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Unit: Djinn

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Stats:
Djinn
Metal - 800
HP - 2600
Speed - 1.2
Build Time (Unassisted) - 1m, 24.2
Lighthouse (aka. Beacon)
HP - 1500

A somewhat confusing unit at first, the Djinn is a very expensive unit yet can also be EXTREMELY useful if you plan it right. What we have here, ladies and gentlemen, is a bonafide Teleporter. The Djinn is capable of teleporting units from one location to another, from any distance, for absolutely no resource cost aside from the cost to field the Djinn to begin with. Let's take a look at how this works...

To teleport units, the Djinn must first place a 'beacon' (the Lighthouse mentioned above) anywhere on the terrain, including underwater. After placing it's beacon a blue line will be drawn from the beacon to the Djinn indicating the teleport path; the circle around the beacon is the area units must enter to be teleported. After the Djinn has reached the position where you wish units to exit, 'deploy' it so it can receive units. Then take the units you want to teleport and right-click on the beacon; they will then be warped to the Djinn one at a time. Now on to rules of teleporting.

Note that teleporters are strictly 'Point A to Point B', meaning they are one-way; you can only teleport from the beacon to the Djinn, and if you want to go somewhere else you have to set another beacon and move the Djinn elsewhere. The time it takes to teleport a unit depends on it's metal cost; a Blastwing or Dirtbag will be warped almost instantly, whilst more costly units will take considerably longer. You can teleport any land or amphibious unit; you can even have a unit on the beach with a beacon underwater and still be able to teleport. Gunships can teleport as well, though fixed-wing planes cannot; they will simply fly around the beacon on a guard order. Two neat tricks regarding the beacon; one is that you can queue additional orders such as move/fight after you right-click the beacon and they will carry those orders out as soon as they finish teleporting; this also means you can set a factory rally point to the beacon and then to the desired destination for streamlined teleportation. The second is that you can cloak the generator and/or its beacon and neither will be revealed at any point during the teleportation process, though the unit will be visible for a split second upon completing teleportation.

Whilst the Djinn does offer you a handy way of circumventing the need to build large aerial/naval transporter fleets for your armies, it is still a massively expensive unit and highly vulnerable to attack. You must also choose your teleporting locations wisely; if the beacon were to be destroyed or the surrounding area to become unsafe, you would need to move all the way back to set another one, then back to the exit point (which could have been overrun by then). I suggest procuring an aerial transport for this unit so you can quickly set up effective teleportation routes. All in all this unit is very risky; you're paying 1800 metal for a faster way to deploy your armies or for an instant, massive backdoor attack on someones position, but this thing moves at the same rate as an unmodified Support Commander and is very easily destroyed if you're not careful.
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12 years ago
Do you have any replays of the Djinn being used? I've honestly never seen it in a game.
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12 years ago
>I've honestly never seen it in a game.

It's a huge investment for a unit that is defenseless. By the time you can actually afford one + a decent army actually worth teleporting, the enemy has enough units that it's next to impossible to sneak it anywhere worthwhile. The only "sneak" ability that is has is the ability to go underwater, which all amphibs can currently do anyways.

Want to make it worthwhile? Give it personal cloak so that it can sneak by enemy defenses. At a bare minimum it needs this.

Want to make it really cool? Give it area cloak, even just a small one, so that it can hide a few units as it's warping them in. It may need to have its cost raised to justify this change.

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12 years ago
yeah Antelopes is right. I like his suggestion with a small clocker and risen cost.
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12 years ago
It might just be far too slow to be used without transports. That and the fact that most games are fairly tightly packed so a teleporter is not particularly useful.
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have you ever thought of a "underwater" transport unit for land vehicles for the amphfac??? would be AWSOME!

and yes, i have used djinn several games, but that was on the day when the official amphfac was out. and the games were like everyone says "i will tryout amphfac" and we ended up with 10 of 12 ppl with ampfacs. used transporter though. i still think the unit is worth it, will try to use it now sometime (but rest of amphfac is totally sh*t in my opinion).

i really would apreciate though some changes to the djinn.

