Difference between revisions of "Gameplay dos and don'ts"

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(Added some bits on combined arms, force overconcentration, and energy buildings)
 
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[[File:Ibeam.png|32px|frameless]]
 
[[File:Ibeam.png|32px|frameless]]
  
'''Metal''' is needed to get just about anything done in the game, and you want as much of it as you can get. Build mexes and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same.
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'''Metal''' is needed to get just about anything done in the game, and you want as much of it as you can get. Build [[Metal Extractor]]s and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same. When allied with other players, metal extractors provide some metal for all players.
  
 
=== Do use your units ===
 
=== Do use your units ===
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=== Do build energy resources ===
 
=== Do build energy resources ===
Unlike metal, energy is consumed a lot more, especially if you have shields/cloaking units, so the best thing to do is to make a lot of energy creators, next to [[Metal Extractor|metal extractors]]. You should always have more energy than metal, or more than you can spend. Excess energy is used to [[overdrive]] metal extractors. Because overdrive loses efficiency as more power is pumped into a metal extractor, it best to have more mexes on overdrive.
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You should always be producing more [[Energy]] than [[Metal]]. Metal and Energy are consumed at the same rate for construction, but shields/cloaking units will also need a reliable supply of energy. It is best to build energy structures near every [[Metal Extractor]] you place. This allows excess energy to not be wasted, instead being used to [[Overdrive]] your metal production from the linked energy sources. To place an energy structure in an overdrive grid, make sure the circle around the structure to be placed overlaps with the highlighted area on the ground near the metal extractor.
  
=== Do have mobile defenses ===
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=== Do have mobile defences ===
 
Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units.
 
Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units.
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 +
=== Do use unique unit abilities ===
 +
Some units have special abilities and weapons, activated with the D key. [[Swift]]s have a fast burst of speed, useful for scouting or rapid interception of enemy air units. The [[Dante]] has an incendiary missile barrage, good for attacking a shielded and clustered enemy. [[Scorpion]]s have multi-stunner, good for usage against an opposing heavy unit. Some others units have these "D-guns", so find them all!
  
 
== Don't ==
 
== Don't ==
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http://licho.eu/alba/Zero-K_Manual/bypassenemies.sized.jpg
 
http://licho.eu/alba/Zero-K_Manual/bypassenemies.sized.jpg
  
The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere to deter raids, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking).  
+
The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere for defence in depth, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking).  
  
 
=== Don't send your units in one by one ===
 
=== Don't send your units in one by one ===
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===Don't build volatile energy structures in a large cluster===
 
===Don't build volatile energy structures in a large cluster===
Building explosive energy structures such as [[Fusion Reactor|Fusion Reactors]] too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if the energy buildings were too closely packed.
+
Building explosive energy structures such as [[Fusion Reactor|Fusion Reactors]] too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if your energy buildings are too closely packed.
  
 
===Don't build volatile energy structures next to anything important===
 
===Don't build volatile energy structures next to anything important===
An explosion from a large energy building could severely damage anything nearby. Having, for example, a strider next to an energy building cluster could be a disaster in the making.
+
An explosion from a large energy building could severely damage anything nearby. Having, for example, a Strider next to an energy building cluster could be a disaster in the making.
  
 
=== Don't make lots of storages ===
 
=== Don't make lots of storages ===
You want to be spending your metal and energy as fast as you can, not stockpiling them. [[Storage]]s should only be made under very specific circumstances, usually in FFA matches.
+
You want to be spending your metal and energy as fast as you can, not stockpiling them. [[Storage]]s should only be made under very specific circumstances, usually in FFA matches.
 +
 
 +
Also, relying on storages gives your enemy a place to directly destroy your resources and hamper your economy. A cluster of storages could be wiped out by a bomber strike.
  
 
=== Don't make more Caretakers than you need ===
 
=== Don't make more Caretakers than you need ===
 
[[Caretaker]]s can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three.
 
[[Caretaker]]s can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three.
  
As a rule, you shouldn't build new caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need.
+
As a rule, you shouldn't build new Caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need.
  
=== Don't make heavy defenses behind the front line ===
+
=== Don't make heavy defences behind the front line ===
Building a [[Desolator]] where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defenses directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defenses further from the frontline if the front is starting to fail as a means of stopping a complete collapse.  
+
Building a [[Desolator]] where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defences directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defences further from the frontline if the front is starting to fail as a means of stopping a complete collapse.  
  
