<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DoubleHelixDna</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DoubleHelixDna"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/DoubleHelixDna"/>
	<updated>2026-04-05T08:32:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Racketeer&amp;diff=3847</id>
		<title>Racketeer</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Racketeer&amp;diff=3847"/>
		<updated>2018-05-06T06:58:34Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a disarming artillery from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Racketeer&lt;br /&gt;
| defname = shieldarty&lt;br /&gt;
| description = Disarming Artillery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldarty.png&lt;br /&gt;
| icontype = walkerlrarty&lt;br /&gt;
| cost = 360&lt;br /&gt;
| hitpoints = 780&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 325&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disarm Cruise Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| disarmdamage = 1800&lt;br /&gt;
	| disarmdps = 180&lt;br /&gt;
	| stuntime = 6&lt;br /&gt;
	| range = 940&lt;br /&gt;
	| homing = 209&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Racketeer launches long range missiles that can disarm key enemy defenses or units before assaulting them. Only one Racketeer is needed to keep a target disarmed, so pick a different target for each Racketeer. It is excellent at depleting the energy of enemy shields and rendering large units harmless.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Use Racketeers to disarm heavy units, allowing your forces to approach the disarmed unit and destroy it.&lt;br /&gt;
&lt;br /&gt;
Racketeers can also level the playing field; 3 Racketeers can disarm 3 units, meaning the enemy has 3 less units that can deal damage. This can change the tide of battle, such as if Rogues are engaged in a skirmish with other skirmishers, the Rogues can have an easier time dodging the enemy's missiles, or when an assault arrives, the Racketeer can stun the riot units and allow Bandits to move up and destroy the assault units.&lt;br /&gt;
&lt;br /&gt;
Racketeers are helpless against large forces of raiders; defend them with Outlaws.&lt;br /&gt;
&lt;br /&gt;
Disarm enemy static defense, then rush with Bandits to destroy the static defense and whatever it is defending.&lt;br /&gt;
&lt;br /&gt;
Racketeers make pushing with a shieldball easier by disarming AOE weapons, or weapons with large amounts of burst damage, allowing your Thugs to tank damage for a longer amount of time, while also reducing the damage the rest of your units take.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Racketeer&amp;diff=3846</id>
		<title>Racketeer</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Racketeer&amp;diff=3846"/>
		<updated>2018-05-06T06:55:35Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Added tactics and strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a disarming artillery from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Racketeer&lt;br /&gt;
| defname = shieldarty&lt;br /&gt;
| description = Disarming Artillery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldarty.png&lt;br /&gt;
| icontype = walkerlrarty&lt;br /&gt;
| cost = 360&lt;br /&gt;
| hitpoints = 780&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 325&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disarm Cruise Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| disarmdamage = 1800&lt;br /&gt;
	| disarmdps = 180&lt;br /&gt;
	| stuntime = 6&lt;br /&gt;
	| range = 940&lt;br /&gt;
	| homing = 209&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Racketeer launches long range missiles that can disarm key enemy defenses or units before assaulting them. Only one Racketeer is needed to keep a target disarmed, so pick a different target for each Racketeer. It is excellent at depleting the energy of enemy shields and rendering large units harmless.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Use Racketeers to disarm heavy units, allowing your forces to approach the disarmed unit and destroy it.&lt;br /&gt;
&lt;br /&gt;
Racketeers can also level the playing field; 3 Racketeers can disarm 3 units, meaning the enemy has 3 less units that can deal damage.&lt;br /&gt;
&lt;br /&gt;
Racketeers are helpless against large forces of raiders; defend them with Outlaws.&lt;br /&gt;
&lt;br /&gt;
Disarm enemy static defense, then rush with Bandits to destroy the static defense and whatever it is defending.&lt;br /&gt;
&lt;br /&gt;
Racketeers make pushing with a shieldball easier by disarming AOE weapons, or weapons with large amounts of burst damage, allowing your Thugs to tank damage for a longer amount of time, while also reducing the damage the rest of your units take.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rogue&amp;diff=3845</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rogue&amp;diff=3845"/>
		<updated>2018-05-06T06:49:42Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Added tactics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a skirmisher bot (indirect fire) from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Rogue&lt;br /&gt;
