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  • CeaseFires - Zero-K
    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 Describing the ceasefire system Ceasefires In Free For All FFA games you may create temporary alliances called ceasefires This gives you some breathing room by allowing you to expand somewhat freely without getting weakened by skirmishes with your direct neighbors It is often mutually beneficial to make a few friends before the battle lines are fully drawn and the map is too crowded for everyone That is when the backstabbing begins The Basics Hover over the check box under the CF column next to a team It will give a brief explanation and the state of the ceasefire with that team Check that box to make a ceasefire offer to that team When both teams make a ceasefire offer a ceasefire is made During a ceasefire neither team s units will attack each other The following two images show examples of the ceasefire interface Note If there is more than one player on your team each player must check the box to vote for making the ceasefire offer before it is made Restricted Zones Ceasefires are only temporary and those teams you ally with are still ultimately your enemies You don t want their units sneaking around your base You can create restricted zones to delineate areas where the enemy is forbidden The moment a temporary ally s unit enters a restricted zone the ceasefire immediately breaks and your armies will attack each other Placing Restricted Zones Check the box labeled Place Restricted Zones and you can paint small circles on the ground Use the right click to erase them Important Temporary allies cannot see your restricted zones It

    Original URL path: http://zero-k.info/Wiki/CeaseFires (2016-04-29)
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  • HotKeys - Zero-K
    own custom keys Editing Hotkeys Using the game menu you can quicly hotbind any key combos to almost any action or unit commands For more advanced usage of hotkeys see this page KeybindFile Selection Keys Selection Keys are commands that quickly select groups of units You can edit your selection keys in the game by navigating to Game Selections Some Selection Key Examples Ctrl C selects your commander and focuses on him Forgot where your commander is Hit Ctrl C Ctrl B selects an idle builder Ctrl A selects all Convenient in some situations just please don t use ctrl d with this when the battle is still going Ctrl Z selects all units of the same type as those in the current selection The most used command by many players Very useful for keeping your army together getting re enforcements etc Auto grouping Ever wished to have all fighters in group 7 all gunships in group 8 all raiders in 4 etc Autogroup achieves just that Auto grouping is feature of ZK widget Alt number makes permanent auto group out of currently selected unit types New units then join that group when they first become idle Alt removes currently

    Original URL path: http://zero-k.info/Wiki/HotKeys (2016-04-29)
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  • Abbreviations - Zero-K
    achine heavy defensive structure dgun D isintegrator Gun class of special weapons that need manual activation using D key for example Dante s missile volley or special commander weapons domi Dominatrix capture vehicle DPS D amage P er S econd DRP D isco R ave P arty the superweapon Drop A drop happens when units are loaded into transports and then dropped somewhere like the enemy base E E E nergy the resource eco Eco nomy all resource producing units and buildings elo a rating system used for balancing games basing on estimated players skill EMP E lectro M agnetic P ulse paralyzer weapons F fac Fac tory building that produces mobile units FW Firewalker artillery bot fus Fusion Reactor G geo Geo thermal Powerplant or the spot where it can be built also geospot GS Gunships golly Goliath heavy tank grid energy grid system of connected energy sources part of overdrive Structures are in the same grid if their circles touch H HLT H eavy L aser T ower the Stinger turret J JJ JumpJet factory L Licho old name for Wyvern heavy bomber plane link to link disconnected parts of energy grid together OR to link shields together LLT L ight L aser T ower the Lotus turret lobster a taunt on a player who haven t performed well in ongoing or previous battle s LoS line of sight LV L ight V ehicles Factory M M M etal the resource mex M etal Ex tractor to mex the action of constructing extractors on untapped metal spots morph to upgrade a commander or a geothermal generator moho old name for Advanced Geothermal MT M issile T ower the Defender turret N nano Caretaker nanolathe tower static constructor nap to kidnap usually comnap capture enemy commander with air transport

    Original URL path: http://zero-k.info/Wiki/Abbreviations (2016-04-29)
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  • Awards - Zero-K
    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 Awards description Basics At the end of every battle players are awarded with shiny trophies for various achievements during the game Some awards are presented every game while others are less common It takes outstanding performance with the relevant unit set to receive an award There are also event based awards which are never awarded in normal games for example tournament cups All damage related awards except Big Purple Heart use metal value to compare performance The Awards Generic Awards Complete Annihilation always awarded to the player who dealt the most damage Big Purple Heart always awarded to the player who received the most health damage Spoils of War efficient usage of reclaim Mineral Prospector building metal extractors Loot Pillage raiding enemy metal extractors Turtle Shell effective use of defense Apocalyptic Achievement Award employing superweapons Air Force General exceptional play with airborne units Fleet Admiral successful ship usage Traffic Cop applying slow damage EMP Wizard dealing EMP damage Kamikaze Award heroic

    Original URL path: http://zero-k.info/Wiki/Awards (2016-04-29)
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  • AggressionGuide - Zero-K
    to be better at the game one of the key principles is just to be aggressive Its a war game so fight Put simply you cannot win by defending The only way you ll ever win by defending is boring the enemy to death You ll have to attack eventually so why not attack now instead of later Sure later you ll have more units and economy but so will he But attacking is also a sound economic decision Metal is the most important resource The only way to get metal is to expand and take Metal Extractors or to fight the enemy and reclaim their wrecks Thus metal is territorial you must always be trying to gain territory from the enemy to get more metal This means aggression If you build a lot of energy structures to overdrive your mexes it gives you no advantage the enemy can do the same thing and will do so faster if he is more aggressive about taking mexes Take the situation of a 4v4 On one team 3 players fight one builds economic structures On the other all 4 fight Given equal skill the 4 fighting players will win they will take more territory more metal spots and when they destroy their enemies they will get to reclaim all the wrecks both from their own dead units and the enemies All it takes is 1 commander wreck and they have a huge economic lead probably much more than the player who goes pure economy while having wiped out all his allies What if all players from team 1 porc defences and on team 2 they attack all out Even assuming team 1 manage to take at least half the map which given a less offensive approach is unlikely an intelligent team 2

    Original URL path: http://zero-k.info/Wiki/AggressionGuide (2016-04-29)
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  • StrategyTreatise - Zero-K
    So if numbers are so important then why doesn t sheer spam win out every time There are several reasons for this Limitations to simultaneous engagement Due to constraints such as range there is a limit to how many units in a force can engage the enemy at a given time While both sides are at this limit the battle will tend to follow the Linear Law the attrition rate will be based on the linear ratio of combatants currently engaged unity if the same number of units on both sides can fire at any given moment Since more expensive units have longer range and higher density they have a higher engagement limit ie more of your metal is spent shooting rather than sitting around and can thus gain the upper hand over swarmers in choked conditions AoE weapons While the Square Law assumes that any individual unit may only fire upon one target at a time many riot units in ZK have AoE weapons that allow multiple units to be damaged at once As a result they tend to do several times more damage to large groups of small units than to smaller more dispersed groups or larger units where usually only one unit at a time takes significant damage as opposed to several for the swarm Weightclass Because a ZK unit retains full firepower until the moment of death a group of small units can lose strength over time due to attrition while a single large unit does not However as the number of combatants involved increases the weightclass advantage diminishes as both sides suffer attrition at increasingly equal rates What does all this mean to me Due to the squaring effect you should take note of the following Focus fire it s how the law works after all The more enemy units you destroy the bigger your advantage gets Pool your forces including with allies Even a few extra units can really tilt the battle in your favor By creating local superiority during battles you can even overcome an enemy who has more forces on the global level Formate your units A good formation allows more of your boys to be shooting theirs at once even if this advantage lasts for only a few seconds it can significantly affect the outcome of a battle Moreover the less clumped your units are the less AoE weapons can hurt them Always try to have a line or encirclement formation when joining battle Don t have metal in your storage When even one tank makes a difference it goes without saying that you want as many units as you can possibly get Defending vs Attacking Security against defeat implies defensive tactics ability to defeat the enemy means taking the offensive br Sun Tzu Defense structures in ZK are generally a match for twice their cost in mobiles This along with the simplicity of managing them makes it tempting for players not all of whom are new to use them a

