Need Lerk Strats
Marionette
Join Date: 2004-10-30 Member: 32533Members
I've been playing as the fade the whole time and i do decently. But playing as the same alien over and over again kinda gets boring. So i decided to try the lerk. Its awesome and i love playing as it but i get owned hardcore. So i was wondering if you guys could help a noob out.
Comments
for ns mode, lerks are actually very handy
just remember that the lerk in a support unit, sometimes when I have a spare 30 res and my mate is going onos, i will just stick with him and give umbra support.
Also an early lerk can be very handy, use spores to distract the marines and kill armour.
Bassically, dont use the lerk as an attacking unit, always keep you distace (staying in a vent will make you safer) and just **** the marines off, even if you dont get the kills you will be helping your team out more then you would imagine.
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Keep on their tail and drive them apart with spores. Make sure you are allways in a safe place where you can retreat in case marines go for the kill (ledges/vents/) and stay away from long hallways and wide rooms with low roofs.
My upgrades of choice ('earlygame'):
- Regeneration
- Celerity
- Focus
My upgrades of choice ('lategame'):
- Regeneration
- Adrenaline
- SOF
Midgame can be any mixture of above upgrades.
Some "OMG WIN" moments EVERY selfrespecting alien player should have experienced with the lerk:
- Gassing 3+ marines because they desperately try to get a phase up and forget their priorities.
- Swooping down on the outside area at Hera's MS, focusbiting confuzzled marines like a Stuka divebomber.
- When lerk lift is implemented, carrying the commander off to a pit and dropping him in it, winning the game.
- When lerk lift is implemented, carrying the commander off to a pit and dropping him in it, winning the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
omg
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that freaking rox
Keep moving - a stationary lerk is a dead lerk. If you're not moving, make sure its in accordance with rule 1 (Don't get shot).
Follow your buddies. Sporespam is good for chip damage on marines, and also allows you to spore from one direction while your skulk buds circle round and go for the rear.
Lerks are a support class that can hold their own in DELAYING actions. Try and stick with some buddies and help them with gas attacks. Upgrade wise you probably want to consider Carapace, since you can fly to a nearby DC/Gorge/Hive quick enough. For MC I go with adren - the more spam the better hehe. For SC you could go focus for bitekills but tbh I prefer sof so that you can coordinate your team attacks.
when flying towards a marine to bite him, do not fly straight at him.
In combat it is kinda rare to outright-kill marines with gas alone - they have resupply. More useful to remove their armor - debuffing them so to speak so that you can focus-bite them, or the fade/onos/skulks can mow them down.
In normal NS, gas can be downright deadly if the commander does not med spam.
Once marines get multiple HAs, you should switch to umbra and use that all the time to support onos/fade/skulk rushes.
Although you can't make every marine on the map's armor 0, you can distract some. That's very crucial to the game. Don't go for kills as a lerk, and if you win the game and end up with a K:D ratio of 2-0, that's excellent. TheAdj is writing a lerking article for nslearn.org afaik, so if you want proffessional guidance, pester him to hurry up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-"Alkiller"+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ("Alkiller")</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
If you are in a vent, and have 2-4 marines trying to kill you, while you spore them, you are doing awesome.
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With just a bit of skill, you can pick off the 4 marines you claim would camp your vent, sending them back in the spawn queue and giving you res, instead of just having them move on, perhaps endangering a hive or a fellow lifeform. Most people who play the role as early combat lerk would agree.
Yes, being a socalled support lerk is good when playing mindless opponents, but not when actually moving off the firsttimer servers you seem to be playing on. How many times have you decided to camp a vent along with 3 other people just to get some lerk sitting inside it?
Lerk umbra can be good when taking out a PG near a hive or a choke point, even when rushing MS or a HA train. But when you can move across the map in less than 20 seconds, passing all the hive siege spots and choke points, why would it even come to that? Lerks provide map control, with movement speeds far beyond that of even the best of leaping skulks and blinking fades.
So, do you even need the "support" lerk? They're unable to stall any skilled marines, which is one of the stronger arguments for the support lerk (How many of you camp a vent because you know there's a lerk inside? How many of you sit 2+ people outside that same vent?).
They can strip armor, yes, but only if the marines sit in the same spot for ages, without welders. Umbra is useful but drains a lot of energy. All in all, if you don't get adrenaline, the energy consumed opposed to the effectiveness of it renders it useless.
Primal scream is extremely useful for rushing the marine base or a fortified position. The 25% (Not sure about this one) attack rate increase works wonders on all marine structures (By the time you have the third hive, you should just stop laming about and go kill the marines).
The lerk bite is fast and deadly. The damage might be low, but the insane RoF more than makes up for it, allowing a single lerk to kill 2+ LMG marines in a single run (Dodging is required..).
So, my lerk strat would be get celerity and dodge like crazy while biting the marines from behind, above, below, the sides. The lerk is fast enough to do this, and most marines are unable to hit a lerk biting them from all sides at close range.
Celer/cara/focus lerk > Marines
anyway, if you scroll down a bit on the khaara strat page, there's a post about lerking effectively. I haven't played beta 5 yet so i dunno what changes they made to the lerks.
so, im looking for anyone who plays solely as celery lerks on their cal team etc. also, is pancaking a script? if not how the hell do these people bob up and down while moving in a straight line.
You begin with a few flaps to make speed. Then hold down space so you glide, and glide to to the floor (aim down), then before you hit the floor, aim up again, and you should make a nice swoop over the floor, into the air. As you are flying up, flap a few more times (two or three quick flaps) and repeat the process.
1) stay alive, if you can't do that for extended periods of time you might as well have built a resource node.
2) spore, some people might make the argument that rushing marines with bite is better, but those people are either addicted to co or stupid. Being a lerk is not about getting every frag for yourself it is about winning the game for your team with a systematic weakening of the entire enemy and a breakdown of their strategy.
3) everything else. Biting is certainly good, just make sure you are not risking your life to lose the game in search of style points. Umbra and Primal scream are nice, but the real importance of the lerk is early game, once you get to those later things you can probably afford to experiment a little.
also, sinc elerks can move about the map at a pretty quick pace they can always get a healing from a gorge or the hive.
when flying towards a marine to bite him, do not fly straight at him. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Obsolutly... I love playing lerk and the one thing that saves my butt everytime is being unpredictable and not moving in straight lines. However, we all know that the quickest route out of an area is a straight line. I experimented with different ways of movement, trying to make it harder for the rines to hit me, by moving side to side, spiral, and up/down.
I found that the quickest way out is a slight up and down pattern while flapping. IMO, moving side to side seems to slow me down quicker, AND it is known that for some reason it is easier to aim on a horizontal plane than a vertical plane. Doing a spiral slows me down more but from what I can imagine it makes it that much harder for a LMG or HMG to zero in on my position at any given moment.
My lerking article. Next week I'll do one on celerity combat flying, and I'm adding demos as fast as Mustang will upload them.
<!--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-->so, im looking for anyone who plays solely as celery lerks on their cal team etc. also, is pancaking a script? if not how the hell do these people bob up and down while moving in a straight line.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You aim flight by moving your mouse up and down, so it's very easy to fly and do this at the same time. Anyone that's played me will notice I do this when approaching marines, and then go to the ceiling and dive down again to throw their tracking. It's not scripted, and is far more reliable and managable than a script would ever be. Pancaking is deliberately exploiting the lack of speed cap in an attempt to move so fast as to lag your hitbox far behind the model. Weaving while flying is dodging not pancaking, there is a distinct difference. Pancaking is also pretty much 100% vertical, weaving isn't.