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Discussion: Natural Selection / Natural Selection - Tactics and Mod Discussions - Lerk Counters? - Originally Posted by Irish Pirate The problem lies mostly in determining a likely number of
  1. #16


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    Re: Lerk Counters?

    Quote Originally Posted by Irish Pirate
    The problem lies mostly in determining a likely number of pellets that will hit.
    5 pellets are in a 5 degree spread (well inside the default shotgun crosshair) and the other 5 are in a 7 degree spread (along the edge of the crosshair or even outside it by as much as a quarter of an inch). At medium to close range putting the crosshair on a lerk 100% will either kill it in one shot or SERIOUSLY hurt it. Usually I survive full shotgun blasts at lvl1 with 7hp, that should give you an indivator of how much damage they do. lvl2 damage upgrades are the best overall in terms of killing power early midgame, you will see a massive increase in alien deaths upgrading lvl1 > lvl2 compared to lvl0 > 1. Only a carapace lerk can survive lvl2 and up point blank shotty hits.

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  3. #17

    Kerostasis's Avatar

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    Re: Lerk Counters?

    As for the numbers of why that should be...

    Total Lerk HP
    185--Hive1
    200--Hive2

    Total Shotgun damage
    170--W0
    180--W1
    200--W2

    So with lvl 2 ups, a pointblank shotty can kill a non-carapace Lerk regardless of Hives, while Lvl 1 and 0 leave a little health left. Its not much health though, so if you can follow that shotty up with anything else, you can still bag a lerk.
    Darkilla: In short, NS is pretty much really fast chess. With guns.
    Yoshi MCF: The fact that you speak Wyz doesn't disprove his insanity. It only proves yours.
    Pokerface: It's now cheaper to put gas on my cereal. I am saddened.

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  5. #18

    Irish Pirate's Avatar

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    Re: Lerk Counters?

    All the more reason to wait for the lerk to get up close.

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  7. #19
    Nebulous
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    Re: Lerk Counters?

    Inexperienced players will try to shotgun a lerk down while the lerk keeps a reasonable distance while maneuvering around trying to make the marine waste shells, then when the marine starts to reload is when he is dead in most situations. Always wait for a close shot, and be aware of the rest of your surroundings because a lerk will often just take bullets while waiting for some form of backup or to try and pull you into an ambush. Most decent combat lerks will only go for bites on shotguns/hmgs if he is reloading/distracted. Incredible burst speed allows the lerk to do this.

    On a side note: I believe the devs have recognized the seemingly exploited action of a pancaking lerk and hopefully they will reduced the upward acceleration speed. I'd say a large amount of lerks depend on that and therefore will be less effective in the future. You generally won't see me doing that ever because there are more effective ways to lerk in my opinion than pancaking around.

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  9. #20
    FireWater
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    Re: Lerk Counters?

    One of the things that I observe in pub play is that lerks sometimes get greedy. They don't wait for oppurtunities, rather they try to sometimes force them (on average, of course there are people who know how to be more effective). When fighting lerks, try to get him to use as much energy as possible while attempting to engage you. Since most lerks get celerity, energy is an issue for them. The more the they dodge, the less they have to engage you. Try to be as mobile as possible, because the more the lerk tries to attack you, the shorter its energy bar for escape is.

    I know you don't want hear "learn to aim" comments, but the fact of the matter is the lerk is an alien that abuses the Z-axis more than any other alien, the toughest thing to do in when aiming is moving your mouse up and down. Learn to how effectively master aiming up and down will greatly increase your chances in killing a lerk, ESPECIALLY if you have teamates that are capable of doing it as well.

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  11. #21

    blu.knight's Avatar

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    Re: Lerk Counters?

    I actually don't have too much extra difficulty with vertical aiming. The problem is when lerks go out of my vision. If I was to wear headphones so I could hear where they are it would probably help, but I tend to die a lot when I lose sight of the lerk.

    My favorite method is to blast the lerk with the pistol as it zooms in (as many seem to do when you're alone), and then when they get close switch to lmg and hopefully finish them off.

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  13. #22


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    Re: Lerk Counters?

    Actually blu I'm glad you brought up sound, as that's one of the problems I have in dealing with lerks. Lerks only make noise when they flap or bite, so a lerk that shoots to the ceiling and then uses its speed to glide around cannot be detected by sound until he's biting your leg off, and by that point it's usually too late. My usual method when a lerk shoots to the ceiling is to frantically spin until I catch a lucky glimpse of said lerk. As this is not particularly effective, I wouldn't recommend trying it, but I don't know of any other way to find that lerk.

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  15. #23

    Irish Pirate's Avatar

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    Re: Lerk Counters?

    Quote Originally Posted by Kerostasis
    As for the numbers of why that should be...

    Total Lerk HP
    185--Hive1
    200--Hive2

    Total Shotgun damage
    170--W0
    180--W1
    200--W2

    So with lvl 2 ups, a pointblank shotty can kill a non-carapace Lerk regardless of Hives, while Lvl 1 and 0 leave a little health left. Its not much health though, so if you can follow that shotty up with anything else, you can still bag a lerk.
    With 3 hives a lerk has 215 hp w/o carapace. I imagine weapons 3 would fix the killing of the non cara lerk though. Of course at 3 hives cara would add 90 more health. If they have 3 hives you have lots more to worry about than lerks though.

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  17. #24
    Nebulous
    Guest

    Re: Lerk Counters?

    Sound is pretty important against lerks over other alien lifeforms, good point blu.

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