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  • Manual - Zero-K
    online campaign Ladder Factions The mighty factions controlling huge sectors of galaxy Community Forum Discuss ask for help have fun Clans Play with your friends or make friends while playing Ladders Users Find a player Code of Conduct Be nice have fun Develop Make the game with us Privacy Policy Credits Makers of Zero K Donate Help cover the server costs Name Password Forgot password username Create an account Manual Index Zero K Manual For other languages choose your language on translate google com You can Maek D Fenz or you can play the game Ivory King Don t try to make your econ grow faster than his try to make his grow slower than yours KDR 11k Zero K Manual Getting Started Units Unit References Unit Abilities Unit Features General Features Further Game Info Strategy Guides Planetwars Getting Started Getting Started from the lobby to the game 10 minute video Interface Newbie Guide Part 1 Newbie Guide Part 2 Basic Economy Guide Help for Other RTS Players Dos and Donts Units Unit References Unit List Unit Classes Weapon Classes Unit Radar Icons Commanders Unit Abilities Cloak Shields Terraforming Unit Features Unit States wip Unit AI Transport AI Retreat Command

    Original URL path: http://zero-k.info/Wiki/Manual (2016-04-29)
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  • NewbieGuide - Zero-K
    category displaying further buildings Release the mouse button while hovering over the extractor or press W again to select it Click the left mouse button to place the building on top of one of the metal spots right next to where your commander should have spawned Make sure the blue green area is inside the metal extractors red circle when doing so as this shows its range You can build any other buildings the same way as you built your metal extractor Simply move your mouse over them before releasing it or press the appropriate key q w e a s d z x c Queuing Orders Select the Metal Extractor B W W up from the build menu again and while holding the SHIFT key place it over the two other metal spots This will place these orders at the end of his order queue meaning he will execute them in sequence Giving an order without SHIFT held cancels the queue in favour of the new order br To cancel a single order in the queue hold shift and click on its location in the case of a build order you must have a building selected to do this br You can also insert commands at arbitrary positions in the queue by holding down Space while issuing the order Hint Selecting the Area Mex command and dragging a circle radius over an area will order the commander or any constructor selected to place mexes over all spots in the area Multiple Building Placement Select the a Solar Collector B W A up left from the build menu When placing it hold down Shift again left click and drag to place a line of buildings Make at least 4 Solar Collectors produce 2 energy the yellow resource in the upper right Metal Extractors produce Metal the blue grey resource in the upper right of the screen Solar collectors produce Energy the yellow resource You need both in equal amounts for construction wiki comment Note A good player usually keep it 0 because they stalling it all the time thus no need of Resources Storage wiki comment Factories Build the Cloaky Bot Factory B A A left Factories produce new units Your first factory is free and is teleported in just like your commander Select your factory You usually want to make sure it is set to repeat for constant production Left Click the repeat button so that it turns green You can add units to your factories production queue by left clicking the icon of the units you wish to build The factory will then immediately start production To remove a unit from the queue simply right click the unit s icon The repeat option will allow your factory to keep producing units indefinitely at your chosen ratio br If you need a unit quickly you can press Alt while clicking and you will make that many units outside of the queued loop i e they will only be made

    Original URL path: http://zero-k.info/Wiki/NewbieGuide (2016-04-29)
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  • Zero-K
    hold its own in combat it is no match for anti swarm and riot units or defenses The Scorcher s heatray deals more damage up close Slasher Deployable Missile Vehicle must stop to fire Homing Missiles Damage 40 Reloadtime 0 75 Damage second 53 Range 600 Area of Effect 48 140 560 660 2 8 More Stats Keep the Slasher at maximum range to harass the opponent s units The Slasher s missiles track so they are ideal to kill fast moving raiders and crawling bombs It is able to hit air but is only really useful against fighters Cannot fire over obstacles and does poorly if enemies particularly assault units are allowed to close range Unlike skirmishers the Slasher cannot fire while moving Leveler Riot Vehicle Impulse Cannon Damage 220 2 Reloadtime 1 8 Damage second 122 Range 290 Area of Effect 144 240 1 100 347 2 2 More Stats The Leveler s riot cannon is effective at destroying swarms of raiders and halting enemy advances The projectile does not arc so Levelers should avoid clumping and be arranged in a line formation wherever possible Due to their lack of speed and range most skirmishers are effective against them True to its name the Leveler s cannon flattens terrain to enable allied vehicles passage over harsh terrain Ravager Assault Vehicle Light Plasma Cannon Damage 210 Reloadtime 2 Damage second 105 Range 320 Area of Effect 32 250 1 850 385 2 95 More Stats Expensive and powerful the Ravager is capable of holding its own against most opposition Though its maneuverability is terrible its strength is when moving at a considerable top speed in a straight line Due to this it is almost impossible to skirmish using