| defname = shieldskirm&lt;br /&gt;
| description = Skirmisher Bot (Indirect Fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
| icontype = walkerskirm&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 570&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 363&lt;br /&gt;
| sight = 583&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Rocket&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 350&lt;br /&gt;
	| reloadtime = 7&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| range = 530&lt;br /&gt;
	| aoe = 38&lt;br /&gt;
	| arcing = 31&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Rogue's arcing rockets have a low rate of fire, but do a lot of damage, making it very good at dodging in and out of range of enemy units or defense, or in a powerful initial salvo. Counter them by attacking them with fast units, or crawling bombs when massed.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Get in range of static defense when your ready to fire and not before; in doing so, you minimise the amount of damage the Rogue has to take.&lt;br /&gt;
&lt;br /&gt;
Protect Rogues from raiders with Outlaws and some Bandits.&lt;br /&gt;
&lt;br /&gt;
Send some Thugs to tank the damage from static defense that outranges the Rogue, then use the Rogues to destroy the static defense.&lt;br /&gt;
&lt;br /&gt;
Rogues have slow rockets, so slow down the enemy force with Outlaws to make hitting the enemy units easier.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Felon&amp;diff=3843</id>
		<title>Felon</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Felon&amp;diff=3843"/>
		<updated>2018-05-06T06:42:17Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Added Tactics and Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded riot/skirmisher bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Felon&lt;br /&gt;
| defname = shieldfelon&lt;br /&gt;
| description = Shielded Riot/Skirmisher Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
| icontype = walkersupport&lt;br /&gt;
| cost = 620&lt;br /&gt;
| hitpoints = 1400&lt;br /&gt;
| movespeed = 45&lt;br /&gt;
| turnrate = 165&lt;br /&gt;
| sight = 520&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Shield Gun&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 108&lt;br /&gt;
	| reloadtime = 0.15&lt;br /&gt;
	| dps = 723&lt;br /&gt;
	| range = 430&lt;br /&gt;
	| customlabel1 = Shield drain (HP/shot)&lt;br /&gt;
	| customdata1 = 75&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 1600&lt;br /&gt;
	| regen = 18&lt;br /&gt;
	| regencost = 0&lt;br /&gt;
	| radius = 120&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Use Felons with Thugs so the Thugs can tank damage for the Felon while also helping the Felon recharge its shields.&lt;br /&gt;
&lt;br /&gt;
Felons are good anti-skirmishers due to the Felon's instant hit projectiles, so letting a Felon get close enough to discharge itself onto the enemy skirmishers is a good tactic.&lt;br /&gt;
&lt;br /&gt;
Felons are the single strongest unit in the Shieldbot factory in terms of damage and HP. However, they are also the most expensive, meaning that the Felon must be defended.&lt;br /&gt;
&lt;br /&gt;
Beware if the enemy sends swarms of high health but cheap units towards the Felon; the Felon will drain its shields and be an easy target and because the Felon drains its own shield whilst firing means that the Felon will be unable to fire consistently, drastically reducing the amount of damage a shieldball can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Thug&amp;diff=3842</id>
		<title>Thug</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Thug&amp;diff=3842"/>
		<updated>2018-05-06T06:36:00Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Added Tactics and Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded assault bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Thug&lt;br /&gt;
| defname = shieldassault&lt;br /&gt;
| description = Shielded Assault Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
| icontype = walkerassault&lt;br /&gt;
| cost = 180&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 58&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 420&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 170&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 43&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 18&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 1250&lt;br /&gt;
	| regen = 16&lt;br /&gt;
	| regencost = 0&lt;br /&gt;
	| radius = 80&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Weak on its own, the Thug makes an excellent screen for Outlaws and Rogues. The linking shield gives Thugs strength in numbers, but can be defeated by AoE weapons or focus fire.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
Send Thugs to destroy the opponent's static defenses while tanking the damage for Rogues and Outlaws.&lt;br /&gt;
&lt;br /&gt;
