Revision: 14027
Author:
authori...@gmail.com
Date: Sat May 16 17:06:03 2015 UTC
Log: Made several grammar-related changes to the Cloaky Bots section
of the 'Specific Unit Guide - Land' to make it a bit smoother.
~ Setokaiva[IVL]
https://code.google.com/p/zero-k/source/detail?r=14027
Modified:
/wiki/SpecificUnitGuides.wiki
=======================================
--- /wiki/SpecificUnitGuides.wiki Fri Dec 5 22:27:12 2014 UTC
+++ /wiki/SpecificUnitGuides.wiki Sat May 16 17:06:03 2015 UTC
@@ -106,7 +106,7 @@
|| <img src="
http://zero-k.info/img/luaui/commands/Bold/health.png"
width="16"></img> HP ||200||Regeneration||20 HP/s||Time to regen<br> (out
of combat)||5s||
|| Mass/Weight ||79||Size||2||
|| <img src="
http://zero-k.info/img/luaui/draggrip.png" width="16"></img>
Speed ||3.8||
-|| <img
src="
http://lh3.ggpht.com/_EUPLJBA3KD0/TRucnab2grI/AAAAAAAAAYs/N9DPLGOiYU0/terrabuttons3.jpg"
width="18"></img> Max slope||18||Max water depth |22||
+|| Max slope ||18||Max water depth||22||
|| Sight Range ||500||
|| Morphs to:<br> * Warrior * (10s)<br> * Scythe * (10s)||
|| <img src="
http://zero-k.info/img/luaui/commands/Bold/attack.png"
width="16"></img> * Pulse MG * ||
@@ -151,11 +151,11 @@
Rockos are the basic skirmisher unit for the Cloaky bots, offering
mid-ranged fire support via a small rocket launcher. They excel at kiting
slower units, using their speed and range to stay out of harms way whilst
pounding on them. Outrageously cheap, they are very good in the early
stages of the game, and can defeat most slow unit rushes like Zeus or Thugs
given enough time. They are also somewhat quick around the battlefield.
-Surprisingly enough, they are quite successful at killing roaches and
ticks, and also can pick most defenses including HLT if micro'd right.
Their insane alpha damage allows to effectively 1-shot heavy defenses like
HLT by just moving into firing range and retreating for repairs quickly.
Combined with an Eraser or at least a jamming field from a Conjurer, 7-8
Rockos can pick off a HLT while losing only one, even if there is an army
of constructors waiting to repair it. This makes them supremely good for
surprise pushes with Glaives and Ticks, and somewhat okay against heavy
units as well.
+In combat, they're effective against most static defenses, including HLT
if micro'd right (duck in with about a dozen, fire a salvo and get out of
range). Combined with an Eraser or at least a jamming field from a
Conjurer, 7-8 Rockos can pick off a HLT while losing only one, even if
there is an army of constructors waiting to repair it. This makes them
supremely good for surprise pushes with Glaives and Ticks, and somewhat
okay against heavy units as well.
|| * Effective * ||
|| vs. Slow Ground ||Rockos are perfect for kiting slow and ponderous
assault and riot units. In numbers they can kill stuff like Sumo as well,
just keep them spread to dodge its jumps.||
-|| vs. Static Defense || Rockos have huge alpha damage when in line
formation, so 6 Rockos can effectively 1-shot almost any static defense. 20
Rockos can 1-shot an Annihilator or Doomsday Machine.||
+|| vs. Static Defense || Rockos have huge alpha damage when in line
formation. Get about 10-12 of them and even Stingers don't stand a chance
(when alone, anyway). Don't even think about throwing them against a
Doomsday Machine, though; they will get COMPLETELY annihilated.||
|| * Combos/Strategies * ||
|| Double-line ||Rocko works well in double line formation, preferably
when they cannot be flanked. Front line should be pure Rocko, back line is
anti-swarm and AA. In Cloaky lab, anti-swarm is warrior (decent hp, cheap,
1 warrior covers 3-4 rockos). You have to keep Warriors BEHIND Rockos. When
Raiders attack, Rockos will auto-skirm behind the Warriors, who in turn
will tend to the raiders. Keep a few Gremlins around as scouts and AA, as
well.||
|| * Counters * ||
@@ -189,12 +189,12 @@
|| vs. Defense ||Outranges defense structures up to HLTs; a nice,
efficient counter to light/medium porc. Can be massively annoying on a
hilly map, as they get an insane range bonus on the hills, allowing them to
harass large areas.||
