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Spider roles&Problems

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Date Editor Before After
10/16/2016 9:31:54 AMNZrankhedgehogs before revert after revert
Before After
1 All spiders can climb vertical walls 1 All spiders can climb vertical walls
2 Weaver: Build stuff, it is one of the fastest constructors. Has radar. Build advanced radar on top of hills or make defenses. 2 Weaver: Build stuff, it is one of the fastest constructors. Has radar. Build advanced radar on top of hills or make defenses.
3 \n 3 \n
4 Flea: Cheap scout unit, with a pathetic 42 damage per second, and 40 Hp, it will die to anything that can shoot and hit it. Cloaks if not moving, and the 120 decloak is somewhat small, so is effective invisible scout, cloak is free. Use for killing greedy undefended expansion, and skuttle shield units. 4 Flea: Cheap scout unit, with a pathetic 42 damage per second, and 40 Hp, it will die to anything that can shoot and hit it. Cloaks if not moving, and the 120 decloak is somewhat small, so is effective invisible scout, cloak is free. Use for killing greedy undefended expansion, and skuttle shield units.
5 \n 5 \n
6 Hermit: The assault bot of unusual power. It has an incredible hp of 1400 which makes great tanking. Like most spiders, it is slow, and should avoid artillery/skirms unless supported. Powerful damage is great for slow/stationary units/defense, but should avoid heavy tank units unless on hill, those guys will overpower this unit. Fast raider will be hard to hit with this guy. Monohermit spam does work, but skirms can easy kite. Amazing meatshield for Recluse. Aim for defenses& tanks first as they are easier to hit. 6 Hermit: The assault bot of unusual power. It has an incredible hp of 1400 which makes great tanking. Like most spiders, it is slow, and should avoid artillery/skirms unless supported. Powerful damage is great for slow/stationary units/defense, but should avoid heavy tank units unless on hill, those guys will overpower this unit. Fast raider will be hard to hit with this guy. Monohermit spam does work, but skirms can easy kite. Amazing meatshield for Recluse. Aim for defenses& tanks first as they are easier to hit.
7 \n 7 \n
8 Redback: A high HP for riot, and highest DPS of all spiders, it is great if in line and can all fire at once. This will kill most raiders, and if grouped, which is easy, will kill single tanks fast. Meeting with Hermit is great, but make sure these guys are on line, or they cannot all fire at once. Avoid skirms and artillery. Will kite and kill redbacks. Make sure to all fire at once at same target. Good range for riot bots. 8 Redback: A high HP for riot, and highest DPS of all spiders, it is great if in line and can all fire at once. This will kill most raiders, and if grouped, which is easy, will kill single tanks fast. Meeting with Hermit is great, but make sure these guys are on line, or they cannot all fire at once. Avoid skirms and artillery. Will kite and kill redbacks. Make sure to all fire at once at same target. Good range for riot bots.
9 \n 9 \n
10 \n 10 \n
11 Recluse: Skirmisher, indirect fire. Bad at accuracy, so single units should be dealt with Redback. Powerful against groups of units, especially short ranged heavy tanks, and should be in many spider balls as it gives incredible power. Group units are easier to hit with the rockets, it can also shoot over your units, making T flanking very hard. Artillery can damage and kill many of these, as they are not fast to catch. Needs shield and anti raider, so Hermit&Redback work great for the job. Use redback to kill any surviving units after initial barrage. Make a lot of these guys. 11 Recluse: Skirmisher, indirect fire. Bad at accuracy, so single units should be dealt with Redback. Powerful against groups of units, especially short ranged heavy tanks, and should be in many spider balls as it gives incredible power. Group units are easier to hit with the rockets, it can also shoot over your units, making T flanking very hard. Artillery can damage and kill many of these, as they are not fast to catch. Needs shield and anti raider, so Hermit&Redback work great for the job. Use redback to kill any surviving units after initial barrage. Make a lot of these guys.
12 \n 12 \n
13 Crabe: 10/10 heavy skirmish spider. Not an artillery despite 600 range, but big splash damage can kill a lot of units at once. Too weak alone, make sure to always be supported, these crabes should only have 1 per squad, as it is expensive. Have recluse&supports to barrage enemy unit formation, then shoot with one crab and many will die. Defend with red back as has massive problem killing fast raider. If not moving, will take /3 less damage. 13 Crabe: 10/10 heavy skirmish spider. Not an artillery despite 600 range, but big splash damage can kill a lot of units at once. Too weak alone, make sure to always be supported, these crabes should only have 1 per squad, as it is expensive. Have recluse&supports to barrage enemy unit formation, then shoot with one crab and many will die. Defend with red back as has massive problem killing fast raider. If not moving, will take /3 less damage.
