Gecko_God_Of_Dooom
Apr 27 2005, 07:33 PM
half the team goes lerk. (prefrably the ones that know how to) get on other person to drop MCs right off the bat.
The larger the server, the better this works. Should work 90% of the time in 8+ players. Marines will not be able to tech up fast enough, nor have enough rez to do anything, assuming the comm drops em medpacks with 4 lerks gassing. If he doesn't, then thier easy kills.
Lerks are not flying skulks though...
TOmekki
Apr 27 2005, 10:12 PM
shotguns
take into account most lerks are idiots
what actually works is getting chambers 1-2 minutes into the game.
Fatal_Error
Apr 27 2005, 10:41 PM
Or, just have the whole team perma-gorge and drop ocs everywhere.
Gecko_God_Of_Dooom
Apr 27 2005, 11:54 PM
take into account most people on this forum should beable to lerk better than the average pubber.
the_x5
Apr 28 2005, 12:33 AM
| QUOTE (Gecko God Of Dooom @ Apr 27 2005, 02:33 PM) |
| Lerks are not flying skulks though... |
You just gave me an idea for an amusing pluggin... lerks can pick up gorges AND skulks!
Bombs away!
t3hIwUn
Apr 28 2005, 01:53 AM
mc first ftw is all i have to say...
DaJMasta
Apr 28 2005, 02:35 AM
dunno, havent really seen it, and spores is really useful early on against phase gates (like the people coming out, lol not the building).
It would work well, in theory, but costs a small truckload of res, so few RTs, OCs, and chambers, and a much worse chance of getting a second hive early on. If the people actually were good at lerking, they would do alright, but if the rines had a good comm and knew what was going on, HA, GL, and shottys FTW.
Gecko_God_Of_Dooom
Apr 28 2005, 03:39 AM
| QUOTE (DaJMasta @ Apr 27 2005, 09:35 PM) |
dunno, havent really seen it, and spores is really useful early on against phase gates (like the people coming out, lol not the building).
It would work well, in theory, but costs a small truckload of res, so few RTs, OCs, and chambers, and a much worse chance of getting a second hive early on. If the people actually were good at lerking, they would do alright, but if the rines had a good comm and knew what was going on, HA, GL, and shottys FTW. |
Gls would come around 3 mins if the comm rushed AA
HA would come around 5:30 if the comm rushed this tech.
SGs will help alittle, but if the comm spends the rez on SGs he wont have enough for RTs, or UPgrades, OR BOTh.
Think about, lets say the pub is 8 vs 8. so that means you have 4 lerks.
Marine should be able to cap 3 rts at most by 1 min.
lets say there is a cluster of 3 marines, and 2 clusters of 2 marines.
assign 2 lerks to the 3 marines, and one to each other cluster.
with those marines constantly being gassed your looking at a medpack at least every 6 seconds for each marine to keep them above 1 bite. each med costs 2 rez, so you spending 14 rez every 6 seconds. while with a total of 4 rts, your getting 4 rez every 4 seconds.
More simple put.
Your losing 2.33 rez a second
while gaining 1 rez a second
for a net of -1.33 rez a second.
essential your marines die. and slowly lose more nodes
You should be able to win with this in about 4-5 mins
Cj_the_Dj
Apr 28 2005, 07:29 AM
xD
SLizer
Apr 28 2005, 01:19 PM
| QUOTE (Cj the Dj @ Apr 28 2005, 10:29 AM) |
| xD |
All you can say. If you have like 3 lerks (your clan ftw) and pub you can just ROFLMAO on them I defenitely need to get guys to do this, sounds so ridiclous and fun and pwnage! I think that the break of this is how fast you can get those lerks up. 5 res is actually quite slow to get without rfk and rines have time to cap during it. Although if all "Lerks" get the 1 kill is really is pwn. BUT if those lerks die you are really screwed. Meaning that this really fragile meaning that this wont be so good scrim/match also due ppl can aim in stuff
im_lost
Apr 28 2005, 02:44 PM
In an 8 player game. Let's assume that the comm doesn't med as much as you expect, so there's actually res coming in. These lerks can only gas so much area, if the marines keep moving then you have to chase them. You can have 2 people dropping rt's, one person dropping upgrade chambers (you're going to have to wait a while for the third MC), and one saving for the hive. Three rt's for 8 players, assuming none of them die, means you are waiting a while for the second hive. You slow down marine tech as you pointed out, but it also slows down alien tech, which is the part that you're ignoring.
A good counter to this could be hand grenades, actually. Every time a marine dies, that's another grenade that will be thrown at a lerk in a vent.
afratnikov
Apr 28 2005, 03:07 PM
This strat depends too much on how good the lerks are... If the lerks are crappy and die too often, you will lose the game. Otherwise it could be a nice change of pace, but it still doesn't guarantee a win.
Iconoclast
Apr 30 2005, 08:49 AM
This happened earlier tonight, was not fun to be playing against.
Atleast until our comm got heavies when he realized half the alien team was adren lerk.
Trevelyan
May 17 2005, 04:26 PM
Multipul spores from the same lerk = no stackage
Spores from seperate lerks = Stacked damage over time.
This was true the last time i checked.
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