A small group of Thugs benefit greatly from an Outlaw, as the Outlaw slows down the fire rate of turrets, allowing the Thugs to tank damage for a longer time, while also slowing down raiders who attack the group. As a benefit, the Thugs can tank for the Outlaw, allowing the Outlaw's disruptor beam to finish its work.&lt;br /&gt;
&lt;br /&gt;
Use Thugs with Felons to tank damage intended for the Felon, while also helping regenerate the Felon's shields.&lt;br /&gt;
&lt;br /&gt;
Thugs can be used as heavy raiders as they can go through light defense by themselves or with a partner that Bandits wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Thugs lack damage, so they take time to destroy enemy static defense, so bringing some Bandits along will allow the Bandits to get close and destroy the static defense while the Thugs tank damage for them.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3841</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3841"/>
		<updated>2018-05-06T06:28:48Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a medium-light raider bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Bandit&lt;br /&gt;
| defname = shieldraid&lt;br /&gt;
| description = Medium-Light Raider Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
| icontype = walkerraider&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 412&lt;br /&gt;
| sight = 500&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Laser Blaster&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 9.5&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 95&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| projectilespeed = 880&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bandit outranges and is somewhat tougher than the Glaive, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Have Bandits in groups instead of single Bandits, because the nature of the Bandit means that they work better in groups instead of solo, mostly because of their low DPS compared to other raiders, but they have very cheap cost, allowing you to make groups of them in attacking the enemy.&lt;br /&gt;
&lt;br /&gt;
Bandits are cheap sources of damage, allowing you to easily exploit holes in defenses with large numbers of Bandits before the enemy can react.&lt;br /&gt;
&lt;br /&gt;
Use Bandits in conjunction with Outlaws to catch fleeing units and destroy them.&lt;br /&gt;
&lt;br /&gt;
Rogues benefit from having something to defend them from raiders, meaning a couple of bandits are extremely helpful in defending a skirmisher which has really slow missile speed.&lt;br /&gt;
&lt;br /&gt;
Avoid all AOE weapons. Bandits are great in groups and have little HP, which AOE weapons are designed to exploit.&lt;br /&gt;
&lt;br /&gt;
Bandits, in groups, can take down stronger raiders with little to no losses if they focus fire onto that one unit.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3840</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3840"/>
		<updated>2018-05-06T06:27:50Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a medium-light raider bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Bandit&lt;br /&gt;
| defname = shieldraid&lt;br /&gt;
| description = Medium-Light Raider Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
| icontype = walkerraider&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 412&lt;br /&gt;
| sight = 500&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Laser Blaster&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 9.5&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 95&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| projectilespeed = 880&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bandit outranges and is somewhat tougher than the Glaive, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Have Bandits in groups instead of single Bandits, because the nature of the Bandit means that they work better in groups instead of solo, mostly because of their low DPS compared to other raiders, but they have very cheap cost, allowing you to make groups of them in attacking the enemy.&lt;br /&gt;
&lt;br /&gt;
Bandits are cheap sources of damage, allowing you to easily exploit holes in defenses with large numbers of Bandits before the enemy can react.&lt;br /&gt;
&lt;br /&gt;
Use Bandits in conjunction with Outlaws to catch fleeing units and destroy them.&lt;br /&gt;
&lt;br /&gt;
Rogues benefit from having something to defend them from raiders, meaning a couple of bandits can stop a few raiders.&lt;br /&gt;
&lt;br /&gt;
Avoid all AOE weapons. Bandits are great in groups and have little HP, which AOE weapons are designed to exploit.&lt;br /&gt;
&lt;br /&gt;
Bandits, in groups, can take down stronger raiders with little to no losses if they focus fire onto that one unit.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3839</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Bandit&amp;diff=3839"/>
		<updated>2018-05-06T06:22:13Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a medium-light raider bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Bandit&lt;br /&gt;
| defname = shieldraid&lt;br /&gt;
| description = Medium-Light Raider Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldraid.png&lt;br /&gt;