14 \n 14 \n
15 Infiltrator: Scout, but always cloaked unless energy is depleted. Has very small decloak, so you should have no problem spying on enemy bases. Has NO defense, only 8000 damage electrogun. Use to stun heavy tank e.g reaper. And finish off with units, this has a long reload time, and should be used wisely. Can be used as anti-artillery by paralyzing them, but may decloak and be shot at. Avoid confrontations with Infiltrator at the front, they will die. Target a specific and high-threat unit, as it has long reload time. 15 Infiltrator: Scout, but always cloaked unless energy is depleted. Has very small decloak, so you should have no problem spying on enemy bases. Has NO defense, only 8000 damage electrogun. Use to stun heavy tank e.g reaper. And finish off with units, this has a long reload time, and should be used wisely. Can be used as anti-artillery by paralyzing them, but may decloak and be shot at. Avoid confrontations with Infiltrator at the front, they will die. Target a specific and high-threat unit, as it has long reload time.
16 \n 16 \n
17 Tarantula: Anti-air. Missiles if all hit will do 1000 damage, and has decent range, useless vs ground units, but if these are spammed, no air force can get past, Or terrible attrition rates at the least. 17 Tarantula: Anti-air. Missiles if all hit will do 1000 damage, and has decent range, useless vs ground units, but if these are spammed, no air force can get past, Or terrible attrition rates at the least.
18 \n 18 \n
19 Venom: Lightning riot, moves 0.1 slower than duck, great to stun enemy units and let units kill with less attrition. Weak on own as it does only 18 lightning damage, so merge with friendly units. Powerful vs weak raiders as they will stun them very fast. Throw into fray first and EMP everyone so rest of spiderball can kill without retaliation. Powerful if massed, especially if used to constantly stun units. As units that are damaged as easier to stun, this can also be used after a recluse's/crabe's initial barrage and support friendly units. I use this less than Redbacks due to sheer firepower of former, but it is great to use.
20 \n
19 \n 21 \n
20 Problems: 22 Problems:
21 No artillery for spiders. Yes. Crabe is not artillery. This makes long range fighting a problem as the spiders cannot close distance on artillery. Crabe is great for area defense and support, but not artillery shots. I use penetrators to fix this problem. 23 No artillery for spiders. Yes. Crabe is not artillery. This makes long range fighting a problem as the spiders cannot close distance on artillery. Crabe is great for area defense and support, but not artillery shots. I use penetrators to fix this problem.
22 \n 24 \n
23 No true raider. Flea is too weak and a single lotus will slay entire squads. I use Dagger from hovercraft as cheap solution, and they double as scouts if all fleas died. 25 No true raider. Flea is too weak and a single lotus will slay entire squads. I use Dagger from hovercraft as cheap solution, and they double as scouts if all fleas died.
24 Strider/Heavy tank can kill very fast in open ground, so outnumber said tanks or have many recluses and you should have less attrition. Strider must be avoided or piled on once it is alone. 26 Strider/Heavy tank can kill very fast in open ground, so outnumber said tanks or have many recluses and you should have less attrition. Strider must be avoided or piled on once it is alone.
25 Skirms can easily kite, so have many recluses to stop kiting. 27 Skirms can easily kite, so have many recluses to stop kiting.
28 Slow at moving except venom. Use walls to your advantage, to cut down travel time
26 Good things: 29 Good things:
27 Can merge well with other units. Aspis walks at same speed, great for shielding. 30 Can merge well with other units. Aspis walks at same speed, great for shielding.
28 Can climb straight walls, and give you advantage vs entrenched enemy. 31 Can climb straight walls, and give you advantage vs entrenched enemy.
29 Powerful against many units except heavytank and strider, especially noticable if redback/recluse and outnumbers enemy. Will slay them. 32 Powerful against many units except heavytank and strider, especially noticable if redback/recluse and outnumbers enemy. Will slay them.
30 Cheapish 33 Cheapish
31 Best scouts. 34 Best scouts.
32 Biggest turtle in-game. 35 Biggest turtle in-game.
36 \n
37 Tell me if I missed anything. Any CONSTRUCTIVE FEEDBACK (not u suck. U missed this so u suck)