raiders In combat you should attempt to keep travelling forward and not turn too suddenly so as to maintain top speed Circling your target at the edge of your range is a good tactic An arcing projectile allows it to shoot over wreckage other tanks etc Vulnerable to crawling bombs when in swarms Dominatrix Capture Vehicle Capture Ray Damage 2 6 Reloadtime 0 033 Damage second 79 Range 450 Area of Effect 420 820 550 2 2 More Stats The Dominatrix captures enemies turning them against their former allies Multiple Dominatrix can capture a single target faster although only one becomes the controller After taking control of a unit the Dominatrix cannot fire for 12 seconds If a Dominatrix is destroyed all units it controls are freed Wolverine Artillery Minelayer Vehicle Light Mine Artillery Damage 20 Reloadtime 5 5 Damage second 4 Range 730 Area of Effect 96 260 450 660 2 5 More Stats The Wolverine lays mines which are fairly effective but have a limited lifespan from a distance rather haphazardly The Wolverine outranges most defenses comfortably but is lightly armored and cannot flee easily so keep it screened with friendly units possibly assisted by your own mines Impaler Precision Artillery Vehicle Kinetic Missile Damage 800 1 Reloadtime 10 Damage second 80 Range 1 500 Area of Effect 24 700 1 100 660 2 25 More Stats The Impaler fires vertically a high damage high accuracy kinetic missile at long range Its high arc makes it able to fire over any obstacle however that makes the flight time so high that it s useless against moving targets Use the Impaler to kill specific buildings Crasher Fast Anti Air Vehicle Heavy Missile Damage 290 1 Reloadtime 4 Damage second 73 Range 730 Area of Effect 32 220 900 660 3 7 More Stats The Crasher is a speedy solution to enemy bomber attacks and also works well against gunships Heavy Tank Factory Produces Heavy and Specialized Vehicles Builds at 10 m s The Heavy Tank Factory is the ultimate in brute force methods nothing gets the job done quite like a sustained artillery barrage followed by a decisive push with the largest tanks in the field Key units Pillager Reaper Banisher Goliath Welder Armed Construction Tank Builds at 7 5 m s Mini Laser Damage 10 Reloadtime 0 23333333333333 Damage second 43 Range 220 Area of Effect 8 250 1 900 280 2 1 More Stats Armed with a small defensive tower the Welder can defend itself against light enemy attacks Kodachi Raider Tank Flame Bomb Damage 120 Reloadtime 6 Damage second 20 Range 225 Area of Effect 192 180 750 600 3 65 More Stats The diminutive Kodachi is a unique raider Its small yet agile chassis has enough armor and speed to get it close enough to fire its weapon a napalm bomb The Kodachi should run in get a shot off and withdraw before it takes significant damage Damaged Kodachis regenerate out of combat Panther Lightning Assault Raider Tank Lightning Gun Damage 190 0 500 P Reloadtime 3 Damage second 63 167 P Range 260 Area of Effect 8 300 1 100 450 3 4 More Stats The Panther is a high tech raider Its weapon a lightning gun deals mostly paralyze damage This way the Panther can disable turrets waltz through the defensive line and proceed to level the economic heart of the opponent s base When killed it sets off an EMP explosion that can stun surrounding raiders Banisher Heavy Riot Support Tank Heavy Missile Damage 440 5 Reloadtime 2 3 Damage second 192 Range 340 Area of Effect 160 520 1 650 400 2 3 More Stats Remarkably mobile for a riot platform the Banisher packs twin high velocity fragmentation missiles that are devastating to light units and aircraft alike although they have limited range Like other riot units the Banisher does not have the range and speed to hold its own against most skirmishers The missile is quite effective at flattening terrain so it is particularly useful at knocking down walls that Welders cannot reach Reaper Assault Tank Medium Plasma Cannon Damage 640 320 x 2 Reloadtime 4 Damage second 160 Range 360 Area of Effect 32 850 6 800 506 2 45 More Stats A heavy duty battle tank The Reaper excels at absorbing damage in pitched battles but its low rate of fire means it is not so good at dealing with swarms and its heavy armor comes at the price of manuverability Goliath Very Heavy Tank Buster Tankbuster Cannon Damage 1 000 Reloadtime 3 5 Damage second 286 Range 450 Area of Effect 32 Slowing Beam Damage 600 Reloadtime 1 Damage second 600 Range 350 Area of Effect 8 2 200 12 000 540 2 05 More Stats The Goliath is the single heaviest tank on the field Its main gun is a hefty cannon designed to smash lesser tanks into oblivion while mounted on the turret is a short range slowgun to prevent quicker foes escaping its grasp However it turns like a tub of water its short range makes it easy prey for advanced skirmishers or air attacks and its slow rate of fire makes it vulnerable to massed raider attacks The heavy main cannon can shake walls down so it is somewhat able to spearhead assaults against areas with terraformed fortifications Pillager General Purpose Artillery Plasma Artillery Damage 600 5 Reloadtime 7 Damage second 86 Range 1 180 Area of Effect 96 700 840 660 2 7 More Stats The heavy long ranging gun of the Pillager makes it the unit of choice for standoff shelling of enemy mobiles or structures As always it should be wary of anything that gets close to it Tremor Heavy Saturation Artillery Tank Rapid Fire Plasma Artillery Damage 135 Reloadtime 0 36 Damage second 375 Range 1 300 Area of Effect 160 1 500 2 045 660 1 7 More Stats The principle behind the Tremor is simple flood an area with enough shots and you ll hit something at least once Slow clumsy vulnerable and extremely frightening the Tremor works best against high density target areas where its saturation shots are most likely to do damage It pulverizes shields in seconds and its shells smooth terrain Copperhead