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Cloak and radar jamming mechanics

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Date Editor Before After
5/17/2018 11:54:59 AMPLrankAdminSprung before revert after revert
5/17/2018 11:54:15 AMPLrankAdminSprung before revert after revert
Before After
1 [url=https://github. com/ZeroK-RTS/Zero-K/blob/master/bitmaps/loadpictures/cloaking. png?raw=true 1 [url=https://github. com/ZeroK-RTS/Zero-K/blob/master/bitmaps/loadpictures/cloaking. png?raw=true]
2 ]Decloaking happens when: 2 Decloaking happens when:
3 * the unit takes damage 3 * the unit takes damage
4 * the unit shoots, except for Phantom (the cloakbot sniper) 4 * the unit shoots, except for Phantom (the cloakbot sniper)
5 * the unit moves too close to an enemy 5 * the unit moves too close to an enemy
6 * the owner runs out of energy 6 * the owner runs out of energy
7 * the unit is submerged in water[/url] 7 * the unit is submerged in water
8 [/url]
8 \n 9 \n
9 On jamming: there isn't much interaction. It cancels out enemy radar coverage and that's it, you can't prevent the mechanic directly in any way. All you can do is get sight (as opposed to radar) or destroy the energy that powers the jammer (but not really, it costs like 2e). 10 On jamming: there isn't much interaction. It cancels out enemy radar coverage and that's it, you can't prevent the mechanic directly in any way. All you can do is get sight (as opposed to radar) or destroy the energy that powers the jammer (but not really, it costs like 2e).
10 \n 11 \n
11 Cloak also applies self-jamming (ie. you can't see a cloaked unit on radar) and some things have passive self-jamming (Claws aka Badger mines). 12 Cloak also applies self-jamming (ie. you can't see a cloaked unit on radar) and some things have passive self-jamming (Claws aka Badger mines).
12 \n 13 \n
13 Everything can be jammed. Buildings can't be cloaked except Cornea (the static cloaker). Units with a shield cannot be cloaked. 14 Everything can be jammed. Buildings can't be cloaked except Cornea (the static cloaker). Units with a shield cannot be cloaked.