Difference between revisions of "User:Aquanim/UnitTaxonomy"

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* Raiders have effective weapons. Having reached a position quickly they then need to do their business quickly, before whatever they were running from catches up.
 
* Raiders have effective weapons. Having reached a position quickly they then need to do their business quickly, before whatever they were running from catches up.
 
* Raiders have poor range and HP. A cheap fast unit with poor damage but long range or lots of HP would be far more annoying than fun.
 
* Raiders have poor range and HP. A cheap fast unit with poor damage but long range or lots of HP would be far more annoying than fun.
<span style="color:#617">'''Tertiary characteristic'''</span>:
+
<span style="color:#617">'''Tertiary characteristic'''</span>
 
* Most raiders are cheap.
 
* Most raiders are cheap.
<span style="color:#b14">'''Unrelated characteristic'''</span>:
+
<span style="color:#b14">'''Unrelated characteristic'''</span>
 
* Raiders do not have to have particularly good damage-per-second-per-cost (looking at Dagger and, to a lesser degree, Duck).
 
* Raiders do not have to have particularly good damage-per-second-per-cost (looking at Dagger and, to a lesser degree, Duck).

Revision as of 14:43, 7 January 2026

Preface

See also Unit classes.

Often ZK players think about the unit roles in terms of the RPS triangle of raider > skirmisher > riot > raider, artillery beating porc, and assaults have several definitions including "also beating porc" or "being tanky". I think this schema misses some important stuff.

  • Raiders semi-routinely beat riots for cost if they get a decent surround.
  • Some skirmisher vs raider matchups are quite painful for the raiders (Scalpel jumps to mind).
  • Skirmishers caught a little out of position will get chewed up by riots.
  • Some artillery units (notably Firewalker) are pretty underwhelming against turrets.
  • Assault units aren't always eager to push into defences. Ravager would much prefer to be doing runbys. Grizzly pokes from a distance.

Below I am going to lay out what I think are some reasonable definitions for each class, according to the following scheme:

Primary characteristic: The defining property of the unit class. If you don't have this, you don't belong in this class.

Secondary characteristic: A property which is shared (to some degree) by all units of the class, as a logical consequence of applying game design principles alongside the primary characteristic.

Tertiary characteristic: A property which is shared (to some degree) by most units of the class.

Unrelated characteristic: A property which you might think is characteristic of a unit class, but in fact is not.

These classes are not necessarily going to cover all units. Air is probably left out.

Raiders

Primary characteristic

  • Raiders are effective primarily by virtue of their movement speed.

Secondary characteristic

  • Raiders have effective weapons. Having reached a position quickly they then need to do their business quickly, before whatever they were running from catches up.
  • Raiders have poor range and HP. A cheap fast unit with poor damage but long range or lots of HP would be far more annoying than fun.

Tertiary characteristic

  • Most raiders are cheap.

Unrelated characteristic

  • Raiders do not have to have particularly good damage-per-second-per-cost (looking at Dagger and, to a lesser degree, Duck).