Flak Anti Air Tank Flak Cannon Damage 81 5 Reloadtime 0 4 Damage second 204 Range 900 Area of Effect 64 550 1 200 660 3 2 More Stats The Copperhead s flak cannon makes quick work of enemy gunships and is also fairly effective against planes Hovercraft Platform Produces Hovercraft Builds at 10 m s The Hovercraft Platform is fast and deadly offering the ability to cross sea and plains alike and outmaneuver the enemy Key units Dagger Halberd Scalpel Mace Penetrator Quill Construction Hovercraft Builds at 5 m s 150 800 325 2 8 More Stats The Quill allows smooth expansion across both land and sea Dagger Fast Attack Hovercraft Gauss Cannon Damage 110 1 Reloadtime 3 Damage second 37 Range 210 Area of Effect 16 85 300 500 4 8 More Stats The Dagger is the hover plant s scout It provides a cheap disposable method of getting intel and can also hit economic targets of opportunity Its light Gauss gun can also hit underwater targets Scalpel Skirmisher Anti Heavy Hovercraft Heavy Missile Battery Damage 622 311 x 2 Reloadtime 10 Damage second 62 Range 450 Area of Effect 96 220 680 495 2 1 More Stats Use the Scalpel for hit and run attacks Has a long reload time and not too many hit points and should always be kept at range with the enemy An arcing projectile allows it to shoot over obstacles and friendly units Halberd Blockade Runner Hover Direct Energy Weapon Damage 150 1 Reloadtime 1 2 Damage second 125 Range 200 Area of Effect 48 240 1 250 385 3 2 More Stats The Halberd buttons down into its armored hull when not firing offering 4x damage resistance Its slow short ranged weapon is unsuitable for use against highly mobile targets Claymore Anti Sub Hovercraft Depth Charge Damage 900 5 Reloadtime 8 Damage second 113 Range 270 Area of Effect 290 330 1 350 385 3 3 More Stats The somewhat suicidal Claymore is armed with a heavy depthcharge launcher and has no qualms about dropping it on land Mace Riot Hover High Intensity Laserbeam Damage 29 68 Reloadtime 0 1 Damage second 297 Range 345 Area of Effect 8 400 1 200 407 2 1 More Stats The Mace is a mobile laser tower Its high firepower is useful for killing light enemy units It is perfectly accurate and is good against gunships and fast units However its thin armor makes it vulnerable when targetted directly especially by skirmishers Penetrator Anti Heavy Artillery Hovercraft Tachyon Accelerator Damage 3 000 5 600 1 x 5 Reloadtime 20 Damage second 150 Range 1 020 Area of Effect 20 1 000 1 000 660 2 4 More Stats The Penetrator s weapon nicknamed the Blue Laser of Death has the power and accuracy to skewer most units with a single shot Use it against high armor units but keep it behind the front lines it has light armor and can t run from danger Flail Anti Air Hovercraft Medium SAM Damage 375 Reloadtime 5 Damage second 75 Range 800 Area of Effect 64 300 1 300 660 3 54 More Stats The Flail launches a single large short medium range SAM that does heavy damage Amphibious Bot Plant Produces Amphibious Bots Builds at 10 m s The Amphibious Operations Plant builds the slow but sturdy amphibious bots providing an alternative approach to land sea warfare Units from this factory typically regenerate while submerged Conch Amphibious Construction Bot Builds at 7 5 m s 180 850 375 1 7 More Stats The Conch is a sturdy constructor that can build or reclaim in the deep sea as well as it does on land Duck Amphibious Raider Bot Anti Sub Torpedo Damage 230 115 x 2 Reloadtime 4 Damage second 58 Range 250 Area of Effect 32 Torpedo Damage 230 115 x 2 Reloadtime 4 Damage second 58 Range 150 Area of Effect 32 80 340 500 2 8 More Stats The Duck is the basic underwater raider Armed with short ranged torpedoes it uses its relatively high speed to harass sea targets that cannot shoot back though it dies to serious opposition On land it can launch the torpedoes a short distance as a decent short ranged anti heavy weapon Archer Amphibious Raider Riot Bot Water Cutter Damage 1 3 Reloadtime 0 1 Damage second 13 Range 300 Area of Effect 128 200 820 500 2 5 More Stats The Archer uses a powerful water cutting jet to hit enemies While the water cannon loses firepower and range as its water tank empties it can be refilled by standing in a body of water Archers can float to surface in order to fight naval units Buoy Heavy Amphibious Skirmisher Bot Disruption Cannon Damage 150 1 Reloadtime 1 8 Damage second 83 Range 450 Area of Effect 32 300 1 250 500 1 4 More Stats The Buoy works around its inability to shoot while submerged by floating to the surface of the sea Here it can fire a decently ranged cannon with slow damage It is unable to move while floating Scallop Amphibious Riot Bot Anti Sub Flechette Damage 234 26 x 9 Reloadtime 0 8 Damage second 293 Range 300 Area of Effect 32 Undersea Charge Launcher Damage 180 2 90 1 x 2 Reloadtime 1 4 Damage second 129 Range 230 Area of Effect 100 280 1 100 430 1 5 More Stats A typical riot unit the Scallop is armed with impact explosives for underwater use and a quadruple shotgun when on land Grizzly Heavy Amphibious Assault Walker High Energy Laserbeam Damage 1 514 0 302 8 x 5 Reloadtime 6 Damage second 252 Range 600 Area of Effect 14 2 000 9 000 660 1 6 More Stats The Grizzly is a classic assault unit relatively slow clumsy and next to unstoppable Its weapon is a high power laser beam with high range and damage ineffective against swarmers and fast aircraft but not much else While its weapon cannot fire underwater the Grizzly can float to surface in order to shoot Angler Amphibious Anti Air Bot Missile Pack Damage 600 4 150 1 x 4 Reloadtime 12 Damage second 50 Range 600 Area of Effect 48 200 1 100 660 1 6 More Stats Angler is amphibious anti air bot designed to counter the factory s nemesis Raven Two of them together can float to the surface and kill a single Raven Djinn Amphibious Teleport Bridge 800 2 600 300 2 5 More Stats