 
=== Don't use terraforming more than necessary ===
 
=== Don't use terraforming more than necessary ===
Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one bertha. If you need to terraform a platform for something, hold click when placing it and use that tool to help you.
+
Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one [[Big Bertha]]. If you need to terraform a platform for something, hold click when placing it and use that tool to help you.
  
 
=== Don't stall the game after you can't win ===
 
=== Don't stall the game after you can't win ===
 +
That's just impolite, so resign like any other decent player.
 +
 +
=== Don't morph your commander excessively ===
 +
Commander morphs quickly become useless after a few morph. The simplest way to avoid over investing in your commander is to limit yourself to 1 morph only unless you are very, '''very''' confident that it will make cost.
  
 
''DO have fun, respect your teammates, and enjoy all that the game has to offer.''
 
''DO have fun, respect your teammates, and enjoy all that the game has to offer.''
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Latest revision as of 03:22, 13 August 2022

Do[edit]

Do get all the metal you can[edit]

metal.sized.jpg

Ibeam.png

Metal is needed to get just about anything done in the game, and you want as much of it as you can get. Build Metal Extractors and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same. When allied with other players, metal extractors provide some metal for all players.

Do use your units[edit]

If a combat unit isn't shooting, it isn't paying for itself. If an opportunity to profitably deal damage to the enemy arises, take it. If your team is engaged in combat somewhere, send your units to help out, but don't throw your units away needlessly.

Do use multiple unit types[edit]

Using only a single type of unit can result in your opponent replying with a countering unit type. A swarm of raiders could be met with riots, or a lot of assaults could be beaten with a raider force.

Having only one type of unit also restricts your options in battle, and can make some other options unprofitable. For example, using raiders to attack fortified areas will get them all destroyed, and dump a large amount of metal at your opponent's doorstep.

Do build energy resources[edit]

You should always be producing more Energy than Metal. Metal and Energy are consumed at the same rate for construction, but shields/cloaking units will also need a reliable supply of energy. It is best to build energy structures near every Metal Extractor you place. This allows excess energy to not be wasted, instead being used to Overdrive your metal production from the linked energy sources. To place an energy structure in an overdrive grid, make sure the circle around the structure to be placed overlaps with the highlighted area on the ground near the metal extractor.

Do have mobile defences[edit]

Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units.

Do use unique unit abilities[edit]

Some units have special abilities and weapons, activated with the D key. Swifts have a fast burst of speed, useful for scouting or rapid interception of enemy air units. The Dante has an incendiary missile barrage, good for attacking a shielded and clustered enemy. Scorpions have multi-stunner, good for usage against an opposing heavy unit. Some others units have these "D-guns", so find them all!

Don't[edit]

Don't make lots of defences in one place[edit]

bypassenemies.sized.jpg

The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere for defence in depth, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking).

Don't send your units in one by one[edit]

piecemeal.sized.jpg

They'll just die one by one. You want to concentrate your forces wherever possible; see Lanchester's laws for why.

Don't overconcentrate your units[edit]

Concentrating your forces in one place means that an attacking enemy can bypass them at a different place and wreak havoc in your territory.

Don't build volatile energy structures in a large cluster[edit]

Building explosive energy structures such as Fusion Reactors too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if your energy buildings are too closely packed.

Don't build volatile energy structures next to anything important[edit]

An explosion from a large energy building could severely damage anything nearby. Having, for example, a Strider next to an energy building cluster could be a disaster in the making.

Don't make lots of storages[edit]

You want to be spending your metal and energy as fast as you can, not stockpiling them. Storages should only be made under very specific circumstances, usually in FFA matches.

Also, relying on storages gives your enemy a place to directly destroy your resources and hamper your economy. A cluster of storages could be wiped out by a bomber strike.

Don't make more Caretakers than you need[edit]

Caretakers can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three.

As a rule, you shouldn't build new Caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need.

Don't make heavy defences behind the front line[edit]

Building a Desolator where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defences directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defences further from the frontline if the front is starting to fail as a means of stopping a complete collapse.

Don't use terraforming more than necessary[edit]

Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one Big Bertha. If you need to terraform a platform for something, hold click when placing it and use that tool to help you.

Don't stall the game after you can't win[edit]

That's just impolite, so resign like any other decent player.

Don't morph your commander excessively[edit]

Commander morphs quickly become useless after a few morph. The simplest way to avoid over investing in your commander is to limit yourself to 1 morph only unless you are very, very confident that it will make cost.

DO have fun, respect your teammates, and enjoy all that the game has to offer.