Difference between revisions of "Help for other RTS players"
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Raiding is similarly gradual. Raid the outlying Metal Extractors, not the base. | Raiding is similarly gradual. Raid the outlying Metal Extractors, not the base. | ||
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{{Navbox manual}} | {{Navbox manual}} |
Revision as of 18:22, 6 October 2016
This list outlines some of the main differences and similarities between ZK and Starcraft (other games could be added here as well). It could give a head start to players learning ZK who are already familiar with popular RTS games.
Contents
Units and UI
Give Attack Orders rarely
Nearly all mobile units can fire while moving. This means that instead of giving attack commands you should focus on the positioning of your units. Micromanagement is mostly done with Move Orders.
Right Click+Drag to give Move Orders
A normal right click will give a move order. But Right-Clicking and dragging will give a line-move order which positions your units along a line. This is a much more powerful way of giving move orders and quickly deploying formations. Units cannot fire through each other and AoE weapons are common so using line-move is required.
<html5media>http://i.imgur.com/Rw4kHHJ.webm</html5media>
'Attack-Move' and 'Patrol' Orders enable Unit AI
Long ranged units with an Attack-Move or Patrol command will automatically kite. Short ranged units will attempt to dodge shots. This behaviour is not as good as a player could implement but it means units can be ignored for some seconds.
Economy
Queue Construction
Shift queuing units and structures does not reserve the resources as it does in Starcraft. Queues have no downsides.
<html5media>http://i.imgur.com/niE1Guo.webm</html5media>
Resources are Spent Continuously, not in Batches
Constructors and factories work by constantly draining resources to add the the progress of a project. If you are trying to drain more than your income each project will take longer.
Metal and Energy costs are equal
The cost value of a unit is both its Metal and Energy cost. As a rule of thumb try to have slightly more energy income than metal income. Both resources are equally required for production; energy is also required for some unit abilities.
Reclaim
The wreckage of dead units can be reclaimed for metal. This is an important part of the economy. Map features such as rocks and trees can also often be reclaimed.
Game Flow
Constantly Expand
Expansion in Zero-K is about taking control of an area and building Metal Extractors. This should be done gradually throughout the game in multiple directions at once. Defense for each Metal Extractor should be no more than a Defender or Lotus. Your Commander is a powerful tool for expanding and defending the most pressured edge of your territory.
Constantly Raid
Raiding is similarly gradual. Raid the outlying Metal Extractors, not the base.
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