Djinn excels at moving large land based armies across bodies of water When deployed it teleports units from around its pre placed static beacon to its present location The teleportation is one way so ensure the destination is safe Airplane Plant Produces Airplanes Builds at 10 m s The Airplane Plant offers a variety of fixed wing aircraft to suit your needs Choose between multirole fighters that can double as light attackers or specialized interceptors and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms The plant also comes bundled with one rearm pad Crane Construction Aircraft Builds at 4 m s 220 240 380 6 More Stats The Crane flies quickly over any terrain but is fragile to any AA Though it has relatively poor nano power compared to other constructors it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion Due to its mobility it is ideal for reclaiming wrecks and other repetetitive tasks Swift Multi role Fighter Mini Laser Blaster Damage 7 1 Reloadtime 0 2 Damage second 35 Range 700 Area of Effect 8 Guided Missiles Damage 135 Reloadtime 5 2 Damage second 26 Range 530 Area of Effect 48 150 300 520 13 More Stats The Swift can hit both land and air It is effective against air units with its guided missiles and lasers but enemy AA and air superiority fighters will kill it quickly In numbers it can harass land units and is suitable for raiding Perhaps most notably they are equipped with afterburner jets that can be used to give the Swift a massive speed boost allowing them to execute incredible combat and evasive maneuvers Hawk Air Superiority Fighter Anti Air Laser Battery Damage 9 6 Reloadtime 0 1 Damage second 96 Range 800 Area of Effect 12 300 1 000 750 7 6 More Stats The Hawk specializes in bringing down anything else that flies It is sturdy enough to take limited AA fire although it has no ground attack capability Raven Precision Bomber Guided Bomb Damage 800 1 Reloadtime 5 Damage second 160 Range 150 Area of Effect 32 300 1 000 660 7 8 More Stats The Raven drops a single high damage low AoE bomb Cost for cost nothing quite matches it for taking out that antinuke or Reaper but you should look elsewhere for something to use against smaller mobiles Phoenix Saturation Napalm Bomber Napalm Bombs Damage 375 25 x 15 Reloadtime 10 Damage second 38 Range Area of Effect 216 360 650 660 8 More Stats The Phoenix s napalm bombs decimate large clumps of units and light structures Thunderbird Disarming Lightning Bomber Lightning Damage 54 000 675 x 80 Reloadtime 10 Damage second 5 400 Range 730 Area of Effect 192 550 1 000 660 9 More Stats Fast bomber armed with a lightning generator that disarms units in a wide area under it Wyvern Singularity Bomber Implosion Bomb Damage 2 000 1 Reloadtime 8 Damage second 250 Range 500 Area of Effect 192 2 000 2 360 660 9 More Stats The Wyvern drops a single powerful bomb that can send units flying It is sturdy enough to penetrate moderate AA and escape to repair but should not be used recklessly it s too expensive for that Vulture Area Jammer Radar Sonar Plane 340 950 1 400 12 More Stats The Vulture provides an unparalleled means for deep scouting and can locate underwater targets with its sonar It is also equipped with an area jammer which prevents radar from working in the area underneath Gunship Plant Produces Gunships Builds at 10 m s The Gunship Plant is designed for close air support It includes a selection of transports for hauling land units around and combat gunships which can perform a variety of offensive or defensive roles Crane Construction Aircraft Builds at 4 m s 220 240 380 6 More Stats The Crane flies quickly over any terrain but is fragile to any AA Though it has relatively poor nano power compared to other constructors it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion Due to its mobility it is ideal for reclaiming wrecks and other repetetitive tasks Blastwing Flying Bomb Burrows Blastwing Explosion Damage 80 Area of Effect 256 55 100 380 8 2 More Stats The Blastwing does only a small amount of damage suitable for taking out mexes solars LLTs wind farms and nanotowers though it can offer a more fomidible punch en masse Be mindful of the speed and direction it is travelling as much of the damage done by it is directional shrapnel that will continue on the trajectory of the bomb after it dies In this way you can spray an enemy with shards of metal even if your blastwing dies before it is in range Do not pack them too tightly as they can chain explode Cloaks when landed Gnat Anti Heavy EMP Drone Light Electro Stunner Damage 600 P Reloadtime 1 2 Damage second 500 P Range 80 Area of Effect 8 90 350 380 7 5 More Stats The Gnat can be used to paralyze enemy units It makes an excellent defensive unit and when combined with banshees or other units can halt the enemy to give you time to kill him Offensively it can paralyze even heavily fortified areas but dies relatively easily to defenders Banshee Raider Gunship Light Laserbeam Damage 6 83 Reloadtime 0 11 Damage second 62 Range 240 Area of Effect 8 220 860 500 6 5 More Stats The Banshee is a light gunship Its high speed and decent damage makes it excellent for quickly taking out enemy economy or inaccurate units like assaults However it flies close to the ground and has a short range meaning even other raiders can engage it on an equal footing Like any raider the Banshee should avoid riots and static defense Rapier Multi Role Support Gunship Disruptor Missiles Damage 200 1 Reloadtime 5 Damage second 40 Range 360 Area of Effect 16 300 1 100 550 3 9 More Stats The Rapier is a light combat gunship While its missiles are not the most damaging thing around they are quite accurate and their disruption warheads slow down their targets Brawler Fire Support Gunship Heavy Pulse MG Damage 77 2 19 3 x 4 Reloadtime 0 45 Damage second 172 Range 650 Area of Effect 40 760 