big of a deal they are well balanced , weak (even with carapace) yet have good abilites, you can kill them easily with good team work.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    I find it quite easy to talk out your differences with the lerk. Especially when I'm wielding a shotgun, and the lerk has stuck on the server long enough to see my aiming ability with the said weapon. After all, it's either he stays in the vent and lives, or he dives out and takes a shotgun blast point blank. Works for me either way most of the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    So your #1 reply to the lerk problem should be issuing a relatively skilled player on your team a shotgun and watching the lerk die. Alternatively you can try researching grenades, or just ignoring the pesky critter until he starts to get really daring, then staging a small ambush with a few lmg'ers involved.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Its called an HMG.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Mine ladders work on Caged!
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    shotty him up close.
    get a GL
    get handgrenades < this one is unexpected. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    Just ignore the lerk, it works...and get HA ASAP, no lerk wants to fight a HA.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Make a mine ladder when the shotty fails, no lerk expects a LA to come up into the vent with it.

    A mine ladder is making a mine 'step' on a wall to jump on, then mine higher, jump on it, then the third one should get you to the vent, or ask for another pack of mines.

    Only works if the vent is wide enough for a crouching marine.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Thats great and all, but when you go lerk, its not a game-changing thing. You go lerk primarily to annoy. Its strong enough for quick hit and run attacks, but it can't do any real damage. Thus, don't waste your time with lerks, and move out.
  • Stealth_OnosStealth_Onos Join Date: 2004-06-16 Member: 29345Members
    <!--QuoteBegin-Lito+Jul 6 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lito @ Jul 6 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thats great and all, but when you go lerk, its not a game-changing thing. You go lerk primarily to annoy. Its strong enough for quick hit and run attacks, but it can't do any real damage. Thus, don't waste your time with lerks, and move out. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Something that can go just about anywhere, negate your armor, and reduce the effectiveness of your guns (-GL). And Lerks have the fastest attack rate on their 1 IIRC

    Good thing one shotgun blast point blank can drop them (I've done it on a CO map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> )
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If it's a 2/1 hive lerk without carapace, he's dead.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In most cases, even if there were two hives and cara, he dies anyway.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Let me stress this: LMGs and shotguns do not kill Lerks in vents UNLESS they are completely careless Lerks, in which case you shouldn't have a problem with them to begin with.

    How do you kill a vent-camping Lerk?
    Pistol. You can discharge your entire magazine in under two seconds. Factor in a decent amount of lag and the poor sucker likely has no idea he's dying until it's too late. Even a 3-hive, Carapace Lerk will fall before a full clip of L1 pistol ammunition.

    (2.01 Tip Only: This doesn't work if he's sporing, though. Get your players out of base. A Lerk who sees an undefended base will probably stop sporing and start spiking. To spike, he needs a good amount of clearance. That 4 pixel-wide gap may be good for spores, but not spikes. Once he's been at it for a few seconds, WHAMMO.)

    Now, if you don't have the patience to sit out of view, crouched, with your pistol out for more than 10 seconds to wait for him to slip up, I suggest a GL or your hand grenades. These are good for those pesky Lerks who actually fly around in the room so fast you can't seem to hit them. Two grenades in even moderate proximity to Lerk will tear his wings to shreads if you even managed the lightest of MG fire. Yea, you thought they were for WOLs, but they are surprisingly useful vs. Lerks.
  • mrfranswamrfranswa Join Date: 2003-08-06 Member: 19091Members
    A gassing lerk, (not in combat), is a nusience over a threat. A non **** marine will simply walk away. In a case of a lot of lerks gassing, (which can happen), simply research grenades. After the first grenade, they generally get smart, and morph into something else. However, if that lerk is still annoying you, and you are before grenades/gl, and are too dumb/cant simply walk past the gas, then the best idea is to gang up on the lerk. You need one person to sneak up from behind, (which 99% of the time is possible), and another to keep him buisy. Lerks, even though have that hitbox problem when flying, (and are hard as hell to hit), are only about twice as strong as a sulk, (which really isn't that much), and a simple lmg barrage will take them out.

    The only time lerks become deadly is 1 on 1 with no upgrades. Then, they just gas you, wait for your health to go down enough, then do the finisher.

    In combat, I've played level 10 lerks a lot. As soon as people get resupply, your kills become nonexistant. At that point, you are merely a support umbra'ing, and gassing away armor. If you get too close, hmg rapes u, and a single level 2-3 shotgun blast can kill you.

    Anotherwords, gas is more of a newbie spam attack which only kills on pubs. Don't really worry about it, becuause it's GENERALLY not worth your time.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Almost every vent has two openings. Make use of this. Teamwork will always overcome a single opponent. Even the mighty onos will fall to massed LMGs, my friends.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Even the mighty onos will fall to massed LMGs, my friends.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Except that onos isn't "mighty" -take knifes out, block his route, and gang-bang him. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • DiscipleDisciple Join Date: 2003-10-28 Member: 22084Members, Constellation
    You've got to see the full picture!
    Just be thankful that the lerk didn't save another 20 res and went fade instead!

    And btw if they have res enough to get both fades and lerks then your team has made some pretty huge mistakes and will most probably lose anyways.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Learn how to throw hand grenades. Once you can judge exactly what angle to throw them at to get them into vents or tiny spaces, they can be really useful, and it's really great to kill retreating fades with your hand nade. Best feeling in the world. Play a few rounds of combat as the marine and buy hand grenades, then go practice.

    Pity the commander never researches them. :/ They're great on massive pub games. If everyone throws them at once, you can rush a hive with just LMGs and hand grenades.

    Lerks are troublesome, but it's nothing you can't avoid with some common sense. The lerk isn't going to come out of his hole in the wall. He knows that if he does, he stands a good chance of getting plastered by 3 different cones of LMG fire. Instead of trying to fight a lerk with your pistol or trying to bait him out of hiding, you need to work with your commander to get things done quick. The less time you spend standing in gas, the better.

    The only time lerks are absolutely a pain in the neck is when they spore the armory, or when they are sporing you when you're trying to build something. In both of those cases, the lerk has outsmarted the marines, and you can't do a whole lot about it. If he's spamming the armory, you just gotta go out there with 50/50 10/10 and hope for the best. Follow with a teammate so that you have better chances. Your armor is MUCH more important than your ammo, since the commander can drop you a full pack of ammo for your LMG (the most useful weapon in the game arguably) for like 1 resource if you call for it.

    Gas is a spam attack, and just like all spam attacks, the key to surviving it is just to mooooooove somewhere else. Doesn't matter if it's grenade spam, gas spam, bullet spam, or parasite spam. Just don't stand in the way and you'll be okay. Usually, lerks show up before the second hive and adrenaline, so it's not like they can pump out more than one cloud at a time unless they wait a couple seconds for a full energy bar.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Teamwork make a tower so some 1 reaches up when the lerk comes out to spore <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> .

    Nade the **** out of the frickin vent.
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