|| * Combos/Strategies * ||
|| Anything vs. Defense ||Hammers can remove troublesome defense
structures from the path of your other forces, making them indispensable
when the enemy is porcing even mildly.||
-|| Shield bots ||As shield bots lack any sort of artillery, sending a few
hammers to an ally who is going shields can be very helpful. Shielded bots
can easily protect these fragile units, while the Hammers can harass the
enemy from relative safety.||
+|| Shield bots ||As shield bots lack any sort of artillery (besides
Racketeers), sending a few Hammers to an ally who is going shields can be
very helpful. Shielded bots can easily protect these fragile units in turn,
while the Hammers can harass the enemy from relative safety.||
|| Support for Defense Crawl ||A defense crawl is when you build numerous
defense structures, usually Defenders, to 'crawl' forward in an attempt to
gain ground. Hammers provide reliable fire support to deal with opposing
defenses and hardpoints, and make for a very powerful counter against an
enemy's defense crawl.||
|| * Counters * ||
-|| Raiders ||The classic response. Overrunning and taking them out up
close is very efficient and fun.||
+|| Raiders ||The classic response. Glaives, Bandits and any other raider
can overrun them with ease and slaughter them up close if they're
unescorted.||
|| Firewalker || A generic counter for cloaky bots. Supremely effective on
hammers. Just watch out for any snipers...||
-|| Pop-up turret || A closed Razor or any other pop-up turret can keep
those hammers firing at it forever (assuming it is repaired continously),
instead of taking out useful targets. Even a closed solar powerplant can
work just fine for a while.||
+|| Pop-up turret || A closed Razor or any other pop-up turret can keep
those hammers firing at it forever (assuming it is repaired continuously),
instead of taking out useful targets. Even a closed solar generator can
work just fine for a while.||
|| Phoenix ||Napalm bombers work amazingly well at wiping out packs of
Hammers. Keep 3-4 of them around to suppress any Cloaky bot player who
doesn't yet have adequate AA.||
|| Roach ||Roaches can be used very effectively against undefended hammer
packs (they can never hit it).||
|| Shields ||Like most artillery, Hammers have very low DPS. Shields can
sustain hammer fire almost indefinitely, but at a cost.||
@@ -218,17 +218,17 @@
Warriors are the first unit from the Cloaky Bot factory really meant for
frontal combat, since most everything else is skirmishers, artillery &
raiders, etc. Well, until you get to the Zeus, that is.
-To start with... Warriors are not *that* good, in my honest opinion. They
are slow, have insufficient HP to survive heavy punishment, and are very
susceptible to both kiting and airstrikes (though they can fire at
Gunships). It's not that you shouldn't make them, they are essential in
some situations; it's just that some people tend to mass them like they're
some kind of frontline tank, which they are not.
+The thing you have to understand is this: Warriors are *not* meant to
serve in a damage-absorption role. That's for the Zeus. These bots are here
to act as an anti-swarm screen to stop raiders from tearing your Rockos,
Hammers and other vulnerable units to ribbons. On their own, they're
susceptible to skirmishers and airstrikes (though they can fire at Gunships
to decent effect). Do *not* mass them as though that will win you the game,
though, because they're very easy to counter.
-Warriors are meant to stop enemy raiders from tearing your skirmish line
to ribbons. They have a decent range and speed for keeping step with the
rest of your guys, and their damage is completely no-nonsense; we're
talking Stardust-level firepower here, though on a smaller scale. Most
light units that get within range *will* be quickly destroyed.
+Down to the good stuff. They have a decent attack range, as well as
movement speed for keeping step with the rest of your guys, and their
damage is completely no-nonsense; we're talking Stardust-level firepower
here, though on a smaller scale. Most light units that get within range
*will* be quickly destroyed.