2 800 600 3 3 More Stats The Brawler is a fire support gunship that flies out of the reach of most ground mobiles It is tough enough to survive limited anti air fire and its twin EMGs chew through units stupid enough to stay put Black Dawn Heavy Raider Assault Gunship Rocket Salvo Damage 1 764 0 220 5 x 8 Reloadtime 9 Damage second 196 Range 300 Area of Effect 96 900 3 400 585 4 5 More Stats The Black Dawn fires a volley of unguided rockets It has high HP and a huge damage output but is expensive and inaccurate especially vs moving targets It is best for taking on clumps of base structures slow moving or stationary units The Black Dawn should disengage between volleys to minimize damage taken Krow Flying Fortress Laserbeam Damage 37 8 Reloadtime 0 2 Damage second 189 Range 450 Area of Effect 8 Laserbeam Damage 37 8 Reloadtime 0 2 Damage second 189 Range 450 Area of Effect 8 Laserbeam Damage 37 8 Reloadtime 0 2 Damage second 189 Range 450 Area of Effect 8 Cluster Bomb Damage 18 750 250 x 75 Reloadtime 30 Damage second 625 Range 10 Area of Effect 128 4 500 16 000 633 3 3 More Stats The Krow may be expensive and ponderous but its incredible armor allows it do fly into all but the thickest anti air defenses and engage enemies with its three laser cannons Best of all it can drop a large spread of carpet bombs that devastates anything under it Trident Anti Air Gunship Homing Missiles Damage 200 1 Reloadtime 1 2 Damage second 167 Range 750 Area of Effect 48 270 900 660 3 8 More Stats The Trident is a slow gunship that cuts down enemy aircraft with missiles It is much slower than other gunships so it is much easier to kill the Trident with ground units than with planes Valkyrie Air Transport 80 300 300 10 7 More Stats The Valkyrie is the basic air transport It is ideal to ferry units to the front or make a drop deep behind enemy lines but should not be used to land in areas with any kind of AA cover Vindicator Armed Heavy Air Transport Light Laser Blaster Damage 10 Reloadtime 0 2 Damage second 50 Range 100 Area of Effect 8 Light Laser Blaster Damage 10 Reloadtime 0 2 Damage second 50 Range 100 Area of Effect 8 Anti Air Laser Damage 20 Reloadtime 0 4 Damage second 50 Range 100 Area of Effect 12 500 1 100 660 8 More Stats The Vindicator can haul any land unit in the game Its twin laser guns and automated cargo ejection system make it ideal for drops into hot LZs Shipyard Produces Ships Builds at 10 m s Shipyard is where both ships and submarines are built Other waterborne units such as hovercraft and amphibious bots have separate factories Mariner Construction Ship Builds at 7 5 m s 200 1 400 325 2 5 More Stats Although expensive the Construction Ship boasts extremely high nano power combined with tough armor and good speed Skeeter Disarming Scout Boat Light Disarm Missile Damage 45 1 Reloadtime 2 Damage second 23 Range 260 Area of Effect 8 70 240 800 5 2 More Stats Cheap fast and fragile this Patrol Boat is good as a raider and spotting for longer ranged ships It lacks the firepower or armor for brawling Snake Raider Submarine Torpedo Damage 350 1 Reloadtime 5 5 Damage second 64 Range 220 Area of Effect 16 210 600 360 4 0 More Stats Stealthy fast and fragile this Submarine can quickly strike unprotected targets Slow damage allows it to effectively kill lone units Watch out for anything with anti sub weaponry especially Hunters Typhoon Assault Raider Corvette Medium Pulse MG Damage 52 13 x 4 Reloadtime 0 4 Damage second 130 Range 280 Area of Effect 36 Medium Pulse MG Damage 52 13 x 4 Reloadtime 0 4 Damage second 130 Range 280 Area of Effect 36 320 2 200 429 3 0 More Stats The Typhoon is a brawler combining high speed decent armor and strong firepower at a low cost for a ship Use corvette packs against anything on the surface but watch out for submarines Hunter Torpedo Riot Frigate Concussion Torpedo Damage 186 62 x 3 Reloadtime 2 2 Damage second 85 Range 350 Area of Effect 160 350 1 200 390 2 2 More Stats The Hunter is a mobile anti submarine unit It boasts a massive area of effect Enforcer Skirmisher Artillery Missile Cruiser Heavy 4x Guided Missile Damage 880 220 x 4 Reloadtime 5 5 Damage second 160 Range 690 Area of Effect 128 800 2 800 700 2 4 More Stats This cruiser packs powerful long range missiles useful for bombarding sea and shore targets Beware of subs and Corvettes Crusader Artillery Destroyer Light Anti Sub Plasma Cannon Damage 600 5 Reloadtime 4 Damage second 150 Range 1 000 Area of Effect Depth Charge Damage 180 Reloadtime 3 Damage second 60 Range 260 Area of Effect 128 550 1 600 660 1 7 More Stats This Destroyer packs a powerful long range main cannon useful for bombarding fixed emplacements and shore targets as well as a depth charge launcher for use against submarines Beware of aircraft and Corvettes the Destroyer s weapons have trouble hitting fast moving targets Serpent Precise Artillery Anti Heavy Submarine Long Range Torpedo Damage 900 5 Reloadtime 8 Damage second 113 Range 900 Area of Effect 16 1 000 1 000 660 1 8 More Stats The Serpent is truly a nightmare for its long range deadly accurate high lethality heavy torpedoes can sink almost any ship in a few shots It is however extremely expensive and not particularly agile Shredder Anti Air Frigate Anti Air Laser Damage 12 7 Reloadtime 0 1 Damage second 127 Range 1 040 Area of Effect 8 Anti Air Laser Damage 12 7 Reloadtime 0 1 Damage second 127 Range 1 040 Area of Effect 8 400 1 900 660 2 84 More Stats With its powerful twin anti air laser batteries the anti air frigate protects your fleet from aerial attackers As always it is useless against targets that aren t airborne Surfboard Transport Platform 220 1 200 325 3 3 More Stats The Surfboard serves as a naval transport and firing platform that is any unit on the Surfboard can fire off of it Athena Airborne SpecOps Engineer Builds at 7 5 m s The