Loading...
  OR  Zero-K Name:    Password:   

Unit: Moderator

27 posts, 1201 views
Post comment
Filter:    Player:  
Page of 2 (27 records)
sort
Stats:
Metal - 280
HP - 550
Speed - 2
Build Time (Unassisted) - 28.8
--- Slowing Beam
Damage - 178
Reloadtime - 1.00
DPS - 178
Range - 600

The Moderator is a very unique unit built from the Jumpjet/Specialist Factory. It is a support walker with no jumpjet capability. It deals no direct damage, but instead carries a fast-firing slowing beam that fills a 'slow' bar on the enemy it hits; the % is the total reduction in movement & attack speed, which caps out at 50% and slowly decreases until the unit is back to full speed again.

Used well, Moderators can absolutely decimate certain units and aid in the destruction of others. Let's take Kodachi's for example; the Kodachi is a heavy raider buggy with a fast max speed but poor turning and acceleration. It excels in fast hit-and-run attacks using it's napalm bomb for maximum effect and has enough HP to escape intact, making it a very annoying unit to fight. Moderators nail them to the wall. Typically someone using Kodachi's will be trying very hard to not get too close for too long because Pyros and even Puppies will slam them down given half the chance; if they dare get close enough to your army, the Moderators slowing beam will render them nearly useless and easy to pick off with the rest of your forces.

Moderators are also effective in defense as well, particuarly against gunships and bombers. Gunships rely on fast speed and firepower to kill their intended target(s) quickly then retreat before they take too much damage. If they get tagged by a Moderator they become sitting (floating?) ducks, unable to do enough DPS to kill their target let alone have the acceleration or speed to get away in time to avoid being chewed apart, as long as you have adequate AA. Bombers also aren't likely to survive their first run if they are slowed down; one thing I need to test is its effectiveness against the Licho, which is a notoriously fast bomber with absurdly good turning and acceleration, making it a hard to catch unit. Moderators should fix that handily if they can get a decent hit.

Currently no other unit in the game packs a slowing beam except the Commander, which has to be modified to carry one. Next time you need an extra punch against those annoying, fast hit-and-run units, consider integrating Moderators into your defense/attack strategies. A few things to beware of; Moderators are very weak units and die quickly due to their low HP and slow movement speed, so using them in your own hit-and-run attacks is not recommended. They also do barely anything to big units like the Goliath or Sumo. That said, they are still a very useful option against most low-end units and nearly all attack gunships/planes. Treat them well.
+0 / -0
Skasi
Slow damage - just like capture and emp damage - is relative to the units current hp. A Krow at 5000 HP will have a hard time once any slow weapon comes close, effectively taking 3.5x damage, making for nice scary surprises.

There's two aoe slow weapons: a commander dgun and Outlaws. Both deal real and slow damage. Well and then there's DRP, but that one doesn't count, huh?
+0 / -0
13 years ago
Outlaws do slow damage...? I didn't know that. And yeah you're right about the current HP bit I've seen an Infiltrator stun a Goliath on low health but fail on a full one. Nasty surprises indeed... I guess Moderators could be effective against big units too, provided they are weakened enough first. Not sure what DRP means, though. Thanks for clarifying all that.
+0 / -0
Skasi
13 years ago
Disco Rave Party, check the unit guide. I can't link the unit 'cause anchors in urls trigger a bug where it keeps refreshing the page.
+0 / -0


13 years ago
You can link to images though.

I contemplated building one recently but decided the range of Mah Lazor was more useful for the situation.
+0 / -0
13 years ago
I really like these unit write-ups you're doing. We should find a space to put that stuff! It's usefull info, especially to newer players who haven't been able to try all that stuff out themselves.
+0 / -0


13 years ago
ideally these enlarged descriptions would be linked under the unit entries in the manual.. the 1 sentence descriptions dont give manys hints to their usage.
+0 / -0


13 years ago
Apparently Setokaiva still doesn't have a google code account.
+0 / -0
13 years ago
I've finished with my google code account and signed up on the Wiki now how do I make a new 'project' or thread?
+0 / -0
Go to http://code.google.com/p/zero-k/wiki, find the page you want (Say, http://code.google.com/p/zero-k/wiki/UnitClasses ) hit 'edit'. If you want to make a new page, hit 'New page'.

If you want to update the Unit Guide, that is auto-generated from the unit scripts. Go to http://code.google.com/p/zero-k/source/browse/trunk#trunk%2Fmods%2Fzk%2Funits, find the unit you want (hover over the buildpic in http://zero-k.info/Static/UnitGuide to see the internal name) and change the 'helptext'

Find:
customParams = {
helptext = [[Blah Blah Blah this is help text.]],

Find that and update it (keep it concise).
+0 / -0


13 years ago
ideally we would have one of these for every unit, and a hyperlink that brings it up on each entry on the manual. If each of us wrote say 5, that would quickly fill it out.
+0 / -0


13 years ago
You need to pm an Owner and get them to add you to the committer list so you can edit the wiki.
+0 / -0
13 years ago
And who do I contact? I see googl3f...gmail@.com in there, I'm assuming that's [LCC]GoogleFrog[0K]... do I just send an E-Mail to whatever address and will it go through correctly even if the address is not complete? Forgive me but I'm new to all this.
+0 / -0


13 years ago
If your google email is learnt by any one of us through any means we can add it to the committers part of the admin panel.
+0 / -0
13 years ago
I've sent an E-mail to your address I found on the wiki, GoogleFrog. You can pick up my E-mail from it, which is also the same one I use for my Googlecode account. That should be everything you need. Thanks alot for your time and patience.
+0 / -0


13 years ago
Ok done, you should probably add new pages with some consistent format (eg 'unit_moderator') instead of editing the current guide.
+0 / -0
13 years ago
OK I have the early draft up on the wiki... damn thing couldn't get the spacing right for unit stats though so I'll have to work on that later.
+0 / -0
Edit: I went ahead and formatted the article for you. You can see it on the site here:
http://zero-k.info/Wiki/SpecificUnitGuides
(The zero-k.info wiki and the google code wiki are syncronized).

Try using tables:
Cost 280
HP 550
Speed 2

Or bulleted lists:
  • Metal - 280
  • HP - 550
  • Speed - 2

(That is in wiki code, plug it into the wiki and you'll see what it looks like).
+0 / -0
Can't thank you enough for that Sak, it looks soooo much better and more professional now. I'll use this format for all future units.

EDIT: I'd like your opinion on something. While I'm doing these unit profiles for the Wiki, should I keep posting them here on the forums? Just occurred to me that it might start getting crowded in here.
+0 / -0
You're the only person posting in Strategy and Tips, and your threads have started some really good discussions on the best ways to use the unit in question and how people perceive it (The rapier one was particularly interesting, with people saying both 'You are wrong, you can spam pure rapier' and 'Rapier is useless we need a dedicated AA gunship').

What i'd really like you to do with your commit access is to edit some of the unit descriptions. Shorter and more concise than your current stuff, but that is the sort of thing new players will see in the 'featured unit' panel on the home page and when accessing ingame help.
+0 / -0
Page of 2 (27 records)