    Original URL path: http://zero-k.info/Wiki/StrategyTreatise (2016-04-29)
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  • SpecificUnitGuides - Zero-K
    Crabe walker Weaver br Class Construction Spider Metal 200 Reclaim 92 HP 750 Mass Weight 155 Speed 1 8 Max Slope 72 Max Water Depth 22 Resource production 0 15 Build power 7 5 Build range 120 Sight Range 295 Trivia The Weaver appears to have two objects attached to its frame that look like flammable fuel tanks Flea br Class Ultralight Scout Spider Metal 20 Reclaim 4 HP 40 Speed 4 8 Max slope 72 Max water depth 15 Sight Range 560 Morphs to br Glaive 10s Micro laser Damage 10 87 DPS 43 AoE 8 Reloadtime 0 25 Range 140 Hands down the best land scout in the entire game the Flea is proof that wonderful things do indeed come in small packages Fleas are tiny four legged scout bots that scurry across the landscape at a staggering 4 8 speed that s enough to compete with most conventional Gunships When idle Fleas burrow into the ground effectively gaining self cloak this means that for a mere 20 metal you can have a mobile security camera that can even scurry up steep cliffs And if all that is still not enough for you the Flea somehow manages to include a weapon with all this equipment a tiny little micro laser that does just enough damage to kill mexes and winds before your enemy realizes what the hell is going on The only problem is that most buildings tend to do damage to everything around them when they go boom which is bad news for your poor 140 range Fleas so don t pack them too tightly In the early game the Spider player is largely dependent on Fleas to hamper enemy expansion and provide intel but due to how easy they are to kill they must rely on defense and Venoms for anti raider purposes against heavier units like Glaives and Bandits Well managed Fleas can easily avoid enemy raiders and only occasionally run into defenses forcing the enemy to devote much of their resources attention to counter them making them ideal to harass enemies while giving the Spider player precious time to build defense and expand Credit cDGodde With their insane scouting and screening capabilities coupled with their self cloak and small laser for harassing enemy econ it s no wonder some people go Spider fac or at least Athena just to get their hands on some Fleas They are perfect for sweeping an area for enemy Sniper bots or other cloaked nuisances and can easily overwhelm most skirmishers arty if they aren t being supported They die by the dozens if thrown against anything that can reliably hit them however such as any kind of splash damage Banshees or Rapiers or pretty much any direct fire unit from Glaives onward Since those 20 metal costs can rack up quickly its best not to needlessly waste your Fleas Make plenty of them keep large groups on hand but don t throw them away To use Fleas effectively you have to know how to properly deploy them They do best when spread out in a line formation typically covering the entire breadth of the frontline or at least enough to prevent enemy Skuttles or other cloakers from sneaking past your lines to take out targets of opportunity When moving or deploying Fleas try holding down the Move button when issuing an order to trace a line when you release the button all units in the currently selected group will take up equally spread positions along that line This works perfectly for Fleas as you can quickly create a screen wherever and whenever you need it Effective As early warning system Many people opt to leave Fleas in their cloaked state all over the map so they can send back data on enemy movements This is a superb strategy and should be used as much as possible Combos Strategies Anything Fleas are so effective at gathering intel and sweeping for cloakers that they are a staple of many serious efforts They combo well with nearly any unit or strategy Counters Scouts Cloaked fleas can be found and mobile ones dealt with by sweeping them out with scouts of your own AoE Even being caught in the very outer ring of the simplest AoE weapon will destroy a Flea Riot units and the like always slaughter them Tracking Weapons Missiles like from Slashers or Defenders can pick off Fleas with ease and at great range Hermit br Class All Terrain Assault Bot Metal 160 Reclaim 64 HP 1400 Wreck HP 1500 Mass Weight 175 Speed 1 7 Max slope 72 Max water depth 22 Sight Range 420 Light Plasma Cannon Damage 140 AoE 36 Reloadtime 2 6 Range 350 Easily the cheapest assault unit in the game the Hermit aka Scarab is relatively unimpressive on paper when it comes to stats but is so inexpensive roughly only twice the cost of a standard raider that they can easily be massed to overwhelm the enemy with skittering death Whilst not as common or popular a unit as the Recluse Hermits can nonetheless make up the backbone of many Spider player s strategies Effective vs Defense Hermits work well for overrunning lighter emplacements like LLT s quickly and in significant numbers can stand up to heavier ones as well Stay far away from Stardusts and HLT s till you have a good ball Combos Strategies Venom These stun the enemy the Hermits fire from a safe distance without worry of getting stunned Unlike Fleas Recluse Hermits are essential to use with these skirmisher spiders as a shield to protect them from common threats and assist the advance Counters Raiders Hermits are inaccurate and easily overrun but make sure to jink cause they just might get a lucky hit Skirmishers Kiting them is very effective just watch out for any Recluses that might be tagging along Light Heavy Vehicles Both the wheeled and track variety boast high speed high HP units that can terrorize packs of Hermits Of course that depends on whether they can catch them on open ground Air These bots are defenseless against gunships and bombers Napalm works best as their HP isn t too hot pun intended and they have a tendency to group up Venom br Class Riot EMP Spider Metal 200 Reclaim 80 HP 750 Speed 2 7 Max Slope 72 Max Water Depth 22 Sight Range 440 Electro Stunner Damage 18 600 EMP Max stun time 3 AoE 160 Reloadtime 1 8 Range 240 Creepycrawliesthey reallaroundme AHHH General enemy reaction Venoms are a popular relatively cheap essential frontline Spiderbot They move ridiculously fast for a Riot unit making them even better at intercepting Raiders with their EMP stunner While it deals no direct damage Venoms are perfect for keeping enemies paralyzed long enough for your other units to finish them off So perfect in fact that they are essential most other units in this fac are so inaccurate or poor against fast units that they need this guy around to keep them still long enough to do any real damage Skilled Venom use is the mark of a pro and is to be feared they are ruthlessly efficient at stunning units and with micro can even keep two units stunned rendering thEM HELPLESS BEFORE THE SWARM AHAHAHaha ahem Venoms are often the next thing off the production lines after the obligatory first few scouting Fleas They are necessary for early offensive operations as they efficiently counter most other low tier units They work very well with Fleas ordinarily the tiny scout bots can t hold a candle to anything bigger than them but when stunned Fleas can swarm all over them and pick them apart piece by piece with their tiny little laser AWW damn they re so cuuute xD Venom Flea is your trump card in the early game Switch to Hermits once you start taking some real land to deal with the inevitable heavy units and defense lines and throw in Weavers for repairs too your Venoms are going to take a lot of hits One thing to really watch out for is their AoE anything near the target is going to take a wad of EMP damage so keep your own units back unless you want them to get stunned too Your fleas in particular are in serious danger due to their short reach Effective vs Raiders Scouts Two legs bad six legs GOOD Venoms are essential for protecting your Spider army from being overrun by raiders since the remainder of the facs low tier is quite inaccurate with the exception of the Redback vs Shields All forms of EMP drain shields like mad and Venom is no exception Combos Strategies Spiderbots I ll say it again YOU NEED THESE Venoms hold the enemy still giving your real killers plenty of time to deal the finishing blow Counters Outnumber Spread Out Venoms have very little actual damage Though they can stun more than one unit at a time if you re even using just Raiders you can kill them as long as you remain spread out most Raiders