Athena is the pinnacle of stealth strike capability Equipped with a cloaking device and a radar jammer it can slip through enemy lines to assemble squads of raiders inflicting havoc on the opposition s logistics The Athena can also resurrect wrecks on the battlefield while cloaked adding them to your army Conjurer Cloaked Construction Bot Builds at 5 m s 140 450 375 1 9 More Stats The Conjurer packs a short ranged jammer and a cloaking device for stealthy expansion and base maintenance Flea Ultralight Scout Spider Burrows Micro Laser Damage 10 57 Reloadtime 0 25 Damage second 42 Range 140 Area of Effect 8 20 40 560 4 8 More Stats The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen It can be used in small groups to effectively raid mexes early on and in maps with tall cliffs can attack from unexpected angles It does very little damage and dies to any form of opposition Bandit Medium Light Raider Bot Laser Blaster Damage 9 53 Reloadtime 0 1 Damage second 95 Range 245 Area of Effect 8 75 250 500 3 More Stats The Bandit outranges and is somewhat tougher than the Glaive but still not something that you hurl against entrenched forces Counter with riot units and LLTs Halberd Blockade Runner Hover Direct Energy Weapon Damage 150 1 Reloadtime 1 2 Damage second 125 Range 200 Area of Effect 48 240 1 250 385 3 2 More Stats The Halberd buttons down into its armored hull when not firing offering 4x damage resistance Its slow short ranged weapon is unsuitable for use against highly mobile targets Scythe Cloaked Raider Bot Blade Damage 200 1 Reloadtime 1 4 Damage second 143 Range 100 Area of Effect 8 250 820 425 3 More Stats The Scythe isn t particularly tough in a stand up fight but its cloaking device lets it slip past enemy defenses to stab at the enemy s economy Damaged Scythes can quickly regenerate when out of combat Moderator Distruptor Skirmisher Walker Disruptor Pulse Beam Damage 500 1 Reloadtime 10 Damage second 50 Range 420 Area of Effect 32 240 450 660 1 9 More Stats The Moderator s disruptor beam reduces enemy speed and rate of fire by up to 50 in addition to dealing damage making it effective against almost all targets Recluse Skirmisher Spider Indirect Fire Rocket Volley Damage 405 135 x 3 Reloadtime 4 Damage second 101 Range 540 Area of Effect 48 280 650 594 1 6 More Stats An all terrain missile launching unit Climb walls with this spider walker and take your enemy by surprise The unguided rockets cannot hit a rapidly jinking target but they have a fairly long range Panther Lightning Assault Raider Tank Lightning Gun Damage 190 0 500 P Reloadtime 3 Damage second 63 167 P Range 260 Area of Effect 8 300 1 100 450 3 4 More Stats The Panther is a high tech raider Its weapon a lightning gun deals mostly paralyze damage This way the Panther can disable turrets waltz through the defensive line and proceed to level the economic heart of the opponent s base When killed it sets off an EMP explosion that can stun surrounding raiders Zeus Lightning Assault Bot Lightning Gun Damage 240 0 600 P Reloadtime 2 2 Damage second 109 273 P Range 280 Area of Effect 8 350 2 400 325 1 7 More Stats Slowly and steadily groups of Zeuses can shrug off heavy fire as they make their way towards enemy fortifications until they can field their short range lightning cannon which damages and stuns entrenched foes Counter with anything that can reliably kite it making sure that you don t get paralyzed in which case you are as good as dead Spectre Cloaked Skirmish Anti Heavy Artillery Bot Pulsed Particle Projector Damage 1 500 1 Reloadtime 18 Damage second 83 Range 700 Area of Effect 16 750 560 400 1 45 More Stats The Spectre s energy rifle inflicts heavy damage to a single target It can fire while cloaked however its visible round betrays its position It requires quite a bit of energy to keep cloaked especially when moving The best way to locate a Spectre is by sweeping the area with many cheap units Impaler Precision Artillery Vehicle Kinetic Missile Damage 800 1 Reloadtime 10 Damage second 80 Range 1 500 Area of Effect 24 700 1 100 660 2 25 More Stats The Impaler fires vertically a high damage high accuracy kinetic missile at long range Its high arc makes it able to fire over any obstacle however that makes the flight time so high that it s useless against moving targets Use the Impaler to kill specific buildings Infiltrator Cloaked Scout Anti Heavy Electro Stunner Damage 8 000 1 P Reloadtime 35 Damage second 229 P Range 100 Area of Effect 8 280 270 550 2 55 More Stats The Infiltrator is useful in two ways Firstly it is an excellent scout and very difficult to detect It can penetrate deep into enemy lines It also has the capacity to shoot a paralyzing bolt that will freeze any one target good against heavy enemies and enemy infrastructure Gremlin Cloaked Anti Air Bot Anti Air Laser Damage 18 4 Reloadtime 0 3 Damage second 61 Range 700 Area of Effect 12 150 550 660 2 9 More Stats Fast and fairly sturdy for its price the Gremlin is good budget mobile anti air It can cloak allowing it to provide unexpected anti air protection or escape ground forces it s defenseless against Aspis Area Shield Walker Energy Shield Power 3600 Regeneration 50 Energy to Regen 12 Radius 350 600 700 300 2 05 More Stats The Aspis protects surrounding units with its area shield by destroying enemy projectiles and will automatically connect to other shield equipped units to share charge The area shield will not stop units and only intercepts projectiles on its perimeter so enemies can get under the shield and shoot at the units inside Recharging and maintaining area shields costs energy Morphs to Aegis 30s Eraser Area Cloaker Jammer Walker 600 600 400 1 9 More Stats The Eraser has a jamming device to conceal your units radar returns It also has a small cloak shield to hide friendly nearby units from enemy sight Morphs