| icontype = walkerraider&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 412&lt;br /&gt;
| sight = 500&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Laser Blaster&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 9.5&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 95&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| projectilespeed = 880&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bandit outranges and is somewhat tougher than the Glaive, but still not something that you hurl against entrenched forces. Counter with riot units and LLTs.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Have Bandits in groups instead of single Bandits, because the nature of the Bandit means that they work better in groups instead of solo, mostly because of their low DPS compared to other raiders, but they have very cheap cost, allowing you to make groups of them in attacking the enemy.&lt;br /&gt;
Bandits are cheap sources of damage, allowing you to easily exploit holes in defenses with large numbers of Bandits before the enemy can react.&lt;br /&gt;
Use Bandits in conjunction with Outlaws to catch fleeing units and destroy them.&lt;br /&gt;
Rogues benefit from having something to defend them from raiders, meaning a couple of bandits can stop a few raiders.&lt;br /&gt;
Avoid all AOE weapons. Bandits are great in groups and have little HP, which AOE weapons are designed to exploit.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3838</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3838"/>
		<updated>2018-05-06T06:15:50Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.95&lt;br /&gt;
	| dps = 21&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 79&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending a clump of Rogues, as the slow brings down the speed of raiders down to the point a Rogue has a chance of hitting it.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage, do not expect to be able to wipe out swarms of raiders with just an Outlaw,because the Outlaw is closer to a support unit than a combat unit because to actually kill the enemy, the Outlaw must have some support from other units in killing the enemy.&lt;br /&gt;
&lt;br /&gt;
The pulse decloaks Badgers and any Crawling Bombs, meaning that if you suspect your opponent might try to destroy your shieldball with crawling bombs, place an Outlaw to decloak and slow down the enemy Bombs, giving you time to kill it before the bomb does significant damage.&lt;br /&gt;
&lt;br /&gt;
Outlaws can be used to give your raiders a hand during fights against other raiders as the 50% slow down also affects reload, effectively cutting 50% of the enemy's DPS. The slow also means that your raiders can chase down the weakened enemy raiders much easier.&lt;br /&gt;
&lt;br /&gt;
Two Outlaws can cut down an enemy force's DPS to half with a few pulses, while also slowing them down, making your shieldball have an easier time killing units by giving Rogues an easier target to hit, allowing Thugs continue to keep tanking damage longer and allow your raiders to catch any units attempting to escape.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3837</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3837"/>
		<updated>2018-05-06T06:15:10Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.95&lt;br /&gt;
	| dps = 21&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 79&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending a clump of Rogues, as the slow brings down the speed of raiders down to the point a Rogue has a chance of hitting it.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage, do not expect to be able to wipe out swarms of raiders with just an Outlaw,because the Outlaw is closer to a support unit than a combat unit because to actually kill the enemy, the Outlaw must have some support from other units in killing the enemy.&lt;br /&gt;
&lt;br /&gt;
The pulse decloaks Badgers and any Crawling Bombs, meaning that if you suspect your opponent might try to destroy your shieldballwith crawling bombs, place an Outlaw to decloak and slow down the enemy Bombs, giving you time to kill it before the bomb does significant damage.&lt;br /&gt;
&lt;br /&gt;
Outlaws can be used to give your raiders a hand during fights against other raiders as the 50% slow down also affects reload, effectively cutting 50% of the enemy's DPS. The slow also means that your raiders can chase down the weakened enemy raiders much easier.&lt;br /&gt;
&lt;br /&gt;
Two Outlaws can cut down an enemy force's DPS to half with a few pulses, while also slowing them down, making your shieldball have an easier time killing units by giving Rogues an easier target to hit, allowing Thugs continue to keep tanking damage longer and allow your raiders to catch any units attempting to escape.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3836</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3836"/>
		<updated>2018-05-06T06:14:23Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.95&lt;br /&gt;