outrun Venoms by a bit just stay on them and don t cluster and keep picking off any Fleas that might be around Defender LLT Crawl The humble light defenses can put serious pressure on Venom and Flea efforts from a good distance though you will find yourself stopping VERY quick when facing Hermits Make more as appropriate Venoms eat single turrets Outlaw Discourages use of venom and also limits their damage output Redback br Class Riot Spider Metal 280 Reclaim 100 HP 900 Speed 1 7 Size 3 Max slope 72 Max water depth 22 Sight Range 660 Auto Particle Beam Damage 60 Reloadtime 0 33 Range 300 In by popular demand the Redback offers 100 precision direct fire capability to the Spider factory allowing you to melt the faces or wheels off enemy raiders should they dare try to get close to the rest of your forces They make for a very effective screening line as no swarmer will be able to get past without immediately being tagged with several volleys of lasgun ahem I mean particle beam fire FOR THE EMPARAWWWR A word of warning DO NOT use this as a primary assault unit no matter how tempting it may be It doesn t have nearly enough health to survive a serious scrape and its range and speed make it below average at combat maneuvers If you absolutely have to use it in a heavy combat situation make sure to bring Aspis walkers to provide shield cover or at least make sure they are not advancing too far ahead and never without plenty of support Effective vs Raiders Scouts The Redback s weapon system is absolutely lethal vs fast swarm type units as it pretty much cannot miss vs Crawling Bombs The fact that its weapon has near 100 accuracy means it can target fast crawling bombs however the proximity at which they are likely to be detonated is generally still considered dangerous for Redbacks so make sure to keep repair units handy Combos Strategies Recluse Works well as a shield for this heavy skirmish spider acquitting itself very well in an anti raider role to safeguard your back line Hermit Similar to above Redbacks can peel off the fast units that might otherwise pose a problem for the humble Hermit assault walker Counters Skirmishers Range is abysmal compared to other units in its weight class Up to three skrimishers can be made for the price of one Redback and even then leaving some change so without support Redbacks are toast in a mid range battle Assault Battle units Redbacks cannot hold a candle to real combat troops due to their inferior stats Zeus Ravager and other tough units will mop the floor with them due to their far superior health and damage ability Recluse br Class Skirmisher Spider direct fire Metal 300 Reclaim 120 HP 650 Mass Weight 171 Speed 1 6 Max Slope 72 Max Water Depth 22 Sight Range 594 Rocket Volley Damage 405 135 x3 AoE 48 Reloadtime 4 Range 540 This advanced skirmisher spider is among the most popular and most expensive units in the game Recluses fire three mid ranged rockets in a single volley which fan out in unpredictable patterns meaning you aren t always likely to hit for full damage but you typically do hit something They are very versatile and powerful crawling up any terrain obstacle and unleashing a withering barrage of rockets upon the opposition Equally useful in defense and attack the Recluse can easily become a part of any successful strategy Since they are extremely vulnerable and easy to overrun when unguarded it s best to keep them near cliffs so they can use their terrain bonus and near other units in general Air raids are unforgiving so try and make sure you have some AA as well Typical use involves deploying them into a wide skirmish line behind units or on cliffs they can fire from nearly any angle thanks to their turret and arcing projectiles They can kill Heavies if they have to but most Assault classes can get within kill range easily and wipe you out Goliaths are bad news as are Grizzlies thanks to that laser Effective vs Defense They outrange most statics comfortably though you should stay far away from Stingers vs Ground In general Recluses are efficient vs almost any ground unit though it s kinda hard to hit raiders Combos Strategies Venom He can stun enemy units making them easy targets for Recluse fire Hermit These assault bots are your bread and butter and also form a potent force to protect Recluse packs Counters Stinger HLT s outrange Recluses and will easily pick them off if they try to engage Add more to taste but watch out for especially large groups Phoenix Napalm bombers will roast packs of Recluses easily Tarantulas may be a problem though so consider bombers suicide in that case Gunships Most Gunships can deal with Recluses efficiently though you should stay away from Venoms and AA Snipers Sharpshooters can pick off Recluses one by one with little effort Just watch out for any Fleas AoE Weapons Crabes or any other potent AoE weapon will have their limbs flying through the air in no time Roasted Recluse by chef Firewalker especially recommended Pyros Although easily stunned by venom Pyro jumping into a bunch of recluses has some chances of setting them all on fire dealing a ton of damage Roach Is a massive concern for advancing spiders Fleas are generally useless against shields due to Outlaw so you can be pretty safe deploying your Roaches Tarantula br Class Anti Air Spider Metal 400 Reclaim 160 Mass Weight 215 HP 1200 Speed 2 3 Max Slope 72 Max Water Depth 22 Sight Range 660 Missiles Damage 220 AoE 48 Reloadtime 1 9 Range 1000 Infiltrator br Class Spy Anti Heavy Metal 280 Reclaim 112 HP 270 Mass Weight 130 Speed 2 55 Max Slope 72 Max Water Depth 22 Sight Range 550 Cloaked energy cost Standing 4 Cloaked energy cost Mobile 12 Decloak Radius 60 Electro Stunner Damage 8000 EMP Reloadtime 35 Range 100 Hmm remember when I said the Flea was hands down the best land scout It may have some decent competition here though only because this unit can cloak while moving and has a smaller decloak radius It s a very good spy and due to it s tiny profile and decloak radius it can move almost straight through enemy defenses instead of just circling around the edges This is not to say you should be careless with it however as it s quite an expensive unit for a scout and will leave a rather nice 112 metal wreck behind for your enemy to nom on However most people choose not to use it at a scout instead relying on Fleas for all their intelligence needs and they may have a point there But Infiltrators do have one thing Fleas do not and that s a point blank range EMP cannon that can stun a heavy tank in one shot Infiltrators are useful as an assassin unit of sorts as it can sneak up right next to pretty much anything and deliver it s charge A unit stunned by an Infiltrator will be out for a LONG time like 25 seconds This makes them wonderful counters for almost any heavy unit as it only takes 2 to 3 of these to stun most conventional heavies like the Sumo or Goliath It s speed allows it to keep up with these units as well sure seems like it s pretty much designed for locking down heavy tanks hmm Still it can be hunted down rather easily with most scout and raider units as they can spread out to cover a wide swathe of terrain It s also next to useless if you haven t got enough real combat units to deal the killing blow to the stunned unit s or if he s got sufficient cover to protect them Sharpshooters spring to mind Effective vs Defense Can insta stun most defenses that would otherwise give you trouble Stingers and deal with Annihilators DDM s the same way vs Heavies Infiltrators can stun most high HP units within 2 hits Weaker heavies like Reapers take only one vs early Banisher Reaper Many heavy tank players try to rush one of these at the start Infiltrators shut this down so effectively its almost cruel Combos Strategies Dominatrix Stun that reaper and capture it for ultimate trolling Venom Can keep the target stunned while you capture it Scythe packs Can work as infiltrator scout to find the singularities and disable local defenses Nuke bombers Using air scouts tells your enemy that you are about to nuke bomb while using infiltrators allows for a surprise attack it might take a while to scout stuff though Counters Patrol A bunch of glaives scouts on patrol causes alot of grief to Infiltrator users AoE Weapons Will likely kill unlucky spies Wolverine General counter for cloakies spread mines across a wide area Nano frames Nano frames are incompleted units buildings Just start one and leave it unbuilt they WILL decloak the spy and cost you nothing You can queue these up en masse by holding down Q while placing buildings the builder will start the nanoframe without finishing it Crabe br Class Heavy Riot Skirmish Spider Metal 1600 Reclaim 640 HP 4000 Mass Weight 445 Speed 1 35 Max Slope 72 Max Water Depth 22 Sight Range 660 Morphs to br Scorpion 45s br Catapult 45s Heavy Riot Cannon Damage 600 AoE 200 Reloadtime 4 0 Range 600 The Crabe aka Crab is a heavy fire support unit that bridges the gap between Riot units and Skirmishers whilst somehow maintaining its all terrain ability AND gaining durability rivaling most heavy Assault units It is viewed throughout the wide community as both an extremely powerful tactical unit and one of the biggest annoyances to face as it is nearly impossible to dislodge without having the proper units It s riot cannon is astounding it has enough firepower and AoE to blast apart dense packs of enemy units with ease whilst maintaining a menacing range of 600 Yes when used correctly the Crabe is truly a terror on the field Accordingly there are many things one needs to know before either using a