to Sneaky Pete 30s Djinn Amphibious Teleport Bridge 800 2 600 300 2 5 More Stats Djinn excels at moving large land based armies across bodies of water When deployed it teleports units from around its pre placed static beacon to its present location The teleportation is one way so ensure the destination is safe Ultimatum Cloaked Anti Heavy Anti Strider Walker Disintegrator Damage 1 200 Reloadtime 1 5 Damage second 800 Range 250 Area of Effect 48 2 000 2 000 500 1 45 More Stats The Ultimatum packs only one weapon a disintegrator gun that can vaporize a heavy tank in one blast It is best used for sneaking up to enemy heavy striders and inflicting serious damage or destruction with a few shots Defense against it is achieved by screening your heavyweights with lighter units Missile Silo Produces Tactical Missiles Builds at 10 m s The Missile Silo constructs and holds up to four different cruise missiles each with a unique warhead It offers excellent standoff strike capability for offensive and defensive purposes Eos Tactical Nuke Tactical Nuke Damage 3 502 5 Area of Effect 192 Tactical Nuke Damage 3 502 5 Reloadtime 10 Damage second 350 Range 3 500 Area of Effect 192 600 1 000 0 More Stats A long range precision strike weapon The Eos blast radius is small but lethal Quake Seismic Missile Seismic Missile Damage 20 Area of Effect 512 Seismic Missile Damage 20 Reloadtime 10 Damage second 2 Range 6 000 Area of Effect 512 400 1 000 0 More Stats The Quake creates a powerful seismic shockwave that smooths a wide area of terrain while causing minimal harm to units Shockley EMP missile EMP Missile Damage 30 003 1 Area of Effect 280 Stun Time 45 EMP Missile Damage 30 003 1 P Reloadtime 3 Damage second 10

    Original URL path: http://zero-k.info/Static/UnitGuide (2016-04-29)
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  • EconomyGuide - Zero-K
    find yourself heading towards an excess of metal due to a sudden glut make nanotowers in your base or construct a new factory on the frontline if you have your commander or some idle constructors there Swim in energy and be short of metal never the reverse That s the practical advice Now some theory and specific data Metal Metal is directly tied to territorial acquisition and military conquest Metal Extractors mexes are the most efficient way to get metal and can only be placed on metal spots As such you should expand quickly and rapidly get as many metal spots under your control as possible Metal extractors are cheap and pay themselves back quickly Remember that any metal spot that doesn t have an extractor on it is just wasted metal If you ever lose territory or get raided quickly re expand into the area with extractors again Reclamation can make up a significant portion of your metal income For everything that dies a corpse is left behind with up to 40 of the metal it took to produce the unit Securing an area after an assault and getting the reclaim from both your units and the enemies an 80 payback on your investment can decide the outcome of a game Since it takes a constructor to reclaim things you can think of reclamation as a way of turning buildpower directly into metal reclaiming is a very good use of an excess of buildpower Also note that unlike mex income reclaimed metal is not shared Overdrive makes your mexes produce more metal with diminishing returns as you pump more and more energy into them Due to this the more mexes the energy is spread over the more efficiently you can overdrive them and the more metal you get for invested energy so always try and take territory Overdrive requires an energy structure near the extractor to work but as long as the colour of your overdrive circles are the same the efficiency is the same dont worry about linking your whole grid together rather make a solar panel next to each extractor Communism mode distributes all metal from mexes basic output and overdrive at equal quantities to all members of your team Energy Energy can be made anywhere It is generally built in your base and having energy is required for a number of things including making all units and structures and running some special units jammers shields etc Since it is such an investment losing your energy can cripple your whole economy so always try to protect your energy and hit the enemy s when possible If you stall energy for any reason get it back up again as quickly as possible by making small energy structures solars winds not fusions Solar Panels give a fixed income and are well armoured closing up when under attack for a defensive bonus They are the least efficient energy structure in terms of investment but they are cheap have good HP

    Original URL path: http://zero-k.info/Wiki/EconomyGuide (2016-04-29)
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  • Terraforming - Zero-K
    be flat For example a hill could be flattened Hold Alt to snap to either the starting height just below water level so that ships can t pass or the level just below water level that land units cannot pass 23 deep Hold Ctrl and move the mouse to select the height to be levelled to from terrain by mousing over the terrain Tap Space to cycle through only raise or only level This limits the terraform to either take away or add terrain instead of a mix of both Can be toggled during lasso stage Raise raises or lowers the terrain in the area by the same amount the relative height of the terrain within the area is not changed Hold Alt to snap to heights by steps of 15 A 15 high or deep wall or trench will be impassable to vehicles but passable to bots A 18 high wall will be impassable to most common bots A 30 high wall will be impassable to everything except spiders Press Ctrl to reset the height to 0 Smooth smooths the terrain cliffs become less sharp Restore reverts the height of the terrain to what it was at the start of