I miss using spikes on some marines, then when they start coming my way, I would fly towards them full speed and bite down as I'm above him for the kill.
<!--QuoteBegin--LambdaProject+Aug 3 2003, 02:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Aug 3 2003, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do you even know what you are talking about? No.
Lerk spikes ARE hit scan, (hit scan = instant).
Pistols are hitscan! Every marine weapon is <b>hit scan</b>!
Explain how spores are lame. They are one of the most usefull attacks because they get people away from their base. Spore/BB combo is ownaeg. Lerks have no versatility? Ok. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well hitscan was described to my slighty different. No i dont really know what it is i guess. What i mean is there no longer perfectcally acurate which if your keep any range, lot of spikes tend to miss.
Yes spores are great for area denial but woop de freaking doo. there still lame. Nothing is more anoying then spawning everyround with half health or the inabilty to go ANYWHERE without choking the entire game. You as most retards do jump to conclusions and assume i think there useless. Never did i say there useless. So when you say their one of the most useful attacks. I say Your point? there still lame.
And yes lerks lack the versitily they used to have. The used to be great for very fast reinforcements, the were good killers and there were a HELLA GOOD SUPPORT ROLE ALREADY. If you don't think there were a great support alien already you never used them to the fullest. The new lerk yes not only did it lose half its killing ability, its not as useful for support as it used to be.
And If you read carefully I never acually said lerks lack versitility in my previous post. I said the flying does. not because of new flight model as i was mistaken but because of flight speen cap, and the odd thing with the slow strafing while holding forward maybee. Eitherer the way the point is (if you can quit nitpicking irrelevent crap. being wrong on why its different does not deny the fact it is different) is that the new flight sucks compared to the old. You can't manover as quickly or change directions as easily as before.
I can only repeat, gotta love the Lerk. At the beginning I'm always torn between two opions: Go Gorge, plop down a RC and thus help the team, or wait five res and go Lerk and have mad fun. Wish it was free. Spores are so cool for taunting/distracting/annoying/weakening/killing marines. In fact, spores are my "primary" weapon, with spikes serving a backup role. Love. Also love the new umbra, as I always stumbled over a Lerk when trying to withdraw from the fight as a Fade in 1.x. Now the Lerk can stay out of the way and let the fighters do the fighting.
<!--QuoteBegin--boberto+Aug 3 2003, 08:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (boberto @ Aug 3 2003, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cl_sidespeed 1000 should fix your "new flight model" problems <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> What does this command do and what does it fix?
<!--QuoteBegin--nØthing+Aug 3 2003, 03:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nØthing @ Aug 3 2003, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--boberto+Aug 3 2003, 08:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (boberto @ Aug 3 2003, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cl_sidespeed 1000 should fix your "new flight model" problems <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What does this command do and what does it fix? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> someone needs to make theri mind up. ive been told 1000,999 and 500 will all fix the sidestep thing.
Something's been wrong with lerk hitboxes since day one. If I'm not mistaken, lerks are supposed to be the most fragile alien in the whole game... yet I have seen multiple instances (MANY multiple instances) of lerks withstanding sheer waves of fire at medium to close range and still getting away.
Spores are WAY too easily spammed, especially now that they get them at the first hive -- aliens have an easy enough time expanding as it is, and lerk gas just further confines marines inside their start. I've played 4 games of mineshaft -- full games -- without venturing farther than the cafeteria.
I dunno. I used to only use lerk in 1.04, and now I hate him No biting. That was the only way to deal damage. You dash in, umbra. Usually this confused and panicked the marine, and you bite em 2-3 times. fly out. 35/4 ratio as lerk was standard issue. Now I have these weak spikes. Spores seem blah. I get ripped at from turrets under umbra.. I dunno. I must be missing something here.
LambdaProject, yea, all them marine weapons are hitscan. Specially them grenade launchers.
Umbra is now a 'defense on the move' thing rather than a stationary defense area, and I love it.