	| dps = 21&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 79&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending a clump of Rogues, as the slow brings down the speed of raiders down to the point a Rogue has a chance of hitting it.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage, do not expect to be able to wipe out swarms of raiders with just an Outlaw, the Outlaw is closer to a support unit than a combat unit because to actually kill the enemy, the Outlaw must have some support from other units in killing the enemy.&lt;br /&gt;
&lt;br /&gt;
The pulse decloaks Badgers and any Crawling Bombs, meaning that if you suspect your opponent might try to destroy your shieldball, place an Outlaw to decloak and slow down the enemy Bombs, giving you time to kill it before the bomb does significant damage.&lt;br /&gt;
&lt;br /&gt;
Outlaws can be used to give your raiders a hand during fights against other raiders as the 50% slow down also affects reload, effectively cutting 50% of the enemy's DPS. The slow also means that your raiders can chase down the weakened enemy raiders much easier.&lt;br /&gt;
&lt;br /&gt;
Two Outlaws can cut down an enemy force's DPS to half with a few pulses, while also slowing them down, making your shieldball have an easier time killing units by giving Rogues an easier target to hit, allowing Thugs continue to keep tanking damage longer and allow your raiders to catch any units attempting to escape.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3835</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3835"/>
		<updated>2018-05-06T06:13:42Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Tactics And Strategy */  Added how the Outlaw helps in combat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.95&lt;br /&gt;
	| dps = 21&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 79&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending a clump of Rogues, as the slow brings down the speed of raiders down to the point a Rogue has a chance of hitting it.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage, do not expect to be able to wipe out swarms of raiders with just an Outlaw, the Outlaw is closer to a support unit than a combat unit because to actually kill the enemy, the Outlaw must have some support in killing the enemy.&lt;br /&gt;
&lt;br /&gt;
The pulse decloaks Badgers and any Crawling Bombs, meaning that if you suspect your opponent might try to destroy your shieldball, place an Outlaw to decloak and slow down the enemy Bombs, giving you time to kill it before the bomb does significant damage.&lt;br /&gt;
&lt;br /&gt;
Outlaws can be used to give your raiders a hand during fights against other raiders as the 50% slow down also affects reload, effectively cutting 50% of the enemy's DPS. The slow also means that your raiders can chase down the weakened enemy raiders much easier.&lt;br /&gt;
&lt;br /&gt;
Two Outlaws can cut down an enemy force's DPS to half with a few pulses, while also slowing them down, making your shieldball have an easier time killing units by giving Rogues an easier target to hit, allowing Thugs continue to keep tanking damage longer and allow your raiders to catch any units attempting to escape.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3834</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=3834"/>
		<updated>2018-05-06T06:11:30Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Added strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.95&lt;br /&gt;
	| dps = 21&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 79&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending a clump of Rogues, as the slow brings down the speed of raiders down to the point a Rogue has a chance of hitting it.&lt;br /&gt;
Because of its low damage, do not expect to be able to wipe out swarms of raiders with just an Outlaw, the Outlaw is closer to a support unit than a combat unit because to actually kill the enemy, the Outlaw must have some support in killing the enemy.&lt;br /&gt;
The pulse decloaks Badgers and any Crawling Bombs, meaning that if you suspect your opponent might try to destroy your shieldball, place an Outlaw to decloak and slow down the enemy Bombs, giving you time to kill it before the bomb does significant damage.&lt;br /&gt;
Outlaws can be used to give your raiders a hand during fights against other raiders as the 50% slow down also affects reload, effectively cutting 50% of the enemy's DPS. The slow also means that your raiders can chase down the weakened enemy raiders much easier.&lt;br /&gt;
Two Outlaws can cut down an enemy force's DPS to half with a few pulses, while also slowing them down, making your shieldball have an easier time killing units.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3833</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3833"/>
		<updated>2018-05-06T05:33:37Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Learn the factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
===Focus on battle===&lt;br /&gt;
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
===Repeat is good===&lt;br /&gt;
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
===No two factories are the same===&lt;br /&gt;
