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= Introduction =
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= Introduction =
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This is a list of some of the commonly found weapons in Zero-K and their unique characteristics.
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This is a list of some of the commonly found weapons in Zero-K and their unique characteristics.
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<wiki:toc max_depth="4" />
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<wiki:toc max_depth="4" />
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= Plasma Cannon =
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= Plasma Cannon =
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Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. They all deform terrain and have varying area of effect damage. Plasma shells move relatively slowly and are affected by gravity which gives them a balistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.
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Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. They all deform terrain and have varying area of effect damage. Plasma shells move relatively slowly and are affected by gravity which gives them a balistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfoQf7351I/AAAAAAAAAXw/9yAkck-2HRI/s800/plasma.jpg
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfoQf7351I/AAAAAAAAAXw/9yAkck-2HRI/s800/plasma.jpg
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= EMG =
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= EMG =
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EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a balistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from "Heavy EMG"s burst on impact, doing damage in an area of effect.
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EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a balistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from "Heavy EMG"s burst on impact, doing damage in an area of effect.
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http://lh6.ggpht.com/_EUPLJBA3KD0/TRfoLp7QU7I/AAAAAAAAAXw/ErYF1dp6w6o/s800/emg.jpg
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http://lh6.ggpht.com/_EUPLJBA3KD0/TRfoLp7QU7I/AAAAAAAAAXw/ErYF1dp6w6o/s800/emg.jpg
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= Lasers =
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= Lasers =
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Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.
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Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoZXTi3sI/AAAAAAAAAXw/Z4Fs-lNGwo0/s800/lasers.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoZXTi3sI/AAAAAAAAAXw/Z4Fs-lNGwo0/s800/lasers.jpg
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= Missiles =
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= Missiles =
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Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke. All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.
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Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke. All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfoTdcLx2I/AAAAAAAAAXw/HcH6CnL5z88/s800/missile.jpg
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfoTdcLx2I/AAAAAAAAAXw/HcH6CnL5z88/s800/missile.jpg
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= Rockets =
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= Rockets =
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Rockets are projectiles that do not track, but continue along their trajectory until impact. Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.
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Rockets are projectiles that do not track, but continue along their trajectory until impact. Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoRnudgeI/AAAAAAAAAXw/Z6wFgwohT8Q/s800/rocket.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoRnudgeI/AAAAAAAAAXw/Z6wFgwohT8Q/s800/rocket.jpg
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= Heatray =
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= Heatray =
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Heatrays, similar to lasers, require a direct path of fire between the weapon and target. Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done. Close the distance to your target for more damage. Like lasers, they have spherical range.
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Heatrays, similar to lasers, require a direct path of fire between the weapon and target. Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done. Close the distance to your target for more damage. Like lasers, they have spherical range.
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http://lh5.ggpht.com/_EUPLJBA3KD0/TRfoOKUhVOI/AAAAAAAAAXw/NUN4yt5s2VU/s800/heatray.jpg
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http://lh5.ggpht.com/_EUPLJBA3KD0/TRfoOKUhVOI/AAAAAAAAAXw/NUN4yt5s2VU/s800/heatray.jpg
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= Fire =
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= Fire =
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Fire is a penetrating weapon with cylindrical range. It will do damage to all units in it's firing line. Units hit by fire weapons also catch on fire and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.
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Fire is a penetrating weapon with cylindrical range. It will do damage to all units in it's firing line. Units hit by fire weapons also catch on fire and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoUilRFOI/AAAAAAAAAXw/L9wGEk9xWQg/s800/fire.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoUilRFOI/AAAAAAAAAXw/L9wGEk9xWQg/s800/fire.jpg
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= Gauss =
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= Gauss =
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Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases it's range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.
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Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases it's range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoacoaWDI/AAAAAAAAAXw/qf526Bqh-OI/s800/gauss.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoacoaWDI/AAAAAAAAAXw/qf526Bqh-OI/s800/gauss.jpg
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= EMP =
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= EMP =
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Unlike
most
other
weapons,
EMP
does
not
directly
damage
the
enemy.
It
has
spherical
range.
Instead,
EMP
damage
fills
up
its
own
emp
bar
on
the
enemy
the
size
of
a
unit's
emp
bar
is
it's
_current_
health
so
damaged
units
are
easier
to
emp.
When
100%
emp
damage
is
reached
(
emp
damage
exceeds
current
health)
,
the
unit
is
completely
disabled,
and
cannot
move
or
return
fire.
EMP
damage
heals
automatically
and
the
unit
will
be
re-enabled
once
the
EMP
bar
drops
below
100%
again.
Emp
is
yellow,
or
in
the
case
of
the
self-destructing
tick,
blue.