1.04 umbra appeared around you, took almost all your energy, and lasted a long time. New umbra takes maybe 1/3 energy, lasts short time, and pops up where you want it. This allows you to bathe onos and fades in umbra <i>while they run in and attack</i> rather than forcing them to stay still inside your single long lasting umbra zone. In 2.0: Onos runs in, lay down umbra on his path towards the marines. Onos starts the smashysmashy, lay down umbra on him as he runs around. Onos runs away, throw umbra along his escape route as he runs along it. Compare that to 1.04: throw down umbra, watch fades acid spam from their protected position. I know which I prefer.
Umbra is now a much more dynamic and 'on the move' ability and I think it is vastly superior.
Spikes are easier to use now, and are great for sniping structures and marines at long range.
Spores are wonderful early/mid game. Area denial, annoyance, whatever you want to call them, they are a nice helper to the early/mid close combat abilities of the skulks and fades.
<!--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 get ripped at from turrets under umbra.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You have to be in the umbra yourself to be protected from the turrets. Either you didn't understand how umbra works or your grammar was incorrect.
Being spikes models now dont show anything to throw you off, if you have silence, do the marines have any way really to find out where the hell you are? Like if you perched all cozy in some high corner, can you spike the bejesus outta them?
I find it rather odd that the lerk should have over 100 health.....when it's supposed to be one of the more fragile units on the alien side.....as was stated. They're tougher than skulks......it doesn't make sense to me.....
I like using primal scream then switching to spikes quickly and tearing a marine to hell with them. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
<!--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-->Personally, I think umbra should work for any bullets travelling through it. The unit protected by umbra should not have to actually be inside the umbra cloud to be protected.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> While interesting, I don't think this is technically feasible with the HL engine. There have been some previous threads on it, but basically it's easier to treat it like an area-of-effect armor-ish bonus than to do any actual 'trace the path of each bullet coming from three HMGs and determine if any intersect any of the umbra clouds on the level' bits.
yep.. never used the lerk before.. i'm finding in 2.0 its my first advanced morph nearly every game.. only dissapointed in, is the short umbra time.. finding it too short to do anything, to umbra other team mates it works fine as it always did.. but to umbra the ground around me then attack a turret farm.. its jut not working for me.. maybe i'm doing it wrong
I've been playing lerk alot lately since 2.0 came out.
I've been experimenting with some different roles for it.
Lerk can be a fairly effective scout, it has good speed to go in, see whats in an area and then escape before anyone is able to kill it.
Lerks are excellent 2 hive support. With adrenaline they can umbra the fade and proceed to spike whatever he is attacking, particulary if it is electrified. If a pesky marine drops by, spores+umbra+a few spikes can keep your combat tanks alive to continue fighting.
At 3 hives, I find myself using umbra + primal, with some spores on the side if I get a chance.
I like the lerk because it is the most tactical of all classes. It requires awareness of where the marines are, where their outpost ares and how you can best support the team effort at any given moment. Its fun to dynamically adjust to whatever strategy your team happens to be playing.
In closing, the lerk may be easier in terms of deathmatch skill, but it still takes an intelligent player who has a good understanding of the game to be a good lerk.
it seems always 1 person on a alien team loves lerk which is again good because it can help the fades and onos immensily and it doesnt need to kill structures its not its role
Comments
I miss using spikes on some marines, then when they start coming my way, I would fly towards them full speed and bite down as I'm above him for the kill.
Do you even know what you are talking about? No.
Lerk spikes ARE hit scan, (hit scan = instant).
Pistols are hitscan! Every marine weapon is <b>hit scan</b>!
Explain how spores are lame. They are one of the most usefull attacks because they get people away from their base. Spore/BB combo is ownaeg. Lerks have no versatility? Ok. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well hitscan was described to my slighty different. No i dont really know what it is i guess. What i mean is there no longer perfectcally acurate which if your keep any range, lot of spikes tend to miss.
Yes spores are great for area denial but woop de freaking doo. there still lame. Nothing is more anoying then spawning everyround with half health or the inabilty to go ANYWHERE without choking the entire game. You as most retards do jump to conclusions and assume i think there useless. Never did i say there useless. So when you say their one of the most useful attacks. I say Your point? there still lame.