Advice? Keep Conjurers with you for reclaim and repair. Depending on enemy
composition, you may want to include Ticks in your strategy to stun enemy
units for easy killing. Do *NOT* treat them like a frontline unit; that is
the Zeus' job. Warriors are strictly meant as a shield for your weaker
ranged units, so please, use them responsibly.
|| * Effective * ||
-|| vs. Swarmers ||As a Riot Bot, Warriors are pretty much built to handle
clusters of units; in particular weaker ones like raiders and scouts. A few
of these will demolish whole platoons of Glaives or Bandits.||
+|| vs. Swarmers ||As a Riot Bot, Warriors are pretty much built to handle
clusters of units; in particular weaker ones like raiders and scouts. A few
of these will demolish whole platoons of Glaives or Bandits, especially if
walking away from them while firing (to make best use of Warrior's superior
range).||
|| vs. Low-fliers ||Some gunships might not want to hang around these bad
boys; their EMG's can be devastating as flex-AA. Those who use gunships
would be wise to stay out of range.||
|| * Combos/Strategies * ||
-|| Rocko/Hammer ||Warriors provide the efficient anti-swarm screening that
the weaker, less accurate units in the Cloaky lab need to survive raider
attacks. Do not neglect them.||
+|| Rocko/Hammer ||Warriors provide the efficient anti-swarm screening that
the weaker, less accurate units in the Cloaky lab need to survive raider
attacks. Do not neglect them. Your composition should include at least 1
Warrior for every 4 Rockos/Hammers for maximum coverage.||
|| * Counters * ||
|| Skirmishers/Mid- to long-range ||Any kind of kite-capable unit will
give Warriors a hard time.||
|| Assaults ||Warriors have the damage, but they don't have the
survivability. Any decent assault unit will make scrap of Warriors in a
straight-up brawl.||
@@ -253,27 +253,26 @@
The Zeus is the Cloaky Bot Factory's heavy assault unit. They are slow and
ponderous walkers, but are more than a match for most units with their
unique weapon -- the lightning gun. It inflicts mostly paralyze damage,
allowing it to stun any enemies it does not kill outright within a few
shots. They are an essential frontline unit, having the durability that the
Warrior lacks.
-Their biggest flaw is obviously their speed. They respond quickly enough
to move in formation efficiently, but trudging across long distances with
them is just asking to get picked off by skirmishers or airstrikes. They
need the assistance of other units to deal with what they have trouble
with, but that shouldn't be a problem since Cloaky bots have an efficient
answer for nearly any circumstance.
+Their biggest flaw is obviously their speed. They can turn around and
respond quickly enough to move in formation efficiently, but trudging
across long distances with them is just asking to get picked off by
skirmishers or airstrikes. They need the assistance of other units to deal
with what they have trouble with, but that shouldn't be a problem since
Cloaky bots have an efficient answer for nearly any circumstance.
The Zeus can easily form the backbone of any major push, which makes them
popular first targets for enemies. Make sure to keep cons around to give
them repairs both in and out of combat, and keep them supported by other
units at all times. With the right situation and combined-arms force,
Zeuses can utterly destroy almost anything your enemy throws at you.
|| * Effective * ||
|| vs. Raiders ||The Zeus, having a weapon that hits instantly, can
accurately target most raiders and deal with them efficiently. They can
still miss against fast moving targets, though.||
|| vs. Medium ground ||The Zeus is built for heavy combat, and can
effectively tangle with many units around its weight class.||
-|| vs. Defense ||They can shrug off heavy damage as they trudge toward
porc to field their lightning gun. However, they tend to die badly when
going up against more than one HLT.||
-|| vs. Banshees ||The Zeus can stun and deal heavy damage to Banshees
should they try their luck, although you'll still want to keep Gremlins
around for reliability's sake.||
+|| vs. Defense ||They can shrug off heavy damage as they trudge toward
defense lines to field their lightning gun. However, they tend to die badly
when going up against more than one HLT.||
+|| vs. Banshees ||The Zeus can stun and deal heavy damage to Banshee
