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= Tactics and Strategy =
 
= Tactics and Strategy =
The {{PAGENAME}} deals [[Status Effects#Capture damage|capture damage]], effectively pitting its <abbr title="damage per second">DPS</abbr> against (1000 + the target's <abbr title="hit points">HP</abbr>). This means that the {{PAGENAME}} (which has a capture DPS of {{#invoke:WeaponData|getData|vehcapture_captureray|dps}}) will take a minimum of 1.5 seconds to capture any unit. For heavier targets, it takes longer. A single {{PAGENAME}} takes about {{#expr:(1000 + {{UnitData getData|tankassault|hitpoints}}) / {{#invoke:WeaponData|getData|vehcapture_captureray|dps}} round 1}} seconds to capture an enemy [[Minotaur]] (which has {{UnitData getData|tankassault|hitpoints}} HP). Damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.
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The {{PAGENAME}} deals [[Status Effects#Capture damage|capture damage]], effectively pitting its <abbr title="damage per second">DPS</abbr> against (1000 + the target's <abbr title="hit points">HP</abbr>). This means that the {{PAGENAME}} (which has a capture DPS of {{#invoke:WeaponData|getData|vehcapture_captureray|dps}}) will take a minimum of 1.5 seconds to capture any unit. For heavier targets, it takes longer. A single {{PAGENAME}} takes about {{#expr:(1000 + {{#invoke:UnitData|getData|tankassault|hitpoints}}) / {{#invoke:WeaponData|getData|vehcapture_captureray|dps}} round 1}} seconds to capture an enemy [[Minotaur]] (which has {{#invoke:UnitData|getData|tankassault|hitpoints}} HP). Damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.
  
 
To prolong the lifespan of your frail {{PAGENAME}}es, try escorting them with at least one [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your {{PAGENAME}}es to death. As with other shield balls, such a combination is asking to be countered with the likes of [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s.
 
To prolong the lifespan of your frail {{PAGENAME}}es, try escorting them with at least one [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your {{PAGENAME}}es to death. As with other shield balls, such a combination is asking to be countered with the likes of [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s.
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* Aggressive porcing: {{PAGENAME}} is quite bad against [[Stinger]]. Extra good if your artillery is an anti-mobile kind, which is almost any artillery unit except [[Sling]] and [[Impaler]]—then you can also bombard the enemy units from your porc forest!
 
* Aggressive porcing: {{PAGENAME}} is quite bad against [[Stinger]]. Extra good if your artillery is an anti-mobile kind, which is almost any artillery unit except [[Sling]] and [[Impaler]]—then you can also bombard the enemy units from your porc forest!
 
* Air bombing: Start with a [[Thunderbird]] because unassisted [[Raven|Ravens]] will probably be captured. A {{PAGENAME}} takes two Raven bombs to die, too.
 
* Air bombing: Start with a [[Thunderbird]] because unassisted [[Raven|Ravens]] will probably be captured. A {{PAGENAME}} takes two Raven bombs to die, too.
* Cloaked Snitches: Five {{PAGENAME}}es cost {{#expr:5 * {{UnitData getData|vehcapture|cost}}}} Metal. You get to <abbr title="switch factory">facswitch</abbr> to [[Shieldbot_Factory|Shield]] ({{UnitData getData|factoryshield|cost}} Metal), an [[Cornea|area cloaker]] ({{UnitData getData|staticjammer|cost}}), and {{#expr:floor((5 * {{UnitData getData|vehcapture|cost}} - {{UnitData getData|factoryshield|cost}} - {{UnitData getData|staticjammer|cost}}) / {{UnitData getData|shieldbomb|cost}})}} or {{#expr:ceil((5 * {{UnitData getData|vehcapture|cost}} - {{UnitData getData|factoryshield|cost}} - {{UnitData getData|staticjammer|cost}}) / {{UnitData getData|shieldbomb|cost}})}} Snitches for this price.
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* Cloaked Snitches: Five {{PAGENAME}}es cost {{#expr:5 * {{#invoke:UnitData|getData|vehcapture|cost}}}} Metal. You get to <abbr title="switch factory">facswitch</abbr> to [[Shieldbot_Factory|Shield]] ({{#invoke:UnitData|getData|factoryshield|cost}} Metal), an [[Cornea|area cloaker]] ({{#invoke:UnitData|getData|staticjammer|cost}}), and {{#expr:floor((5 * {{#invoke:UnitData|getData|vehcapture|cost}} - {{#invoke:UnitData|getData|factoryshield|cost}} - {{#invoke:UnitData|getData|staticjammer|cost}}) / {{#invoke:UnitData|getData|shieldbomb|cost}})}} or {{#expr:ceil((5 * {{#invoke:UnitData|getData|vehcapture|cost}} - {{#invoke:UnitData|getData|factoryshield|cost}} - {{#invoke:UnitData|getData|staticjammer|cost}}) / {{#invoke:UnitData|getData|shieldbomb|cost}})}} Snitches for this price.
 
* [[Phantom]]s: Just bring something to keep the [[Dart]]s away.
 
* [[Phantom]]s: Just bring something to keep the [[Dart]]s away.
 
* [[Emissary]]: Outruns, outranges, and outguns {{PAGENAME}}. Kind of mandatory in the late game.
 
* [[Emissary]]: Outruns, outranges, and outguns {{PAGENAME}}. Kind of mandatory in the late game.

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