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Are you sure Cloakbots are good for new players?

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Date Editor Before After
10/1/2019 5:34:50 PMCArankGalamesh before revert after revert
9/30/2019 11:28:00 PMCArankGalamesh before revert after revert
9/30/2019 11:26:21 PMCArankGalamesh before revert after revert
9/30/2019 11:24:01 PMCArankGalamesh before revert after revert
9/30/2019 11:09:04 PMCArankGalamesh before revert after revert
9/30/2019 10:50:39 PMCArankGalamesh before revert after revert
9/30/2019 10:48:06 PMCArankGalamesh before revert after revert
9/30/2019 10:47:39 PMCArankGalamesh before revert after revert
Before After
1 So what's been said so far in a nutshell is that cloakies have specialized units that fit the ZK unit types and that is both a good and a bad thing. The good thing I suppose is there is no glaring flaw since they have all the types, but the bad is that because each unit fills a specific role, it also has a specific counter. Some units in this game, despite their type, are not countered by what you would expect because of their mobility, rate of fire, HP pool or range. Cloakies are countered by exactly what the unit types say they should. That makes them easy to play, but also easy to defeat. 1 So what's been said so far in a nutshell is that cloakies have specialized units that fit the ZK unit types and that is both a good and a bad thing. The good thing I suppose is there is no glaring flaw since they have all the types, but the bad is that because each unit fills a specific role, it also has a specific counter. Some units in this game, despite their type, are not countered by what you would expect because of their mobility, rate of fire, HP pool or range. Cloakies are countered by exactly what the unit types say they should. That makes them easy to play, but also easy to defeat.
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3 Other than that, cloakies have one adventage that a few factories share: they don't have any very expensive unit. There is no risk for cloakies to try to spend 1000+ metal on a single unit when the game starts because they don't even have a 1000+ metal unit. I suppose a newbie could screw themselves and try to build a phantom as their first unit, but otherwise there is no crab, cyclops, jugglenaught, likho, tremor, lance... One could argue that in team games it can be good to make something expensive right away, but in 1v1 it's always bad. 3 Other than that, cloakies have one adventage that a few factories share: they don't have any very expensive unit. There is no risk for cloakies to try to spend 1000+ metal on a single unit when the game starts because they don't even have a 1000+ metal unit. I suppose a newbie could screw themselves and try to build a phantom as their first unit, but otherwise there is no crab, cyclops, jugglenaught, likho, tremor, lance... One could argue that in team games it can be good to make something expensive right away, but in 1v1 it's always bad.
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5 I don't agree that cloakies require more micro than other facs, at least not in ZK. If you play SC2, it's hard to split marines vs banelings because there is no function to just spread your units or form a line. In ZK you hold down right click and draw a line. Done. You have whatever shape you want. 5 I don't agree that cloakies require more micro than other facs, at least not in ZK. If you play SC2, it's hard to split marines vs banelings because there is no function to just spread your units or form a line. In ZK you hold down right click and draw a line. Done. You have whatever shape you want.
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7 But, in ZK, the only way to detect something cloaked is to be near it and phantoms move slow and have a large reveal radius. They also shoot further than they see as evidenced by attack move phantom walking out sight radius of a tower, then back in because it's told to move forward, then back out because it can shoot from further, then back in, out, in... 7 But, in ZK, the only way to detect something cloaked is to be near it and phantoms move slow and have a large reveal radius. They also shoot further than they see as evidenced by attack move phantom walking out sight radius of a tower, then back in because it's told to move forward, then back out because it can shoot from further, then back in, out, in...
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9 This is where the extra control is needed. Phantoms with a few scythes spotters staying cloaked in front is a potent combination. In team games I often see 4-6 phantoms walk all the way to their sight radius instead of using a spotter. So I would say that it's just a slightly more complex strategy, but once your spotter sees something, you only need to move it if something is about to reveal it. That doesn't require APM, just awareness. 9 This is where the extra control is needed. Phantoms with a few scythes spotters staying cloaked in front is a potent combination. In team games I often see 4-6 phantoms walk all the way to their sight radius instead of using a spotter. So I would say that it's just a slightly more complex strategy, but once your spotter sees something, you only need to move it if something is about to reveal it. That doesn't require APM, just awareness.
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11 Because ZK doesn't have a tech tree, there are only two reasons to move the camera back to base: queue more building constructions or defend a raid/attack. Otherwise you can just keep babysitting your units and using the very powerful formations function. 11 Because ZK doesn't have a tech tree, there are only two reasons to move the camera back to base: queue more building constructions or defend a raid/attack. Otherwise you can just keep babysitting your units and using the very powerful formations function.
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13 I'd be hesitant to recommend cloakies to newbies. I think they're easy to use, but I think most players quickly learn how to deal with them so their ease of use is quickly outmatched by how straight forward it is to counter them. Shieldbots on the other hand, especially in team games, can have a simple formation of just outlaw, felon and thug that you move to where you want to attack/defend without any other input command and the ball will do the rest. In 1v1, that means that you're only really effective in one part of map so if you did that, I would try to capture the rest of the map, raid your part and constantly avoid your ball until I can crush it after prolonged eco superiority or perhaps artil. Then you need to branch out into bandits and more control, which then I think they are more in par with cloakies. 13 I'd be hesitant to recommend cloakies to newbies. I think they're easy to use, but I think most players quickly learn how to deal with them so their ease of use is quickly outmatched by how straight forward it is to counter them. Shieldbots on the other hand, especially in team games, can have a simple formation of just outlaw, felon and thug that you move to where you want to attack/defend without any other input command and the ball will do the rest. In 1v1, that means that you're only really effective in one part of map so if you did that, I would try to capture the rest of the map, raid your part and constantly avoid your ball until I can crush it after prolonged eco superiority or perhaps artil. Then you need to branch out into bandits and more control, which then I think they are more on par with cloakies.