Crabe or facing one in battle The first thing many people notice about this unit is that although it has an usually low amount of HP for a Heavy unit it has a very interesting special ability which compensates for that immensely When a Crabe is stationary the main body bunkers down between layers of ablative armor plates on its legs effectively cutting all damage dealt to it by a third This raises the effective maximum HP of the unit to 12000 thats 1 3 of a detriment btw provided it were to remain still to take all that damage The really annoying part is that unlike all other units and structures in the game with a similar ability the Crabe can still shoot while its curled up into armored form Thankfully if you re on the receiving end the Crabe is not without its weaknesses The most obvious ones being that it s overland speed is exceedingly low making it possible to simply outmaneuver and that it must remain stationary to receive the armor bonus that makes it a worthwhile unit if you manage to catch one on the move say with a bombing run you can safely dispose of them before they become a serious problem If not and they are inevitably going to force you to fight them there are still plenty of ways to fight back Effective vs Skirmishers Crabes outperform Skirmisher packs very handily they ve got plenty of range on them AoE and devastating power Pretty much dominates the mid range sector vs Statics Crabes work well for demolishing defense lines particularly if you ve got Weavers on standby to assist with repairs and remember to keep him bunkered down when possible vs Raiders These heavy fire support spiders smash Raider packs to oblivion and can take an amazing amount of punishment Raiders will have to be mircoed rather well to have a chance Counters Infiltrator Thunderbird Catch him on the move with the stun disarm and you re golden Pillager Impaler Racketeer Any long range Play your enemies game and beat them at a distance Might take a while though High HP Heavies Tank through their cannon and get in its face Watch out for Infiltrators Air He can t afford many Tarantulas after that Crabe Have fun Skuttle The classic response Does a fair amount of damage even when armored pops it like a soap bubble if mobile Outmaneuver If you can force him to react to you by attacking elsewhere Play for time Glaive An unsupported Crabe can be killed by 10 15 Glaives but only on level ground Let them circle around it Jumpjet Specialist Bots br Units from this factory are specialized to do extremely well for specific tasks or carry special weaponry and equipment They are generally very expensive but some of the most advanced heavy weaponry available can be found here so it s generally a solid choice Produced units range from tiny walking missiles that can rapidly multiply on their own flamethrower bots with jetpacks jumping assault melee walkers disruptor beam support walkers and jumping cloaked anti heavy bombs Pretty much every unit in this factory has some sort of special ability or at least the capability to jump giving them wonderful versatility Freaker br Class Jumpjet Constructor Metal 240 Reclaim 96 HP 650 Wreck HP 750 Mass Weight 159 Speed 2 25 Max slope 18 Max water depth 22 Resource production 0 2 Build power 7 5 Build range 120 Sight Range 375 Slowbeam Damage 180 Reloadtime 2 Range 320 Puppy br Class Walking Missile Metal 50 Mass Weight 66 HP 80 Speed 3 5 Max Slope 18 Max Water Depth 15 Sight Range 425 Legless Puppy suicide weapon Damage 410 AoE 40 Range 170 This oddball unit is essentially an expendable guided missile with legs When it comes into range of a target it will die and launch itself forward with deadly accuracy Interestingly if the missile hits land instead of an enemy it will become a Puppy again and can launch itself once more for another try Missing in this manner does slightly damage the Puppy every time though These suicide drones also possess the unique ability to draw metal from unit wrecks by simply standing close when it s Goo meter is filled a new Puppy is created next to the original one allowing them to self replicate Gray Goo style This means that instead of reclaiming wrecks you can opt to have Puppies quickly eat them up to make more without a factory Yay Effective vs Heavy Raiders Most people rush hard hitting yet somewhat frail units like Pyros early They can be hard to stop normally but it only takes two hits for Puppies to bring one down and they re really fast and cheap vs Ground Raiders go down easy Skirmishers and Artillery take at most two and many early Assaults can be brought down nicely by Puppies then you can just eat the wrecks to make more Avoid Riot AoE units vs Air Puppies are surprisingly good against air due to their accuracy and guided munitions though most of them need to come down to their level a dive bombing Raven or low flying gunship can be in for a nasty surprise Counters Accurate Guided weapons Killing them before they get close is essential though it can be pretty difficult at times depending on the number of Puppies Reclaim Puppies replicate through wreckage you can deny that and get a nice income boost too by reclaiming the wrecks yourself AoE Fire Puppies are never alone Employ scorched earth tactics and wide range AoE weapons to wipe out masses of the little buggers Napalm bombers and Firewalkers work especially well for this Pyro br Class Raider Riot Jumper Metal 220 Reclaim 88 HP 700 Mass Weight 157 Speed 3 Max Slope 18 Max Water Depth 22 Can Jump Sight Range 420 Flamethrower Damage 8 5 AoE 64 Reloadtime 0 16 Afterburn Duration 10 15s Afterburn DPS 15 Range 280 VERY few units are as deadly or as annoying as this one Pyros are high tech raider units equipped with jumpjets and high speed leg servos for crossing difficult terrain and excel at setting stuff on fire Being immune to afterburn damage Pyros are excellent at creating flaming inferno in the enemy ranks and getting out of there alive In addition to their primary weapon a vicious flamethrower Pyros will explode upon death setting any nearby units on fire as well They are very volatile and powerful units as well as quite expensive so make good use of them Fire is a unique weapon and among those who wield it the Pyro is pretty much supreme The basics are simple whenever flame weapons hit targets those targets catch fire and suffer damage every second until a set period expires Fire passes through targets and terrain too but that is a bug inflicting damage to those behind it and also causing additional damage the larger the target unit is more size to get through means more hits The combined damage of both the actual attack passthrough and damage over time makes the Pyro a very dangerous unit with a long track record of destruction Pyros are very hard to combine with other units as they WILL take friendly fire damage and lots of it even other Pyros in the pack will take direct flame damage even though they are immune to the afterburn effect Effective vs Statics A single Pyro can trash a Factory in record time even faster than Scorcher As an added bonus factory can not build no matter where are you attacking from Pyros are capable of defeating early Defenders and LLT s as well but in doing so they will suffer losses vs Skirmishers Artillery Pyros excel at running down those pesky kiters jump in the middle of a pack when you get the chance Even if you lose them the explosion will often set the rest on fire vs Light units A single Pyro can burn an unlimited number of fleas a pack of Pyros will insta kill most of the stuff like Darts Glaives and Bandits vs Cloakies Like most AOE units Pyros are great at ruining the day of Snipers Spies and Gremlins Even if a Pyro dies cloaky unit can not cloak as long as it is on fire giving you time to get another Pyro on him vs Fire units Being nearly immune to fire damage Pyros can easily walk through burning areas set aflame by Firewalker or Phoenix when and where enemy least expects vs Shields Fire is not stopped by shields handles those pesky thugs with ease Watch out for outlaws and felons though Combos Heavy tanks Pyros are not a great combo unit but it works okay with reapers and gollies to repel those pesky fleas and glaives They will deal some friendly fire but nowhere near what the enemy Glaives would do to you Sumo Jack Pyros are good friends with Sumos and Jacks since they can run around taking out the pesky skirmishers around your heavy hitters Counters EMP Stunned Pyros are completely helpless Venoms Ticks Faradays and such are quite popular Gunships You need to be careful Pyros have the range to hit low fliers like Banshees But a combined Gnat Banshee or heavier attack can pose a very serious problem for Pyros Crawling Bombs Even though Pyros are somewhat frail and expensive people tend to group them up Ticks Roaches will have a field day here and the former can follow them up cliffs Riot Missiles High damage AoE Riot weapons and tracking missiles are very effective against Pyros Banisher is just plain bad news for Pyro even a bunch of defenders can be useful Newton Gravity turret can throw a Pyro off the cliff it tries to jump up before it deals any real damage Very useful to defend that Annihilator that annoys your enemy so much Other Pyros Pyros are resistant to fire damage okay at killing engaging other Pyros Moderator br Class Disruptor Beam Walker Metal 300 Reclaim 120 HP 450 Speed 1 9 Max Slope 18 Max Water Depth 22 Sight Range 660 Disruptor Pulse Beam Damage 500 1500 Slow AoE 32 Reloadtime 10 Range 420 Moderators are specialized fire support walkers armed with a 100 accurate disruptor