gunships should they try their luck, although you'll still want to keep
Gremlins around for reliability's sake.||
|| vs. Jumpjet/Specialist bots ||Zeuses can *trash* Pyros, zap Puppies
with their lightning guns before they get in range, and deal with Jacks
without too much trouble (as long as you have enough of them).||
|| * Combos/Strategies * ||
-|| Constructors ||Always keep some in the field to repair damaged Zeuses.||
-|| Valkyries ||Zeus is a good drop candidate: it can level bases, while
Transports allow it to get there.||
+|| Constructors ||Always keep some in the field to repair damaged Zeuses.||
+|| Valkyries ||Valkyrie light transports can, miraculously, carry the
heavy Zeus walker into battle. Notably, this can allow you to deploy
lightning-fast (see what I did there? ^^) heavy support for your Glaives
when they go on raids, allowing you to stomp outposts and bases flat.||
|| Cloaky bots ||The Zeus forms a potent frontline unit and shield for all
units in its home factory.||
|| Cloaked AA ||A typical response to a Zeus pack is bombing. A pack of
cloaked Gremlins nearby can surprise an air player and turn those sleek
bombers into scrap metal.||
|| Jamming/Cloak-ball ||If you pair up Conjurers or Erasers with Zeus,
they can sneak up on enemies without being noticed. Proper response to
assaults of that caliber is necessary for survival, and cloaking can ensure
your enemy doesn't have the time he needs for that. It can also force a
knee-jerk response, which, if you are ready for it, will allow you to bait
your enemy into attacking, and so be able to ambush him to deadly effect
with other forces.||
|| * Counters * ||
-|| Bombers ||They make a tempting target for bombers since they're slow
and can't shoot back easily. Watch out for Gremlins.||
-|| Skirmishers ||All varieties of skirmisher are effective, but be sure to
put them on fight so they don't get zapped because they got too close on
accident.||
-|| Flea ||While not dealing alot of damage, flea can successfully dodge
Zeus if micro'd, and can easily overwhelm their single-target weapon, so a
pack of those can be very effective.||
-|| Landmines ||As any slow assault unit, Zeus can be predictable, so
putting a few ticks/roaches in the ground can create a decent trap for
them. Don't expect them to die in one shot, however.||
+|| Bombers ||They make a tempting target for bombers since they're slow
and can't shoot back easily. Watch out for Gremlins, though.||
+|| Skirmishers ||All varieties of skirmisher are effective, but be sure to
put them on a fight order so they don't get zapped because they got too
close on accident.||
+|| Crawling Bombs ||As any slow assault unit, the Zeus can be predictable,
so putting a few ticks/roaches in the ground can create a decent trap for
them. Be sure to have units ready to follow up afterwards.||
--------------------
@@ -286,7 +285,7 @@
|| Mass/Weight ||82||Size||1||
|| Sight Range ||160||
|| Decloak Radius ||75||
-|| <img src="
http://zero-k.info/img/luaui/commands/Bold/attack.png"
width="16"></img> * EMP Bomb * (Self-destruct/Death weapon) ||
+|| <img src="
http://zero-k.info/img/luaui/commands/Bold/attack.png"
width="16"></img> * EMP Bomb * (Self-destruct/Death weapon)||
|| Damage ||2000 (EMP)||
|| Max stun time ||16||
|| AoE ||352||
@@ -295,19 +294,19 @@
Like anything, though, it is not without its drawbacks. Ticks pop like a
soap bubble when shot, so any kind of tracking weaponry or denial-of-area
ordnance (especially the Firewalker) can shut them down hard. To deal with
this, the Tick is equipped with a simple no-charge cloaking device that
automatically activates when the unit is stationary. This design has lended
itself to the classic role of mobile landmines, allowing you to surprise
enemies by laying Ticks directly in the path of advancing groups and run
them into their ranks at the last possible second.
-Unless they are shot first, Ticks need to be detonated manually with the
Self-Destruct command (Ctrl+D) to go off. It's important not to forget this
fact, as enemy units might scatter and run before the Tick explodes,
mitigating the effects of the EMP. Just please, for the love of bacon, do
*NOT* keep these *ANYWHERE* near your own forces. It is very embarrassing
(and catastrophic) to have a friendly fire accident with them involved.
