Difference between revisions of "Units"
(Adds angle icons to show the maximum angle that different units can climb.) |
(Adds note on terraforming and terrain-flattening attacks for movement.) |
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:<img src="http://manual.zero-k.info/unitpics/subraider.png" style="float:left;padding-right:0.5em"> Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).{{clear}} | :<img src="http://manual.zero-k.info/unitpics/subraider.png" style="float:left;padding-right:0.5em"> Submarines 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 transport gunships, teleportation, throwing, gravity projection, etc. | + | There are also various kinds of indirect movement, such as transport gunships, 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. |
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. | 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. |
Revision as of 12:27, 8 May 2022
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.
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
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
- 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.
The images and links on this page may be broken at the moment. The cache on this page points to the test wiki.
Please purge the cache to try to restore images and fix those links. This will work only if the page is not on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page thinks that it resides on test.zero-k.info right now. |
The images and links on this page may be broken at the moment. The cache on this page points to the test wiki.
Please purge the cache to try to restore images and fix those links. This will work only if the page is not on the test server (where this box should appear for now even when cache purging is not needed), which may lack the actual images. This page thinks that it resides on test.zero-k.info right now. |