beam that is so frontloaded with damage that it can cut through lighter units like a hot knife through butter along with a powerful slowing factor that severely hampers any follow up action from anything that survives the shot Slow damage fills a slow bar on the enemy it hits the is the total reduction in movement attack speed which caps out at 50 and slowly decreases until the unit is back to full speed again Slow damage also cuts resource production and causes special abilities like Jump to take more time to reload One important thing to note is that slow damage just like capture and EMP damage is relative to the unit s current HP a Krow at 5000 HP will be in a lot of trouble against any kind of slowing unit effectively taking 3 5x the slow damage This can make for some very nasty surprises Credit Saktoth Effective All heavies br battle units Making them move and attack 50 slower pretty much renders them useless Air Moderators can give a nasty surprise to passing bombers Avengers or low flying gunships Crawling bombs Instant hit 100 accurate The poor Ticks and Roaches have no chance Counters A swarm of tiny units Will cause them to spread fire Dirtbag Expendable meat shields that can absorb the alpha strike of Moderators allowing Bandits and other units to attack while they re reloading Jack br Class Melee Assault Jumper Metal 650 Reclaim 260 HP 5000 Mass Weight 362 Speed 1 81 Max Slope 18 Max Water Depth 22 Can Jump Sight Range 350 Morphs to br Sumo 20s Spike Damage 300 Beam time Must attack without br interruption to achieve full damage 0 13 AoE 8 Reloadtime 1 0 Range 125 A special walker if ever there was one the Jack is a curious sight to behold a walking can with two legs a square body jumpjets on its underside and to crown all a melee weapon instead of a gun it strikes nearby enemies with a rather large pointy spike mounted on its frame making it one of the only two melee units currently in the game It is a beast Jacks are frontloaded with an incredible 5000 health and while they are slow they can jump straight into the fray and begin leveling fortification lines and ripping apart almost any unit below its class in very short order It is an imposing figure on the battlefield and a dreaded foe to face early on in a game Being a melee unit they must obviously get right up next to their targets to do anything meaning units faster than itself can maintain pace with it and kite it to death Avoid fast skirmishers packs of Bandits anything with more range and speed than you is a big threat Go straight after mexes powerplants defenses coms facs anything valuable that your opponent needs you should easily be able to reach it and knock it out Jacks have several dangerous enemies and counters you will want to watch out for never waste your energy needlessly against them Effective vs Statics Static emplacements and buildings alike can be rapidly demolished by Jacks vs Commanders Jacks are quite infamous for killing coms jumping onto them and beating them to death easily Counters Bandit Has the range firepower and speed to take out Jacks in numbers Zeus Ouch You might get lucky or you might get stunned in which case you re as good as dead Moderator Slows the Jack down so much it becomes even easier to kite Infiltrator One tap from this and it won t matter what they send at you you re screwed Dominatrix Capture car turns your 650 Metal investment into your demise Venom Follows you everywhere just out of your range and stuns you Virtually any Air unit that br doesn t fly low Can t hit them they can hit you nuff said Archangel br Class Heavy Anti Air Jumper Metal 550 Reclaim 220 HP 1500 Mass Weight 236 Speed 2 017 Max Slope 18 Max Water Depth 22 Sight Range 660 Anti Air Laser Battery Damage 18 8 Reloadtime 0 1 DPS 188 Range 820 Anti Air Autocannon Damage 9 Reloadtime 0 1 DPS 90 Range 1040 Firewalker br Class Fire Support Walker artillery skirmish Metal 1200 Reclaim 480 HP 1250 Wreck HP 630 Mass Weight 347 Speed 1 9 Max Slope 18 Max Water Depth 22 Sight Range 660 Napalm Mortar Damage 160 80 x2 AoE 256 Cloud Length 20s Cloud DPS up to 20 Afterburn Length 2s Afterburn DPS 15 Reloadtime 12 Range 900 The Jumpjet Specialist factory has yet another surprise to show you the Firewalker This pyromaniacs dream machine packs a twin napalm mortar that sets huge areas of ground on fire at terrifying distances making it ideal for area denial and wiping out entire armies of light to medium units efficiently and safely It represents a massive investment in time and metal and isn t particularly durable but the firepower you get for your money is often well worth it A typical usage goes as thus when a Firewalker attacks it arcs twin fiery globes toward its target which create large clouds of flame burning anyone and anything caught in them If they hit a shield tall flying unit or terrain feature the cloud can spawn in midair These clouds last for roughly 20 seconds before dissipating Effective vs Spiders Toasts Fleas reveals spies heavily damages everything else generally awesome vs Shield Bots Fire can hurt targets behind shields Also takes care of Roaches and everything else nicely vs Cloaky Bots Absolutely murders most units especially the dreaded cloaky combo completely nullifies cloaking destroys Ticks vs Light Vehicles Works well against scorchers darts slashers dominatrix and AA trucks Denies repair on Ravagers vs Jumpers Deny repair on that sumo annihilate puppy moderator swarms generally awesome vs Hovers Annihilate those low hp hovers on land and sea generally awesome Just

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    and easily brought down so stay away from AA as much as possible Their laser blaster lets them harass and in numbers destroy ground targets especially infiltrating Fleas and other weak raiders However they fly perilously close to their target so they can be shot when performing a strafing run Be careful Typically Swifts are the first things to roll off the production lines for most Air players They are perfect as early scouts and raiders checking what factories the enemy side has built spotting a rush or early Geothermal point grab destroying early aerial constructors and harassing expansion by killing the odd wind generator or metal extractor If they have no fighters AA or Defenders yet that is They are not seen often later in the game by reason of their general inferiority to Hawks as an air killer but they remain a popular unit for some and a viable option most of the time Used properly they are a wonderfully fun unit Plus they look cool Their biggest difference from Hawks in the air theater is their primary weapon guided missiles instead of lasers This means they can shoot even when they aren t facing their target and still hit reliably Hawks are notorious for becoming ineffective once enemy Fighters have locked on their tail since they can only shoot forwards Effective vs Scouts Swifts are great for taking out enemy scouts before they see anything vs Raiders In decent numbers Swifts can defeat most light ground raiders easily vs Air Being the fastest unit in the skies Swifts can respond almost instantly to aerial incursions Good vs Gunships and Bombers vs Hawks Since you can make 2 Swifts for the cost of 1 Hawk you have numbers Fight carefully to minimize losses Combos Bombers A popular tactic is to send a Swift ahead as a decoy to draw AA fire giving friendly bombers an opening Works best on alpha strike reliant AA like Hacksaws Hawks Swifts can work in tandem with Hawks peeling units off their six and lending fire support against some ground Counters Hawks Heavy fighters still outclass Swifts if they can get a bead Don t let them on your six AA Any type of AA will deal with Swifts efficiently Defenders need more than three hits now though Hawk br Class Air Superiority Fighter Metal 300 Reclaim 120 HP 1000 Speed 7 6 Flight Altitude 220 Sight Range 750 Anti Air Laser Battery Damage 9 8 DPS 98 AoE 12 Reloadtime 0 1 Range 800 An outstanding scout as well as air superiority fighter the Hawk aka Vamp is the go to aircraft of choice when it comes to dealing with any type of airborne threat Equipped with a powerful laser battery a sophisticated optical sensor suite powerful engines and durable armor it is indeed at the top of its class They are built to withstand a modicum of punishment and defeat every type of unit that dares invade the skies Hawks slow down to 50 of normal movement speed when firing their weapons causing them to be poor at chasing down some targets but also meaning more shots in a single pass No self respecting Air player should be without Hawks unless of course the enemy has no air for whatever reason They are essential for defending your airspace so don t skimp Build them until you have achieved air superiority and maintain it vigorously I recommend assigning a retreat at X HP state so that they can peel off as necessary for repairs Hawks are also quite stupid and will run into enemy AA at first occasion especially if set on patrol If you have no time to micro them set their move order to Hold Position this way they will not break off the patrol route to die in enemy AA Effective vs Air Any type of air unit is the Hawk s prey Almost nothing outclasses them in terms of damage and efficiency However a large swarm of Rapiers or Tridents can be very deadly especially if you slam into it so try to micro your Hawks to avoid clashing with gunships Combos Swift Hawks can work in tandem with Swifts to take down air plus the Swifts can target ground Also Swifts have more chances of killing bombers BEFORE they drop the bomb