+Unless they are shot first, Ticks need to be detonated manually with the
Self-Destruct command (Ctrl+D) to go off. It's important not to forget this
fact, as enemy units might scatter and run before the Tick explodes,
mitigating the effects of the EMP. Just please, for the love of bacon, do
*NOT* keep these anywhere *NEAR* your own forces. It is very embarrassing
(and catastrophic) to have a friendly fire accident with them involved.
|| * Effective * ||
|| vs. Raider packs ||Ticks can easily keep up with any raider with their
overland speed, and their all-terrain capability means nothing can block
them except water. Use them as traps to stun whole groups of raiders at a
time, making them sitting ducks for the rest of your forces.||
|| vs. Shield bots ||EMP damage wrecks shields, and shutting down the
shield-emitting unit shuts down the shield as well. Since Shield Bots are
almost always bunched up, a tick in just the right place can stun the
*entire ball* in one go, or at least a large chunk of it. Can you
say 'sitting ducks'? :3||
|| * Combos/Strategies * ||
|| Eraser ||Tick + Eraser (mobile cloak generator) is so massively
overpowered that it is almost asking to be used. A cloaked tick can run
right into an enemy group and stun it *all.*||
-|| Glaive || Glaive is the cheapest source of damage in the game. They
make short work of stunned units, allowing you a very efficient killer
combo.||
+|| Conjurer/Other jammer ||Once mid-game rolls around, your enemy is
likely to have radar coverage over most of his side of the map. This can
make it difficult to plant Ticks properly, because your enemy will notice
the moment they cloak (their radar dot will drop off the grid). Putting
them under a jamming field avoids this problem, letting you set up traps
right under his nose.||
+|| Glaive ||Glaives are the cheapest source of damage in the game. They
make short work of stunned units, allowing you a very efficient killer
combo.||
|| * Counters * ||
|| Wolverine ||Shoot ground to create fields of tiny units. Hard counter
for cloaked units in general. Also kills raiders that might be tagging
along closeby.||
-|| Own ticks || A cloaked tick in landmine mode could detonate, stunning
enemy tick/roach and potentially disabling the cloak generator if they
brought one.||
+|| Your own ticks || A cloaked tick in landmine mode could detonate in
proximity, stunning enemy ticks and potentially disabling the
Eraser/Conjurer too (if they brought one).||
|| Flea/Dart ||So cheap that you can spam them all over the place to
screen for ticks.||
-|| Blastwing ||Can turn into invisible bomb/sentry when landed, and is
VERY fast to deploy/redeploy. Good at looking for cloaked crawling bombs
and removing them safely and cheaply.||
--------------------
@@ -362,16 +361,16 @@
If you're a fan of the Dark Templar unit from Starcraft, then rejoice, for
you have just found the holy grail. Scythes are the cutting edge (pun fully
intended) of stealth strike capability. They are relatively cheap, fast and
have a very low energy upkeep for their personal cloak, making them
excellent scouts, spies & raiders. They are one of only two units (Jack
being the second) that have a melee attack as opposed to a traditional
ranged one. One Scythe can knock out an LLT and any surrounding mexes; four
or five of them can knock out a factory and its nanoturrets before any
reasonable defense can be mustered.
-Proper use of Scythes involves a lot of surprise. Keep your little
commando squad cloaked and set them to hold fire so they don't end up
blowing their cover too early; it wouldn't do for 250 metal *apiece* to go
down the drain. Try to keep your enemies' attention focused elsewhere, and
try to create openings that you can squeeze a pack of Scythes into and go
right for their most vulnerable and important structures; factories,
fusions, geos, singularities, nanoturrets, energy pylons, aircraft rearming
pads, constructors, and, of course, mexes. When attacking anything highly
explosive (like a Fusion), try to pull all but one of your Scythes away and
just let one stab it for the kill; I'm sure you'd rather not have your
whole group get nailed by the explosion, right? And this allows you to
conserve the rest of them to attack other targets of opportunity. The
Scythe is an amazingly powerful and versatile unit, so take care of them
and they will serve you well.
+Proper use of Scythes involves a lot of surprise. Keep your little
commando squad cloaked and set them to hold fire so they don't end up
blowing their cover too early; it wouldn't do for 250 metal *apiece* to go
down the drain. Try to keep your enemies' attention focused elsewhere, and
try to create openings that you can squeeze a pack of Scythes into and go
right for their most vulnerable and important structures; factories,
fusions, geos, singularities, nanoturrets, energy pylons, aircraft rearming
pads, constructors, and, of course, mexes. When attacking anything highly
explosive (like a Fusion gen), try to pull all but one of your Scythes away
and just let one stab it for the kill; I'm sure you'd rather not have your
whole group get nailed by the explosion, right? And this allows you to
conserve the rest of them to attack other targets of opportunity. The
Scythe is an amazingly powerful and versatile unit, so take care of them
and they will serve you well.
