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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Kharaa Strategy
JimBowen
Just played a amazing clan match.

From the start one clan member went gorge and dropped DC's and another gorged for an rt, whilst the other 4 skulked for res. Once the 4 skulks got their 30 res, they went lerk and proceeded to rush the rine base, in what what a devestating assualt. Although this is a risky strat and depends on your skulking ability at the start, it is certainly effective if you get it right. Its worth a try in a prac smile.gif
SLizer
I allways fear if bast is in clanmatch because it`s dream of lerk rush you forget/hadn`t time to weld the vent your gone....

I would like to see this in pubs especially on some comabt becuase already 3 or 4 lerk hurts a big time
aonomus
Grenades = good
Get nades, weld vent, toss all nades in at once and laugh
Necrosis
Nades are essential in stopping lerk rushes, definitely so if the lerks are intelligent.
CaM
lerk rush can work well if its executed properly , precision timing is required. lerk.gif
NolSinkler
I've always wanted to try a lerk rush, but since I always pub I never have the chance (no organization).
Grahf
Lerks can move much faster than grenades...he isnt talking about vent lerks. This strat mostly relies on the skill of the lerks. In 2.0 it worked really well because of the spikes.
Necrosis
Yeah I know the difference between a lerk rush and lerks in vents, but you do get a lot of lerk rushes that involve vents.

Its very hard to get an effective lerk rush in 3.0, more due to lack of skilled players than anything else. However, anyone who's not too hot can always hang back and be spumbraing like mad.
Disciple
France used a simitar tactic against the Swedish NS team... they got totally owned.
Celiz
i'd say this is similar to a SG rush, affective if u get it right, screwed if u make one mistake
SaltzBad
The main problem : Mines. A Hive 1 Lerk doesn't have a whole let of HP left after detonating one mine, so a group of 4 basicly bar you from attacking the IP short of the mine-layer making a major mistake.

So the whole difficulty in pulling it off comes from having to let marines leave base to a certain degree, then go in, take out Armslab/AA (structures that aren't heavily mined at the 2minute mark), and then procede to chew the CC while one Lerk gaurds. This can if executed correctly, force a relocation - which brings us to the most major problem with lerkrushes. You can obviously bug down the reloc in spores - but in the end, they'll outtech you on a 4-lerk strat. Which is why you need some backup like a Fade or 2nd Hive for this to have a reasonable chance at working at all.
elt
QUOTE (Disciple @ Jul 14 2004, 02:45 PM)
France used a simitar tactic against the Swedish NS team... they got totally owned.

After all france did have sweden looked down untill they got that other obs up and made a distress. Alot of lerks can be a nice tactics and might be worth a try.
Disciple
QUOTE (elt @ Jul 14 2004, 12:14 PM)
QUOTE (Disciple @ Jul 14 2004, 02:45 PM)
France used a simitar tactic against the Swedish NS team... they got totally owned.

After all france did have sweden looked down untill they got that other obs up and made a distress. Alot of lerks can be a nice tactics and might be worth a try.

elt, the ActingONOS?!-lerk
Disciple
QUOTE (SaltzBad @ Jul 14 2004, 10:17 AM)
The main problem : Mines. A Hive 1 Lerk doesn't have a whole let of HP left after detonating one mine, so a group of 4 basicly bar you from attacking the IP short of the mine-layer making a major mistake.

Well... if you set of a mine by accident, when you're lerk... you're pretty clumsy.

On the other hand, if you're lerkrushing, you're bound to have some clumsy lerks with you, as you, most probably, don't have 4-6 (depending on strategy) skilled lerks in your clan.

lerk.gif lerk.gif lerk.gif
SaltzBad
It has nothing to do with setting the mine off. A remotely intelligently mined IP is off limits to you unless you bring a Gorge along to spit them (or simply throw in 2 skulks as cannon fodder, although that'll leave some mines around).
Cypher
QUOTE (SLizer @ Jul 5 2004, 10:21 AM)
I allways fear if bast is in clanmatch because it`s dream of lerk rush you forget/hadn`t time to weld the vent your gone....

I would like to see this in pubs especially on some comabt becuase already 3 or 4 lerk hurts a big time

although bast is never, ever, ever a map for a clanmatch...