Counters Fighters Fighter dogfights can get ugly but they follow each other everywhere and kill efficiently AA Most types of AA can kill Hawks quickly though they have some armor to stay in the fight longer Rapiers Pesky AA gunship has quite a punch and 3 4 of them would 1 shot a Hawk if it gets close With decent micro they can make cost assuming Hawks are not micro d Gnat Gnats have limited applicability only in banshee ball but can occasionally stun Hawks and let banshees deal with them easily Phoenix br Class Napalm Bomber Metal 360 Reclaim 160 HP 650 Speed 8 Flight Altitude 180 Sight Range 660 Napalm Bombs Damage 375 25 x 15 Afterburn DPS 15 Afterburn duration 7 10s AoE 216 Reloadtime 10 Range 500 A classic and dependable bomber the Phoenix carries a devastating payload of incendiary munitions to attack ground based units and installations Fire tends to do the bulk of damage over time basically it sticks to enemy units and drains their health for a time after they ve been hit So even if you don t kill them on the initial run the fire can oftentimes take care of the rest for you Once a Phoenix attacks it begins quickly dropping its bombs in sequence to carpet bomb the ground Normally it will immediately begin to head back to the nearest repair rearm pad the second it starts bombing which results in an elliptical pattern of fire on the ground this works well for when targets are more spread out and also aids in avoiding some AA fire I believe there s a widget somewhere that allows you to toggle this behavior on off in case you want them to bomb in a straight line but I forget which You can also manually add a move order along its current path to achieve the straight line effect Always remember this if you try and bomb something directly perpendicular to his line your bombers will take that much longer to peel off and run back exposing them longer to AA fire When possible approach from more of an angle so they don t have to pull a 180 degree turn to reach the safety of allied forces Effective vs Clusters Napalm bombers are notorious for wiping out dense packs of enemy units particularly weak ones like lines of skirmishers or groups of scouts raiders or similar vs Statics Econ Infrastructure The Phoenix is a reliable bomber for the harassment and destruction of non hardened enemy emplacements and structures vs Cloaking The Phoenix wide area AoE potential coupled with its fire damage makes it a powerful weapon to discourage cloakers Once they re tagged they stay revealed for a little bit after and take additional damage Counters AA Fighters Derp Raven br Class Precision Bomber Metal 300 Reclaim 120 HP 1100 Mass Weight 234 Size 3 Speed 7 8 Flight Altitude 220 Sight Range 660 Guided Bomb Damage 800 AoE 32 Reloadtime 5 Range 80 A much feared and respected bomber from the Airplane Factory the Raven aka Shadow is a dependable cost effective way to deal with medium to heavy units and structures as well as being famous for sniping Commanders The Raven flies directly over it s target and with it s trademark sound drops a bomb which has some ability to self correct it s path hence the name Guided Bomb Its main problem lies in the fact that it has to be directly over its target to have any effect and even if it does drop its bomb there s always the chance the target might not actually be destroyed Ravens become less and less efficient as the enemy gets heavier units Make every bombing run count Sometimes if you want to bomb anything without taking losses it is necessary to send a decoy unit ahead to soak up enemy fire thereby making it safe to proceed This is especially true with Hacksaws Anglers and other alpha reliant AA Swifts are ideal for this task Ravens have the unique ability to Dive Bomb which causes the bomber to fly low before it drops its bomb By default Ravens will do this if their target is protected under a shield even a small one such as a Thug might use This renders them quite vulnerable to most ground units but it s a good way to deal with shield generators Note that the Ravens will only do this if the shield would actually block the bomb if the shield is weak enough the bomber remains at max height and the bomb will just drop right through it Credit GoogleFrog Another interesting feature of the Raven is that it can actually attack air units that s right if you can line it up right a Raven can effectively drop its bomb on enemy gunships Planes remain far too fast for that of course but this means that Ravens can be used in a pinch to help bring down heavy gunships like Brawler Black Dawn or Krow The Banshees and Rapiers are pretty much immune since they are likely to shoot down the bomber The best way to do this is to issue an Attack Area order Alt A to the Raven s encompassing the general area your targets are located in Effective vs Specialists Assets I refer to the fragile yet dangerous units like Dominatrix Penetrator and Pillager Make these a priority Assets include high value economic and special targets like Fusions Missile Silos and Anti nukes vs Submerged Ravens can target submarines and amphibious units and quite effectively I might add They are one of the best counters for sniper subs vs Commanders Eats unguarded coms for breakfast lunch and dinner Recon coms may jump though so try to fly over to make him use the jump prematurely and then bomb Counters Fighters Both Swifts and Hawks represent a quick death to Ravens Don t go anywhere near them if you can help it AA Most forms of AA are effective vs Ravens but particularly long ranged or high damage ones like Hacksaws Cloak Ravens have very little AoE to speak of so they are nearly useless vs cloaked mobile targets unlike the Phoenix and Thunderbird Thunderbird br Class Disarming Lightning Bomber Metal 550 Reclaim 280 HP 1000 Speed 9 Flight altitude 180 Sight range 660 Lightning Generator Damage 54000 675 x 80 Disarm Disarm time 15 AoE 192 Range 730 The Thunderbird aka Stiletto is a special bomber that unleashes a literal storm of Disarm bolts that strike the ground below it disarming any and all units caught in its path By default it hits in a straight line for 730 range but you can order it to move after it has begun to generate lightning to create more of an elliptical pattern The amount of Disarm damage this thing can dish out is absolutely staggering you will have no trouble at all disarming everything from heavy units to entire armies of smaller ones with only one or two well placed runs Thunderbirds are an asset a game changer All it takes is the right angle the right timing and you can turn a seemingly untenable situation around in an instant Unfortunately your enemy often knows that too so it s difficult to get the perfect shot lined up most of the time without getting shot down If you can manage it though you will be a hero for your team Effective vs Shield Bots Thunderbirds LOVE nice tight shield balls TO DEATH Watch out for charged Felons and packs of Vandals though vs Heavies Two runs will put that rampaging Sumo out of action long enough for your buddies to take care of him vs Ships Hovers Preferably have a decoy for the AA but the Thunderbird works great for locking down corvette packs etc Beware that air is generally useless against sea if there are more than 3 AA ships Shredders in the area vs Defense That Annihilator DDM or line of HLT s gettin you down This will take care of it AA notwithstanding Counters AA Fighters Self explanatory Wyvern br Class Singularity Bomber Metal 2000 Reclaim 1000 HP 2360 Speed 9 Flight altitude 250 Sight range 660 Implosion Bomb tracking Damage 2000 AoE 192 Range 500 Note This weapon possesses a negative impulse factor this means that units will be pulled toward the site of the blast rather than pushed away The Wyvern aka Licho is a rarely seen but fearsome fixed wing bomber from the Airplane Factory rarely seen because it costs a whopping 2000 metal and fearsome because it packs a laser guided bomb that deals a massive amount of damage in an area and literally throws any survivors far from the blast radius This coupled with the fact that it has a fat amount of HP over twice what the Raven has makes it a very difficult bomber to take down and when properly deployed it is a deathbringer This high tech bomber is specifically designed to avoid most light to moderate AA cover and strike at clusters of enemy units Its implosion bomb has a considerable amount of AoE and deals enough damage to blast a pack of skirmishers artillery or anything else not protected by heavy AA straight to hell Effective vs Groups The AoE on this thing is quite impressive so make good use of it decimating clusters of enemy units when possible vs Heavy The Wyvern is commonly used to strike heavy enemy targets as well beyond pure damage a savvy commander can use the impulse effect of the blast can be used to blow them away or into terrain features Counters AA You may need a little more than usual due to its health but most AA can down Wyverns easily Fighters Pretty much ditto but sometimes Hawks won t be able to chase the Wyvern on the retreat try Swifts too Vulture br Class Stealth Radar Sonar Plane Metal 340 Reclaim 136 HP 950 Speed 12 Flight Altitude 250 Radar Stealth Sight Range 1250 Radar Range 2400 Sonar Range 1200 Energy used 1 5 The Vulture is a spy plane and one of the most effective intelligence gathering tools in the game although it can be short lived if flown anywhere near AA They pretty much mount both an Advanced Radar and a Sonar installation on their frame and they ve got one of the highest sight ranges too making them perfect for keeping you and