Difference between revisions of "Units"
(Slightly improves overview and formatting for 'Unit chassis movement traits'.) |
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− | The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. | + | The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. |
− | Use your [[Commander]] and [[ | + | Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters. |
{| class="wikitable" | {| class="wikitable" | ||
− | ! style="text-align: center;" | [[Cloakbot Factory| | + | ! style="text-align: center;" | [[Cloakbot Factory|{{unit image|factorycloak|Cloakbot Factory}}<br>Cloakbots]] |
− | + | ! style="text-align: center;" | [[Shieldbot Factory|{{unit image|factoryshield|Shieldbot Factory}}<br>Shieldbots]] | |
− | ! style="text-align: center;" | [[Shieldbot Factory| | + | ! style="text-align: center;" | [[Rover Assembly|{{unit image|factoryveh|Rover Assembly}}<br>Rovers]] |
− | + | ! style="text-align: center;" | [[Hovercraft Platform|{{unit image|factoryhover|Hovercraft Platform}}<br>Hovercraft]] | |
− | ! style="text-align: center;" | [[Rover Assembly| | + | ! style="text-align: center;" | [[Gunship Plant|{{unit image|factorygunship|Gunship Plant}}<br>Gunships]] |
− | + | ! style="text-align: center;" | [[Airplane Plant|{{unit image|factoryplane|Airplane Plant}}<br>Airplanes]] | |
− | ! style="text-align: center;" | [[Hovercraft Platform| | ||
− | |||
− | ! style="text-align: center;" | [[Gunship Plant| | ||
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− | ! style="text-align: center;" | [[Airplane Plant| | ||
− | |||
|- | |- | ||
− | | style="text-align: center; font-weight:bold;" | [[Spider Factory| | + | | style="text-align: center; font-weight:bold;" | [[Spider Factory|{{unit image|factoryspider|Spider Factory}}<br>Spiders]] |
− | + | | style="text-align: center; font-weight:bold;" | [[Jumpbot Factory|{{unit image|factoryjump|Jumpbot Factory}}<br>Jumpbots]] | |
− | | style="text-align: center; font-weight:bold;" | [[Jumpbot Factory| | + | | style="text-align: center; font-weight:bold;" | [[Tank Foundry|{{unit image|factorytank|Tank Foundry}}<br>Tanks]] |
− | + | | style="text-align: center; font-weight:bold;" | [[Amphbot Factory|{{unit image|factoryamph|Amphbot Factory}}<br>Amphbots]] | |
− | | style="text-align: center; font-weight:bold;" | [[Tank Foundry| | + | | style="text-align: center; font-weight:bold;" | [[Shipyard|{{unit image|factoryship|Shipyard}}<br>Ships]] |
− | + | | style="text-align: center; font-weight:bold;" | [[Strider Hub|{{unit image|striderhub|Strider Hub}}<br>Striders]] | |
− | | style="text-align: center; font-weight:bold;" | [[ | ||
− | |||
− | | style="text-align: center; font-weight:bold;" | [[ | ||
− | |||
− | | style="text-align: center; font-weight:bold;" | [[Strider Hub| | ||
− | |||
|} | |} | ||
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* [[Weapon classes]] | * [[Weapon classes]] | ||
* [[Internal unit names]] | * [[Internal unit names]] | ||
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==Unit chassis movement traits== | ==Unit chassis movement traits== | ||
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The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options. | The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options. | ||
− | Brief overview: | + | ===Brief overview=== |
+ | |||
+ | ;Legged chassis | ||
+ | :<div style="float:left;padding-right:0.5em;margin:0">{{unit image|cloakraid}}[[File:Angle_54.png|64px|link=]]</div> ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are [[Submersion|amphibious]], notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}} | ||
+ | :<div style="float:left;padding-right:0.5em;margin:0">{{unit image|cloakbomb}}[[File:Angle_90.png|64px|link=]]</div>''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}} | ||
+ | ;Wheeled, tracked and hovercraft chassis | ||
+ | :<div style="float:left;padding-right:0.5em;margin:0">{{unit image|vehraid}}[[File:Angle_27.png|64px|link=]]</div> [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}} | ||
+ | :<div style="float:left;padding-right:0.5em;margin:0">{{unit image|tankassault}}[[File:Angle_27.png|64px|link=]]</div> [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}} | ||
+ | :<div style="float:left;padding-right:0.5em;margin:0">{{unit image|hoverraid}}[[File:Angle_27.png|64px|link=]]</div> [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}} | ||
+ | ;Airborne chassis | ||
+ | :{{unit image|bomberriot|style=float:left;padding-right:0.5em}} Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}} | ||
+ | :{{unit image|gunshipraid|style=float:left;padding-right:0.5em}} Gunships hover above the ground; their movement resembles helicopters.{{clear}} | ||
+ | ;Naval chassis | ||
+ | :{{unit image|shipscout|style=float:left;padding-right:0.5em}} Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}} | ||
+ | :{{unit image|subraider|style=float:left;padding-right:0.5em}} Submarines [[Submersion|dive underwater]], which gives them protection from radar and weaponry (but they cannot surface).{{clear}} | ||
− | + | There are also various kinds of indirect movement, such as [[Transportation|transport gunships]], [[Teleportation|teleportation]], throwing, gravity projection, etc. And terrain can be [[Terraform|terraformed]] by construction units, or flattened by attacking with certain units such as the [[Tremor]] artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them. | |
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− | + | The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go. | |
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{{Navbox units}} | {{Navbox units}} | ||
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{{Navbox buildings}} | {{Navbox buildings}} | ||
− | [[Category:Units]] | + | [[Category:Units|#]][[Category:Buildings|#]] |
Latest revision as of 17:46, 16 October 2024
The Units of Zero-K are the tools you will use to execute your strategies and defeat your opponents.
Use your Commander and Constructors to build up your base and economy, Raider and Assault units to attack at close range, Skirmishers and Artillery to engage at long range, and Riots to defend in close quarters.
Cloakbots |
Shieldbots |
Rovers |
Hovercraft |
Gunships |
Airplanes |
---|---|---|---|---|---|
Spiders |
Jumpbots |
Tanks |
Amphbots |
Ships |
Striders |
Properties shared by most or all units in Zero-K include:
- They cost the same amount of Metal and Energy.
- Most units are produced by a factory, and autonomous Drones are built by their parent.
Useful information on units:
Unit chassis movement traits[edit]
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.
Brief overview[edit]
- Legged chassis
- Bots: Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably amphbots and certain strider bots. Many of the bots from the Jumpbot Factory and a few other bots can jump, which can be useful for traversing terrain as well as in combat.
- All-terrain: Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include all spider factory units and various other units such as the Scorpion strider.
- Wheeled, tracked and hovercraft chassis
- Rovers tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).
- Tanks are like rovers, except their speed and turn rates are typically worse.
- Hovercraft are like rovers, except they can traverse water easily.
- Airborne chassis
- Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.
- Gunships hover above the ground; their movement resembles helicopters.
- Naval chassis
- Ships float on the sea surface. Smaller ships are built in the Shipyard, while carriers and battleships are built at the Strider Hub.
- Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).
There are also various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc. And terrain can be terraformed by construction units, or flattened by attacking with certain units such as the Tremor artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them.
The pathing map overlay when a unit is selected is useful for viewing where a selected unit can and cannot go.