the game Tap Space to cycle through only raise or only level This limits the terraform to either take away or add terrain instead of a mix of both Toggle during lasso stage Advanced Area Selection For easier terraforming alt and or ctrl can be used to modify the way the lasso command is given Hold Alt while clicking to terraform a rectangular area Hold Alt and click on a building or unit to create a wall around that unit Hold Alt Ctrl while clicking to create a hollow rectangle of terraform Hold Ctrl at any time during line drawing to create a straight section of line Straight and non straight lines can be mixed by pressing and releasing Ctrl Ramp The ramp command interface is different from that of the other terraform commands First select the Ramp command from the command menu Simple Ramp This is a simple way to make a ramp between 2 points on the ground It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp In short Left Click the start of the ramp Left Click the end of the ramp Left Click again Advanced Ramp Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp Left Click on the ground to set the start of the ramp If you want to choose the height of the start of the ramp hold the click and move the mouse up or down A little green line will appear out of the ground to indicate the height The default height is the ground height release the mouse to

    Original URL path: http://zero-k.info/Wiki/Terraforming (2016-04-29)
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  • FAQ - Zero-K
    I fix it 14 I have a bug report 15 My question isn t answered here Where can I ask my question Answers 1 I m new to Zero K Where should I start First you should read the Newbie Guide and try some practice games against the AI You can also spectate some online games to see which things are significant Some mission are designed for new player to get to know the interface and some basic gameplay ideas e g Sandbox and 2v1 You can also access them from Zero K lobby directly 2 How can I unlock commander modules You have to visit the Zero K Homepage www zero k info and log in with your account You can easily reach this page from the lobby through the Home tab 3 How do I gain rating You can gain rating using the Elo rating if you re winning multiplayer games Based on you enemies skill you will gain lose more or less rating 4 How can I reach a new rank How are they split Rank system is based on user s level which increases as you play levels 0 9 levels 10 19 levels 20 29 levels 30 39 levels 40 49 levels 50 59 levels 60 69 levels 70 79 levels 80 5 How much XP do I need to reach the next level Mouse over the XP bar on the home page the XP needed is displayed in the tooltip You can also calculate it yourself XP for next level level 80 20 level 2 for instance Level 1 100 Level 2 240 Level 3 420 Level 4 680 Level 5 900 Level 6 1200 6 My FPS is low after some time have passed ingame What can I do Try to reduce your graphics settings To do so go to the Settings Tab on Zero K Lobby and click Graphics Settings Run SpringSettings Some system intensive elements that you could tone down disable are shadows and water type Try a new game and probably change some settings again 7 I get ugly bubbles in the minimap the whole screen flashbangs Do you get bubbles like this This is a bug somewhere in Lua drawing with ATI AMD and OpenGL Disable widgets that draw via F11 menu to find the problematic widget This should largely be fixed if it still happens make a bugreport please 8 I have some game ideas Where can I post them Visit the Zero K forum and pose your ideas in one of the sections Furthermore you can create a new issue on our development site https github com ZeroK RTS Zero K issues 9 What do all the ingame abbreviations mean You can look up some abbreviations used ingame here in this list Some abbreviations unrelated to the game can be looked up on this page Another way is to ask players ingame 10 How can I support the game Donations On the one hand you can donate

    Original URL path: http://zero-k.info/Wiki/FAQ (2016-04-29)
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  • Zero-K
    friends or make friends while playing Ladders Users Find a player Code of Conduct Be nice have fun Develop Make the game with us Privacy Policy Credits Makers of Zero K Donate Help cover the server costs Name Password Forgot password username Create an account Planet Wars are currently closed Planet Wars are currently closed Recap of the last round Humanity Rising swift attack took Hegemony by a fatal surprise

    Original URL path: http://zero-k.info/Planetwars (2016-04-29)
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  • PlanetWars Ladder - Zero-K
    Frequently Asked Questions PlanetWars PlanetWars Multiplayer online campaign Ladder Factions The mighty factions controlling huge sectors of galaxy Community Forum Discuss ask for help have fun Clans Play with your friends or make friends while playing Ladders Users Find a player Code of Conduct Be nice have fun Develop Make the game with us Privacy Policy Credits Makers of Zero K Donate Help cover the server costs Name Password Forgot password username Create an account Top players Synthetic Hegemony Rank Name Attack points Planets Elo 1 Rafal ZK 66 0 1540 2 Svatopluk 45 0 1496 3 OldGhostStalker 26 0 1420 4 malric 21 0 1449 5 nimor 21 0 1448 6 DeeDiebS 18 0 1516 7 GoogleFrog 16 0 1494 8 cariny0 7 0 1488 9 Fx Drone 4 0 1500 10 Vermind 2 0 1505 Humanity Rising Rank Name Attack points Planets Elo 1 Shaman 39 0 1559 2 Orfelius 32 0 1538 3 Chesti 31 0 1403 4 Jasper 28 2 1557 5 G0G0 Dancer 28 0 1443 6 ISP Lauri 25 0 1576 7 Licho 23 0 1551 8 norm0616 18 0 1532 9 Flipstip 15 0 1479 10 Stumi 7 1 1490 Mercenaries Rank Name

    Original URL path: http://zero-k.info/Planetwars/Ladder (2016-04-29)
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