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Close? Or Far? Where should I place my other factory?===&lt;br /&gt;
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
===Switching?===&lt;br /&gt;
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
===Learn the factory===&lt;br /&gt;
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Most Important Things To Learn When You Have A Favorite Factory;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Where it can be used;'' &lt;br /&gt;
&lt;br /&gt;
For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How should its units be used;?''&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily if they are inevitably lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What are the common unit compositions?;'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What units do you merge it with? Do you monospam with one unit;? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What are the capabilities of the factory's units;?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These simple question give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3832</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3832"/>
		<updated>2018-05-06T05:31:15Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Learn the factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
===Focus on battle===&lt;br /&gt;
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
===Repeat is good===&lt;br /&gt;
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
===No two factories are the same===&lt;br /&gt;
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Close? Or Far? Where should I place my other factory?===&lt;br /&gt;
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
===Switching?===&lt;br /&gt;
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
===Learn the factory===&lt;br /&gt;
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Most Important Things To Learn With Your New Factory;'''&lt;br /&gt;
&lt;br /&gt;
''Where it can be used;'' &lt;br /&gt;
&lt;br /&gt;
For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How should its units be used;?''&lt;br /&gt;
 &lt;br /&gt;
Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily.&lt;br /&gt;
&lt;br /&gt;
''What are the common unit compositions?;'' &lt;br /&gt;
&lt;br /&gt;
What units do you merge it with? Do you monospam with one unit;? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
''What are the capabilities of the factory's units;?''&lt;br /&gt;
&lt;br /&gt;
 Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots&lt;br /&gt;
&lt;br /&gt;
These simple question give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3831</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3831"/>
		<updated>2018-05-06T05:30:18Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Learn the factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
===Focus on battle===&lt;br /&gt;
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
===Repeat is good===&lt;br /&gt;
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
===No two factories are the same===&lt;br /&gt;
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Close? Or Far? Where should I place my other factory?===&lt;br /&gt;
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
===Switching?===&lt;br /&gt;
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
===Learn the factory===&lt;br /&gt;
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Most Important Things To Learn With Your New Factory;'''&lt;br /&gt;
&lt;br /&gt;
''Where it can be used;'' For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How should its units be used;?'' Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily.&lt;br /&gt;
&lt;br /&gt;
''What are the common unit compositions?;'' What units do you merge it with? Do you monospam with one unit;? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
''What are the capabilities of the factory's units;?'' Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots&lt;br /&gt;
&lt;br /&gt;
These simple question give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3830</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3830"/>
		<updated>2018-05-06T05:28:40Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Learn the factory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
===Focus on battle===&lt;br /&gt;
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
===Repeat is good===&lt;br /&gt;
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
===No two factories are the same===&lt;br /&gt;
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Close? Or Far? Where should I place my other factory?===&lt;br /&gt;
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
===Switching?===&lt;br /&gt;
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
===Learn the factory===&lt;br /&gt;
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Most Important Things To Learn With Your New Factory;'''&lt;br /&gt;
&lt;br /&gt;