speed is ok (transporter is on the way), but for that cost amount, it is considerably easy to kill. give it more hp, maybe also armour (both like 66% of a reaper?), but add heavy energy cost for usage (based on unit size maybe) and when killed, a big badaboom (which gives its defence a additional priority because all newly warped in units killed with the badaboom), oh, and boom on both sides of the tunnel PLZ!

edit: add djinn to athena build list? super sneak atttack! maybe too OP though ;)
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12 years ago
this unit is fairly polarized.. either it works and unloads lulz into enemy base, or it gets detected and smushed.
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or it could implode like a small black hole.
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12 years ago
Just dont give it cloak it would be total nonsense. Good example for use. Lets say supreme battlefield you have one sea won other has other team make cloaker ant transfer ships from one sea to another. Win win! Or some sneak attacks. It is new thats why it isint used.
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12 years ago
> Good example for use.

Terrible example for use! It would be roughly the same cost to simply terraform a canal through the center bridge. The canal cannot be destroyed, can transfer large ships more quickly and doesn't require you to make a new lab.

Simply put: the Djinn is simply too hard to get in place to be used effectively. In most scenarios, a 500 metal transport is more effective than an 1800 metal Djinn, AND the transport has some basic defenses.

Can we at least try the cloaked Djinn? Should be a stupidly easy change to make and could be reverted quickly if imbalanced.
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12 years ago
Djinn is usefull on some maps I have used it and seen it used successfully on 2_Mountains_Battlefield and IslandParadiseV2 I think it could work on other maps as well.


However it cost alot and is very slow. I would increase speed and reduce cost to 1500.
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12 years ago
Its uses are still extremely situational and highly terrain-dependent. It also requires that your opponents be brain-dead.

Giving it a cloak would make it useful in almost any game.
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12 years ago
Its good underwater
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12 years ago
There was no response to my correction so I'll post it here:
  • All 3 units involve decloak when teleporting.
  • Teleport time is based on mass. Mass = a*sqrt(Cost*b + Health*c)

I don't see why it should cloak when Eraser can provide cloaking.

As for speed and health they could be buffed. I was just worried about reducing the importance of positioning.
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12 years ago
In a factory where everything is amph anyway, it is much less useful than in one where it is the only and major form of amph transport, as in the original concept.

The real problem, like the whole amph factory, is just that Google was way too afraid of things being OP and made them way too weak. He was utterly paranoid that people would use this unit to rapidly transport units, say, from one front on Comet to the other, so he made it cost 1800, which is just never going to be worthwhile.

It just needs its cost lowered A LOT, IMO no more than 500. If people start using amph teleporters on dry maps to quickly move their armies from one place to another, great, its another interesting use, I don't think it's going to ruin the mechanics of the game and the unit is so limited (one way, BP capped, really slow) that I doubt it would really see that much use even if it only cost 100. It isn't going to ruin games and if we see the metagame shift away from unit positioning because of extensive use of teleporters, we can worry about it when people actually use it at all...
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Djinn is a one-way teleport so only useful getting units to front. Amphibs are slow so teleport can be useful I think. However, you can always build an Amphib lab near shore.
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12 years ago
Antelope use your brain! If you will terraform canal to get ships to other side you will need to transport land units across canal, and in case your attack will fail they will have canal where theyr ships will swim to your sea DOUBLE FAIL! ;)
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12 years ago
what happens if you capture a djinn with a open teleport canal while teleporting? the units in transit, are they changed property, teleport process chanceled or just everything explodes in big singularity kaboom badaboom (both sides of the teleport gates ofc)?
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12 years ago
>sea DOUBLE FAIL! ;)

Someone clearly doesn't understand that water can be shallow enough to allow units to walk yet deep enough to allow ships.
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> Terrible example for use! It would be roughly the same cost to simply terraform a canal through the center bridge. The canal cannot be destroyed, can transfer large ships more quickly and doesn't require you to make a new lab.

Someone clearly doesnt understand that big ships dont swim in shallow water. + light units even in shallow water has problems.

And you still ignore fact that they could use same canal to swin into your sea. FAIL.
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