your allies updated on enemy positions both on the ground and under the ocean waves Amphibious Bots br The Amphibious Operations factory creates units which bridge the gap between ships and ground forces They carry a unique array of weaponry from disruptor cannons to water guns to heavy lasers and of course conventional torpedo launchers Many of the units in this factory are quite slow moving but excel on the sea floor relative to ships as they can maneuver much easier Some of these units possess the Float ability which basically lets them float to the surface of the water at will to fire their weapons In this way Amphibious units can raise to the surface fire retreat and repeat All Amphibious units possess HP regeneration when immersed in water The amount of HP regained differs for each unit type Conch 10 HP s Duck 5 HP s Archer 40 HP s Buoy 60 HP s Scallop 10 HP s Grizzly 40 HP s Angler 20 HP s Djinn 30 HP s Conch br Class Amphibious Construction Bot Metal 180 Reclaim 72 HP 850 Water regeneration 10 HP s Speed 1 7 Max slope 18 Max water depth 5000 Mass Weight 132 Size 2 Resource production 0 225 Build power 7 5 Build range 120 Sight range 375 Sonar range 400 Duck br Class Amphibious Raider Bot Metal 80 Reclaim 72 HP 340 Water regeneration 5 HP s Speed 2 8 Max slope 18 Max water depth 5000 Mass Weight 390 Size 2 Sight Range 500 Sonar Range 400 Torpedo tracking Damage 230 115 x 2 AoE 32 Reloadtime 3 Range 150 sea 250 land Archer br Class Amphibious Raider Skirmish Bot Land Metal 200 Reclaim 80 HP 800 Water regeneration 40 HP s Speed 2 5 Max slope 18 Mass Weight 411 Size 2 Sight Range 500 Sonar Range 300 Water Cutter Damage 2 6 10 4 variable with watertank Impulse Factor 30 AoE 128 Reloadtime 0 1 Range 100 300 variable with watertank The Archer s water cannon has a powerful impulse factor meaning it can push enemy units around simply by hitting them You could for example keep enemy units at a reasonable distance or push them into a pond or off a cliff but that s usually a lucky break Always always try to use these in or near water not only will they gain greater power to their weapons but they will regenerate very rapidly as well Effective Near terrain features By features I mean things like cliffs beaches pits hills and other things this is on account of their unique weapon which has a very amusing tendency to push enemy units off a drop into the ocean or collide with structures and explode vs Raiders Archers can toss Raiders around like toys they might not kill them as fast as other units but they will certainly be more than a match and keep them at distance effectively vs Battle Units Combos Buoy Archers can work together with the Buoy to keep enemy units at arms length allowing the Buoys to field their somewhat inaccurate weaponry without getting crowded Counters Air Bombers tear them a new one and Gunships should be able to give them a hard time too though I haven t tested Archers vs Banshees or Rapiers personally Riot weaponry Defenses Angler br Class Amphibious AA Bot Metal 220 Reclaim 88 HP 1100 Water regeneration 20 HP s Speed 1 6 Max slope 18 Mass Weight 390 Size 2 Sight range 500 Sonar range 400 Missile Pack Damage 580 145 x4 AoE 48 Reloadtime 10 Burst rate 0 7 Range 800 Anglers are remarkably expensive for their power together with Defenders they can take care of most bombers though not before they drop their bombs Gunships are at less risk due to their higher HP and ability to retreat but will still take a pounding These AA bots possess the ability to float to the surface of the water if they are submerged fire their missiles then drop back down this is very useful to avoid enemy fire but be warned they are still vulnerable to pot shots while floating Effective vs Air Buoy br Class Inflatable Amphibious Bot Metal 300 Reclaim 120 HP 1250 Water regeneration 25 HP s Speed 1 4 Max slope 18 Max water depth 5000 Mass Weight 411 Size 2 Sight Range 500 Disruption Cannon Damage 150 250 Slow AoE 32 Reloadtime 1 8 Range 450 The Buoy is an odd unit by many standards it is pretty much a hybrid Assault Skirmisher Though it has somewhat poor HP in that capacity it does have the weapon range to fight effectively at skirmish distance Also it s cannon inflicts both real damage and slow damage on top allowing it to bring down faster units nice and easy Trying to skirmish them is risky as they have comparable range to pretty much any conventional skirmisher though Recluses can give them a tough time They work around their inability to shoot while submerged by floating to the surface of the water to field their cannon This disables their movement effectively turning them into pop up turrets In this way you can float up get a few shots off and retreat back underwater to heal before things get too dicey Torpedo units are a different story though Effective In General Purpose Buoys can surprise you sometimes with that slow cannon making themselves a very annoying unit to your enemy Their range versatility and strength makes them a decent all rounder though their speed leaves much to be desired vs Skirmishers The firing circle of the Buoy competes with most conventional skirmishers making it an effective combatant vs Hovers As all submerged units they are generally bad news but on top of that they can just pop up next to your Penetrator to nail it Works especially nice with Grizzly popping up first and taking all those pesky Scalpel shots sniping one then diving down and running away while Buoys deal the actual damage Counters Scalpels These skirmishers can duck into range fire their missiles then run before being ripped into pieces Amph Sub Torpedo equipped units can attack Buoys with impunity in the sea as they have no hope of shooting back Raven Precision bombers can kill these amphibious bots easily though if there s Anglers in the area you can be sure they ll give them a hard time Crawling Bombs Ticks or Roaches can deal with Buoys on land lay as many traps as you can Swarmers Any sort of fast swarmy units can kill Buoy effectively on land Preferably use 3 to 1 odds Scallop br Class Amphibious Riot Bot Land Skirmish Bot Sea Metal 280 Reclaim 112 HP 1100 Water regeneration 10 HP s Speed 1 5 Max slope 18 Mass Weight 390 Size 2 Sight Range 500 Sonar Range 500 Shotgun land Damage 234 26 x 9 AoE 32 Reloadtime 0 9 Range 300 Undersea Charge Launcher sea Damage 220 55 x 4 Reloadtime 6 0 Range 430 The Scallop is a flexible unit that packs an impact explosive launcher for skirmishes underwater and a quadruple shotgun for land engagements It definitely pays the price for all this with its 350 metal cost but the Scallop is the closest thing the Amphibious Operations factory has to a frontline unit that can stand up to armed ships It is still mostly outclassed by pretty much every other unit out there but Scallop packs are deadly when properly deployed preferably with Conches to repair and pick up dead Scallops as needed On land things get interesting Their shotgun can shred anything at close range including low flying gunships However they have a poor amount of HP to fall back on making them easily killed at distance These work best on water maps when you can duck into a pool lake or river somewhere heal up with their water regeneration then jump back in Effective vs Destroyers If you see a few destroyers near the shore you can lure them into chase with charges and when they come close to land shred them into pieces with shotguns vs Submerged Scallops can act as a skirmish bot underwater with their charge launcher even though they re very expensive they re the closest thing you ve got to a mainline unit in that regard vs Ground Scallops trade range for raw upfront damage which aids them greatly when coming onto a beach to smash defenses They do well in a melee against other units but only when in range and not outclassed by heavies Combos Buoy Provides the necessary slowdown for scallops to use their shotguns on faster targets while scallops fend off most raiders Obviously works on land only Aspis Shield walkers can move underwater so they can form a bulwark to block the majority of explosive charges Don t use with cloak Eraser Cloak everything so you can just walk past his radar sonar and hit the things that matter Might want to hit hold fire on your Scallops though Counters Hunter Hit and run with these will wreck Scallops May want to build defense platforms somewhere Serpent Sniper subs 1 shot scallops and make cost in 10 shots This makes them perfect anti scallop solution Subs In superior numbers subs kill scallops cost effectively And the other way around Ducks Underwater Ducks beat Scallops if used from ambush Grizzly br Class Heavy Amphibious Assault Walker Metal 2000 Reclaim 800 HP 9000 Water Regeneration 40 HP s Speed 1 6 Max slope 18 Mass Weight 621 Size 4 Sight Range 605 High Energy Laserbeam Damage 1500 AoE 14 Beam Time 0 8 Reloadtime 6 Range 600 The Grizzly is an all around classic Heavy unit with loads of armor and a powerful weapon but compared to most others in its class it is a bit strange for one it packs a powerful mid range heavy laser which gives it Skirmisher range and then some It can also engage float mode to rise to the surface of the water when submerged so it can field its laser then simply drop back underwater to reload and heal and repeat This makes it a very difficult unit to deal with most of the time through conventional methods though it does have a rather glaring weakness its weapon has a fairly long reload for a battle unit and is single target only making swarm tactics a powerful counter Effective vs Medium Heavy ground The