For the most part, if the people you're playing with have played NS for a long time, they're going to be pretty experienced in every single class...Even if you've never played a lerk, if you've played NS and watched others since 1.04 or so, you can easily do well on your first try...
SLizer
Oh we used to had bast home map ^^

In pubs you cant make that organized so it wouldnt work.....

would be just fun to see lerk rush in 10 vs 10!
ApolloGX
well put saltz
OrganoX
if lerk rush, i prefer MC instead of DC.
Celerity = pwn
and lerk is already weak with or without DC.
with celerity its harder to hit the birdie and fly much faster for example back to the hive and heal.
also, silence is pwn too ^_^
Disciple
QUOTE (SaltzBad @ Jul 15 2004, 11:06 AM)
It has nothing to do with setting the mine off. A remotely intelligently mined IP is off limits to you unless you bring a Gorge along to spit them (or simply throw in 2 skulks as cannon fodder, although that'll leave some mines around).

It depends... if we're talking pcw games, the commander won't give 4 mines for the IP alone, which would leave the space for at least one lerk to bite.
Grendel
Spores from different Lerks stack.

Protect and cherish lerks with a skulk or two and the marines will have a hard time advancing.

Add a gorge and an OC or DC and you have a position that will generate RFK all day.

Love lerks. They are your friends. And they don't get many kills, so keep them ALIVE. If you see a marine coming and you are a skulk, take the bullet for him.
Firewater
While I am not a big fan of "all or nothing" strategies, that does not take away from its viability. This strategy can seriously throw off marnes if executed properly, but if executed poorly, will SERIOUSLY hurt your team. This strategy takes a way your hive, and your fades (assuming 2 rts at the beginning). its a big gamble and should only be used once and a while, otherwise it can be easily countered by shotguns.
Trevelyan
QUOTE (Firewater @ Jul 21 2004, 04:32 PM)
While I am not a big fan of "all or nothing" strategies, that does not take away from its viability. This strategy can seriously throw off marnes if executed properly, but if executed poorly, will SERIOUSLY hurt your team. This strategy takes a way your hive, and your fades (assuming 2 rts at the beginning). its a big gamble and should only be used once and a while, otherwise it can be easily countered by shotguns.

I would think One RT is better... then have the spare person skulk in front of the lerks for the 2nd hive.
Necrosis
Also consider that the counter to lerks is HA... and HA is very slow and very easy to counter in the sense that its the option most pub commanders take. Personally I'd rather face HA than JPs, as a good JPer is not pleasant at all.
Legionnaired
QUOTE (Necrosis @ Jul 21 2004, 09:06 PM)
Also consider that the counter to lerks is HA... and HA is very slow and very easy to counter in the sense that its the option most pub commanders take. Personally I'd rather face HA than JPs, as a good JPer is not pleasant at all.

But the whole point is that you have lerks in the first 2 minutes of the game. A lot of them. You're not going to have HA, and you're barely going to get Armor 1. Stacking spores + 4 biting celerity flying machines of dewm != good for marines.
ekent
Pandas were the masters of the 1.03 lerk rush. This strategy has been around for a long time and it used to be considered very viable (along with any other rush strat that no one uses any more).

Consider two gorges with adren for healing. If you can save the gorges long enough to kill the marine team, it's so over.
TheAdj
Actually my clan for Season 4's CAL Season (#asx.ns - they're back) did a lerk rush 3 times today. Didn't work with DCs or MCs, worked with sensory. A gorge helped spit mines down. Main thing was if the comm had any sense whatsoever he dropped as many shotties as he could. Shotguns annihilate lerks, as we found out quickly (As soon as marines got the shotguns like 3 lerks dropped).
Grendel
You don't even need to win. You can just harass marines. As long as you can force the comm to keep dropping medpacks, you can slow marine expansion until you have some map control.
Necrosis
Legion - you don't understand me. What I'm saying is that if a comm was CONSIDERING a JP endgame, he'll instantly change his mind to using HA... and as long as you can keep dominating his decisions, you'll be in a good position.
SinSpawn
its just like a skulk rush but with more hp and flying ability.

It would only be good if spores stacked but 1 guy would have to spore while the others bit.

As lerks aren't a assualt race its not that good...but then again healspray rush...who would a geussed.
Lumberjack_Wannabe
QUOTE (TheAdj` @ Jul 21 2004, 10:43 PM)
Actually my clan for Season 4's CAL Season (#asx.ns - they're back) did a lerk rush 3 times today. Didn't work with DCs or MCs, worked with sensory. A gorge helped spit mines down. Main thing was if the comm had any sense whatsoever he dropped as many shotties as he could. Shotguns annihilate lerks, as we found out quickly (As soon as marines got the shotguns like 3 lerks dropped).

yes that was fun... freaking focus lerk bites biggrin.gif

CaM
sensory rush is always very risky, but thats what makes it so special smile.gif it can easily finish a game within 5 min
ApolloGX
QUOTE (TheAdj` @ Jul 21 2004, 10:43 PM)
Actually my clan for Season 4's CAL Season (#asx.ns - they're back)

sux
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