Where it can be used; For example, Hovercraft, Rovers, and Heavy Tanks are only usable on flat ground -- they can't climb hills and mountains., while Spiders can go anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How should its units be used;? Cheap, Disposable raiders from the Shieldbot and Cloakbot factories suggest an extremely aggressive style because they can be replaced when they die, while the extremely expensive Minotaurs from the Heavy Tanks should not be as aggressive, as they cannot be replaced easily.&lt;br /&gt;
&lt;br /&gt;
What are the common unit compositions?; What units do you merge it with? Do you monospam with one unit;? Amphibious bots and Hovercraft both tend to make large numbers of their skirmishers in so-called 'skirmisher balls' because of their tendency to clump up, while Shieldbots often have Thugs and Felons mixed together, so the Thugs can withstand damage while the Felon dishes it out.&lt;br /&gt;
&lt;br /&gt;
What are the capabilities of the factory's units;? Outlaws from the Shieldbot factory, even though they are riots, cannot be expected to kill swarms of raiders because it lacks the damage to do so. Instead it slows raiders down and gives your own units an easier time. On the other hand, Ogres from the Heavy Tanks can be expected to destroy clumps of raiders with a few shots&lt;br /&gt;
&lt;br /&gt;
These simple question give you an edge in combat as now you know how your own factory plays, and how you should deal with any potential threats.&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3828</id>
		<title>Factory tips</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Factory_tips&amp;diff=3828"/>
		<updated>2018-05-06T05:12:13Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: /* Switching? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tips==&lt;br /&gt;
===Focus on battle===&lt;br /&gt;
Leave cons be and don't waste time with them, if you are engaged, fighting is your main priority.&lt;br /&gt;
&lt;br /&gt;
===Repeat is good===&lt;br /&gt;
This alleviates some stress from having to constantly babysit the factory, but watch out if someone has found a counter. If that happens change the composition immediately.&lt;br /&gt;
&lt;br /&gt;
===No two factories are the same===&lt;br /&gt;
What can counter one thing may not necessarily counter another, and this is true for factories. Avoid using the same counter composition repeatedly.&lt;br /&gt;
&lt;br /&gt;
===Close? Or Far? Where should I place my other factory?===&lt;br /&gt;
If your factory is either a Gunship or Air, it is better to place it far away in the back as the distance is often negligible. The biggest one is for slow ground units, should it be close to the front line, or far? If you are close, an attack can come very quickly towards the factory and destroy it. However, reinforcements arrive much quicker and may be able to destroy an incoming attack. If your far, it is opposite, as the factory can not be attacked easily, but the reinforcements will take some time.&lt;br /&gt;
&lt;br /&gt;
===Switching?===&lt;br /&gt;
If you switch the factory, you can surprise the enemy and destroy their units quickly and efficiently. However, making the second factory does slow down production and new units will take some time to be built. However, if this can win the game, use it. Once you do this, leave the old factory so in the even the new one is destroyed, the old one can build again. This is perfect if you swapped to air as the enemy will probabaly have anti-aircraft, and will lose lots of units if you attack with normal ground units.&lt;br /&gt;
&lt;br /&gt;
===Learn the factory===&lt;br /&gt;
If you have a favorite factory, learn ''everything'' about it and how it is used, how it can be used, and what it is best at. These do help in combat.&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:DoubleHelixDna&amp;diff=3827</id>
		<title>User:DoubleHelixDna</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:DoubleHelixDna&amp;diff=3827"/>
		<updated>2018-05-06T05:11:06Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Playing Zero-K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am a returning player here.&lt;br /&gt;
I am somewhat active on the forums, but more active on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Preferred factory&lt;br /&gt;
Shieldbot&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:DoubleHelixDna&amp;diff=3825</id>
		<title>User:DoubleHelixDna</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:DoubleHelixDna&amp;diff=3825"/>
		<updated>2018-05-06T05:10:36Z</updated>

		<summary type="html">&lt;p&gt;DoubleHelixDna: Created page with &amp;quot;Playing Zero-K.   I am a returning player here. I am somewhat active on the forums, but more active on the battlefield.  Preferred factory; [i]Shieldbot[/i]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Playing Zero-K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am a returning player here.&lt;br /&gt;
I am somewhat active on the forums, but more active on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Preferred factory;&lt;br /&gt;
[i]Shieldbot[/i]&lt;/div&gt;</summary>
		<author><name>DoubleHelixDna</name></author>
		
	</entry>
</feed>