-Also, it is a good idea to deploy a few scythes in the enemy base as
spies, and wait for him to build that %super expensive unit name% before
actually attacking. * (USE HOLD FIRE!!) * Using 5 scythes to pick off a
factory is barely cost effective, but killing a singularity
reactor/mohogeo/antinuke... now that is a totally different story! We are
talking 2500-3000 metal in one unit, and then you also get to use the nuke
right in the enemy base for no additional cost. Killing a factory when it
is 90% done building a Sumo can also be a good option. Killing enemy Dante
right before it is finished is also fun.
+Also, it is a good idea to deploy a few scythes in the enemy base as
spies, and wait for him to build that %super expensive unit name% before
actually attacking. * (USE HOLD FIRE!!) * Using 5 scythes to pick off a
factory is barely cost effective, but killing a singularity
reactor/mohogeo/antinuke... now that is a totally different story! We are
talking 2500-3000 metal in one unit, and then you also get the resulting
nuclear explosion right in the enemy base.
|| * Effective * ||
|| vs. Economy ||Commando squads of cloaked Scythes can cause massive
damage to enemy infrastructure.||
|| vs. Anti-Nukes ||Taking out enemy antinuke deep in the enemy lines is
best done with 5-6 scythes and infiltrator. Get a few Gremlins along to
provide scouting. 1-2 Skuttles can add extra spice if deployed into enemy
grid structures like pylons and detonated at the same time.||
|| * Counters * ||
|| Terraform || A terra-wall around your eco is hard-counter for scythes,
but it also tells your enemy that there is something valuable there and
just asks for bombers/tacnuke/skuttle.||
-|| Gunships ||All forms of Gunship are capable of staying right on top of
Scythes, evading their melee attack and picking them off with ease.
Gremlins can be a nasty surprise for them, though. ||
+|| Gunships ||All forms of Gunship are capable of staying right on top of
Scythes, evading their melee attack and picking them off with ease.
Gremlins can be a nasty surprise for them, though.||
|| Wolverine ||Shoot ground to create fields of tiny units. Hard counter
for cloaked units in general. Also kills raiders/light vehicles/cons etc.||
|| Fleas/Puppies || Are generally a massive pain, especially for cloakies.|
|
|| Defense ||You will need plenty of LLTs/Defenders or other things to
stop any serious Scythe attack, but when your options are limited, it's
sometimes best to spam LLT's *EVERYWHERE.*||
@@ -408,7 +407,7 @@
Interestingly, despite the apparent size of this unit, it can be carried
by the basic Valkyrie air transport.
-To use Sniper Bots effectively, you have to be a very observant and
responsible commander, because they are massive investments of time and
resources, and continue to put a light drain on your energy supplies as
long as they are being fielded. You've got to make sure you can properly
support them with other units and give them a safe place to retreat to when
things go sour; Never, ever, EVER send them alone on raids into your
opponents base, because this is just giving him a substantial amount of
reclaim while you'll be out 750 metal. They are a powerful unit, but like
so many powerful units they can be shut down hard by just using the proper
units/tactics. Don't build too many snipers, either, because once your
opponent wises up and starts sweeping the area with scouts you'll be stuck
out in the open with no support to back you up and will likely lose them
all. Treat them carefully and with the greatest respect whether you are the
one behind the scope, or the one in the sights.
+To use Sniper Bots effectively, you have to be a very observant and
responsible commander, because they are massive investments of time and
resources, and continue to put a light drain on your energy supplies as
long as they are being fielded. You've got to make sure you can properly
support them with other units and give them a safe place to retreat to when
things go sour; Never, ever, EVER send them alone on raids into your
opponent's base, because this is just giving him a substantial amount of
reclaim while you'll be out 750 metal. They are a powerful unit, but like
so many powerful units they can be shut down hard by just using the proper
units/tactics. Don't build too many snipers, either, because once your
opponent wises up and starts sweeping the area with scouts you'll be stuck
out in the open with no support to back you up and will likely lose them
all. Treat them carefully and with the greatest respect whether you are the
one behind the scope, or the one in the sights.
|| * Effective * ||
|| vs. Assets ||Snipers are perfect to knock out important & expensive
units like capture cars and artillery pieces. Wait for a clear shot, and
take it.||