Grizzly s heavy laser is perfect for sniping units it both sits at the top of the mid range spectrum and packs the damage to sit in the heavy category vs Statics The Grizzly can outrange most defenses up to HLT s and it destroys those in 2 shots Annihilators and DDM s are definitely to be avoided though Combos Scallop These popular amphibious bots work well with Grizzlies both on ground and underwater their shotgun can take care of swarms of raiders and their torpedo launchers can threaten subs and other amphibious units Counters Cloaking Infiltrators The amph factory s utter lack of a cheap scout unit makes cloaking a powerful option to get within range easily Infiltrators are also typically able to tag the Grizzly 100 of the time though a screen of lighter units is definitely to be avoided if he has one Air A classic and generally acceptable response to heavy units As is typically the case however powerful AA always seems to show up in the same factory as the powerful big dogs so watch out Swarmers Surround that thing with lots of raiders Unless he brought Scallops to run screening detail with their shotguns you should be able to give him plenty of trouble due to his single target weapon Amph Subs Torpedo armed units can harass the Grizzly endlessly underwater without fear of reprisal unless he was able to afford a sizable force of Scallops to go with it Djinn br Class Amphibious Teleport Bridge Metal 800 Reclaim 320 HP 2600 Water Regeneration 30 HP s Speed 1 8 Max slope 18 Mass Weight 196 Size 3 Sight Range 300 Lamp HP 1500 A somewhat confusing unit at first the Djinn is a very expensive unit yet can also be EXTREMELY useful if you plan it right What we have here ladies and gentlemen is a bonafide Teleporter The Djinn is capable of instantly transporting units from one location to another from any distance for absolutely no resource cost aside from the cost to field the Djinn to begin with Let s take a look at how this works To teleport units the Djinn must first place a beacon the Lamp mentioned above anywhere on the terrain including underwater After placing its beacon a blue line will be drawn from the beacon to the Djinn indicating the teleport path the circle around the beacon is the area units must enter to be teleported After the Djinn has reached the position where you wish units to exit deploy it so it can receive units Then take the units you want to teleport and right click on the beacon they will then be warped to the Djinn one at a time Now on to rules of teleporting Note that teleporters are strictly Point A to Point B meaning they are one way you can only teleport from the beacon to the Djinn and if you want to go somewhere else you have to set another beacon and move the Djinn elsewhere You can teleport any land or amphibious unit you can even have a unit on the beach with a beacon underwater and still be able to teleport Gunships can teleport as well though fixed wing planes cannot they will simply fly around the beacon on a guard order One neat trick regarding the beacon you can queue additional orders such as move fight after you right click the beacon and they will carry those orders out as soon as they finish teleporting this also means you can set a factory rally point to the beacon and then to the desired destination for streamlined teleportation The time it takes to teleport a unit depends on its mass a Blastwing or Dirtbag will be warped almost instantly whilst a Krow or other large unit will take considerably longer The formula is Mass Cost 2 Health 8 0 6 6 5 Also you can cloak the generator its beacon and the units it is teleporting but decloak is involved with all 3 units so make sure no enemies are nearby first Credit GoogleFrog HOWEVER all units will still be radar jammed so unless enemy has line of sight on you you are good to go Combos Strategies Hovercraft br One of the three primary sea pathing factories Hovercraft in general boast a unique array of powerful specialized weaponry mounted on fragile chassis that hover over the surface of the water allowing them to operate on both land and sea with equal efficiency Due to a recent patch however Hovercraft are no longer immune to torpedo attacks so their viability in sea conflicts is in considerable doubt although with the addition of the Claymore depth charge hovercraft they have their own edge as well Units range from the armored blockade runner Halberd to the heavy laser armed Mace to the all powerful Tachyon accelerator armed Penetrator As a general rule Hovercraft tend to focus on dealing as much damage as possible in the least amount of time launching withering hit and run attacks and retreating before they get overwhelmed or striking at the most vulnerable spots of an enemies defense a job made far easier if the map contains an abundance of water No Hovercraft s HP goes over even 1300 however making the whole lot of them very fragile and easy to kill with accurate long range units like Sniper bots A cardinal difference between Hovers LV s and Tanks over other ground units is propulsion due to their lack of legs navigating rough terrain is significantly more difficult Therefore they cannot cross sheer terrain of 15 or more compared to most legged bots which can go up to 30 Quill br Class Construction Hovercraft Metal 150 Reclaim 60 HP 800 Speed 2 8 Max slope 6 Mass Weight 150 Size 3 Resource production 0 15 Build power 5 Build range 140 Sight range 325 Dagger br Class Fast Attack Hovercraft Metal 85 Reclaim 34 HP 300 Speed 4 8 Max slope 6 Mass Weight 97 Size 2 Sight Range 360 Morphs to Halberd 3 Rank 10s Mace 3 Rank 15s Gauss Cannon Damage 90 AoE 16 Reloadtime 3 Range 220 The Dagger is unique among Raiders for a few reasons One it can go across both water and land allowing it to strike at virtually any target of opportunity two it has a gauss cannon instead of a more conventional weapon allowing it to hit more than one target at a time if lined up properly and three HOLY F IT IS FAST One thing interesting about this unit is that Gauss weapons have a tendency to rebound off terrain sometimes when Daggers fire at enemies the shot will bounce off the ground underneath them rather than just going straight through thus dealing double the damage Unfortunately it hasn t got that great of a sight range on its own making it a fairly poor scout Effective vs Econ Derp vs Raiders It s higher HP combined with its speed allows it to hit and run with the best of them avoiding death whilst chipping away at lighter raiders with ease provided you have repairs handy vs Gunships Whilst I don t recommend heavy engagement especially if they have Gnats the speed of Daggers and their instant hit weapons can allow them to deal with some Gunship attacks effectively Counters Scalpel br Class Skirmisher Hover Anti heavy Metal 220 Reclaim 88 HP 680 Speed 2 1 Max slope 6 Mass Weight 153 Size 3 Sight range 484 Sonar range 484 Morphs to br Penetrator 20s Heavy Missile Battery Damage 620 310 x 2 AoE 96 Reloadtime 10 0 Range 450 The Scalpel is a hit and run hovercraft armed with a deadly pack of heavy missiles which do considerable damage to almost all enemy targets including close air support gunships Unlike most skirmishers this units projectiles are homing so it is near impossible to jink away from this one although you can outrun the projectiles easily Additionally the missiles also pack some hefty AoE damage which will blast apart packs of raiders and light units quickly It s strengths and weaknesses become clear very quickly Since it is reliant on alpha strike once it has expended it s missiles it becomes quite vulnerable to well spread raiders such as Skeeters or Daggers on the open sea or most light units on land It s quite easy to make an entire batch of Scalpels waste their missiles by simply directing one unit into their ranks leaving them wide open for the rest of your guys during that 10 second reload period It is quite slow on the retreat and frail so it is easily overrun making it imperative to cover these as best you can with other units Let s get into the juicy stuff shall we Discarding the linear targeting arc rule of most other Hovers like the Mace and Halberd the Scalpel has an arcing projectile allowing it to fire over the rest of your straight shooting units Since Scalpels are very cheap for their power and have homing missiles they are reliable counters to most commonly used medium rushing units such as Pyros Panthers and Kodachis if they can do enough damage to kill them before they close the distance Another interesting thing about the Scalpel is that its missiles are powerful enough to deform the terrain yep you ll see on average a 10 distance unit deep hole if you were to attack ground with them I ve actually buried a Reaper in a hole by shooting it with Scalpels leaving it vulnerable as can be to the rest of your units You can use this feature to dig trenches to block off areas of the map which is made easier by using the Wolverine line fire tactic use Alt when targeting to draw a line of attack for your Scalpels to fire at This should be one of the first units you spit out of your Hover fac as when paired with Daggers it will hold the line against early rushes admirably Effective vs Gunships Usually they don t run away in time and get nailed making Scalpels decent flex AA vs Skirmishers Scalpels can destroy nearly all types of skirmishers in only one shot they can t really miss vs Raiders Only if not in great numbers or if so packed together but Scalpels can easily kill these vs Riot Assault Against slow units

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