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Unlike
most
other
weapons,
EMP
does
not
directly
damage
the
enemy.
Instead
it
fills
up
a
separate
EMP
bar
on
the
enemy.
The
size
of
a
unit's
"EMP
health"
is
its
_current_
health
so
damaged
units
are
easier
to
EMP.
When
100%
EMP
damage
is
reached
(
emp
damage
exceeds
current
health)
a
unit
is
completely
disabled
and
cannot
move
or
return
fire.
Damage
above
100%
increases
EMP
time
by
1
second
per
2.
5%
up
to
a
maximum
EMP
time
that
is
different
for
each
weapon.
EMP
heals
automatically
and
a
unit
will
be
re-enabled
once
the
EMP
bar
drops
below
100%
again.
Against
shields
EMP
will
deal
1/3
of
its
damage.
EMP
is
yellow,
or
in
the
case
of
the
self-destructing
tick,
blue.
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A particular kind of EMP called Disarm will leave the afflicted units able to move, but unable to use any weapons or special abilities. Disarmed units flash yellow instead of blue. Disarm has a separate bar.
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A particular kind of EMP called Disarm will leave the afflicted units able to move, but unable to use any weapons or special abilities. Disarmed units flash yellow instead of blue. Disarm has a separate bar.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoV6pUVXI/AAAAAAAAAXw/V_l_vEnONqM/s800/emp.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoV6pUVXI/AAAAAAAAAXw/V_l_vEnONqM/s800/emp.jpg
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= Lightning =
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= Lightning =
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Lightning
is
direct-fire
and
carries
EMP
stun
along
with
its
damage.
It
has
spherical
range.
Lightning
weapons
usually
disable
their
targets
before
killing
them,
allowing
them
to
be
finished
off
with
no
fear
of
retaliation.
Lightning
is
always
blue.
Lighting
is
accurate
but
can
miss
fast
moving
small
units
such
as
aircraft
or
fleas.
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Lightning
is
direct-fire
and
carries
EMP
stun
along
with
its
damage.
It
has
spherical
range.
Lightning
weapons
usually
disable
their
targets
before
killing
them,
allowing
them
to
be
finished
off
with
no
fear
of
retaliation.
Lightning
is
always
blue.
Lighting
is
somewhat
inaccurate
but
should
reliably
hit
any
large
unit.
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoPLP3ZgI/AAAAAAAAAXw/cTXYSkb7Eks/s800/lightning.jpg
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http://lh3.ggpht.com/_EUPLJBA3KD0/TRfoPLP3ZgI/AAAAAAAAAXw/cTXYSkb7Eks/s800/lightning.jpg
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= Slow =
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= Slow =
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Slow
damage,
similar
to
EMP,
does
not
reduce
enemy
hitpoints.
Instead
it
gradually
decreases
the
move
speed
and
rate
of
fire
of
enemy
units.
Like
EMP
the
slow
health
of
a
unit
is
the
current
health
of
the
unit.
The
reduction
is
the
slow
damage
taken
divided
by
the
max
health
of
the
unit.
Slow
damage
maxes
out
at
50%
and
cannot
be
increased
past
that
point.
Like
EMP
damage,
slow
damage
also
automatically
heals.
Weapons
with
slow
ability
are
purple.
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Slow
damage,
similar
to
EMP,
does
not
reduce
enemy
hitpoints.
Instead
it
gradually
decreases
the
move
speed
and
rate
of
fire
of
enemy
units.
Like
EMP
the
slow
health
of
a
unit
is
the
current
health
of
the
unit.
The
reduction
is
the
slow
damage
taken
divided
by
the
max
health
of
the
unit.
Slow
damage
maxes
out
at
50%
and
cannot
be
increased
past
that
point.
Like
EMP
damage,
slow
damage
also
automatically
heals
and
deals
1/3
of
its
damage
against
shields.
Weapons
with
slow
ability
are
purple.
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Many slowing weapons are actually _disruptors_, represented as purple projectiles or beams with a white core. These do both normal and slow damage.
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Many slowing weapons are actually _disruptors_, represented as purple projectiles or beams with a white core. These do both normal and slow damage.
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfobhOiMbI/AAAAAAAAAXw/vqI2O2gsSv0/s800/screen00023.jpg
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http://lh4.ggpht.com/_EUPLJBA3KD0/TRfobhOiMbI/AAAAAAAAAXw/vqI2O2gsSv0/s800/screen00023.jpg
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= Conclusion =
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= Conclusion =
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While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!
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While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!
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[Manual Back to Manual.]
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[Manual Back to Manual.]
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