And yes lerks lack the versitily they used to have. The used to be great for very fast reinforcements, the were good killers and there were a HELLA GOOD SUPPORT ROLE ALREADY. If you don't think there were a great support alien already you never used them to the fullest. The new lerk yes not only did it lose half its killing ability, its not as useful for support as it used to be.
And If you read carefully I never acually said lerks lack versitility in my previous post. I said the flying does. not because of new flight model as i was mistaken but because of flight speen cap, and the odd thing with the slow strafing while holding forward maybee. Eitherer the way the point is (if you can quit nitpicking irrelevent crap. being wrong on why its different does not deny the fact it is different) is that the new flight sucks compared to the old. You can't manover as quickly or change directions as easily as before.
Also love the new umbra, as I always stumbled over a Lerk when trying to withdraw from the fight as a Fade in 1.x. Now the Lerk can stay out of the way and let the fighters do the fighting.
What does this command do and what does it fix?
What does this command do and what does it fix? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
someone needs to make theri mind up. ive been told 1000,999 and 500 will all fix the sidestep thing.
Spores are WAY too easily spammed, especially now that they get them at the first hive -- aliens have an easy enough time expanding as it is, and lerk gas just further confines marines inside their start. I've played 4 games of mineshaft -- full games -- without venturing farther than the cafeteria.
No biting. That was the only way to deal damage.
You dash in, umbra. Usually this confused and panicked the marine, and you bite em 2-3 times. fly out.
35/4 ratio as lerk was standard issue.
Now I have these weak spikes.
Spores seem blah. I get ripped at from turrets under umbra..
I dunno. I must be missing something here.
LambdaProject, yea, all them marine weapons are hitscan.
Specially them grenade launchers.
Umbra is now a 'defense on the move' thing rather than a stationary defense area, and I love it.
1.04 umbra appeared around you, took almost all your energy, and lasted a long time. New umbra takes maybe 1/3 energy, lasts short time, and pops up where you want it. This allows you to bathe onos and fades in umbra <i>while they run in and attack</i> rather than forcing them to stay still inside your single long lasting umbra zone. In 2.0: Onos runs in, lay down umbra on his path towards the marines. Onos starts the smashysmashy, lay down umbra on him as he runs around. Onos runs away, throw umbra along his escape route as he runs along it. Compare that to 1.04: throw down umbra, watch fades acid spam from their protected position. I know which I prefer.
Umbra is now a much more dynamic and 'on the move' ability and I think it is vastly superior.
Spikes are easier to use now, and are great for sniping structures and marines at long range.
Spores are wonderful early/mid game. Area denial, annoyance, whatever you want to call them, they are a nice helper to the early/mid close combat abilities of the skulks and fades.
Like if you perched all cozy in some high corner, can you spike the bejesus outta them?
only dissapointed in, is the short umbra time.. finding it too short to do anything, to umbra other team mates it works fine as it always did.. but to umbra the ground around me then attack a turret farm.. its jut not working for me.. maybe i'm doing it wrong
all in all .. i like it
and i believe the lerks 125 is a fragile 125 can't take much, but just enough
I've been experimenting with some different roles for it.
Lerk can be a fairly effective scout, it has good speed to go in, see whats in an area and then escape before anyone is able to kill it.
Lerks are excellent 2 hive support. With adrenaline they can umbra the fade and proceed to spike whatever he is attacking, particulary if it is electrified.
If a pesky marine drops by, spores+umbra+a few spikes can keep your combat tanks alive to continue fighting.
At 3 hives, I find myself using umbra + primal, with some spores on the side if I get a chance.
I like the lerk because it is the most tactical of all classes. It requires awareness of where the marines are, where their outpost ares and how you can best support the team effort at any given moment. Its fun to dynamically adjust to whatever strategy your team happens to be playing.
In closing, the lerk may be easier in terms of deathmatch skill, but it still takes an intelligent player who has a good understanding of the game to be a good lerk.