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So what's been said so far in a nutshell is that cloakies have specialized units that fit the ZK unit types and that is both a good and a bad thing. The good thing I suppose is there is no glaring flaw since they have all the types, but the bad is that because each unit fills a specific role, it also has a specific counter. Some units in this game, despite their type, are not countered by what you would expect because of their mobility, rate of fire, HP pool or range. Cloakies are countered by exactly what the unit types say they should. That makes them easy to play, but also easy to defeat.
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1 |
So what's been said so far in a nutshell is that cloakies have specialized units that fit the ZK unit types and that is both a good and a bad thing. The good thing I suppose is there is no glaring flaw since they have all the types, but the bad is that because each unit fills a specific role, it also has a specific counter. Some units in this game, despite their type, are not countered by what you would expect because of their mobility, rate of fire, HP pool or range. Cloakies are countered by exactly what the unit types say they should. That makes them easy to play, but also easy to defeat.
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Other than that, cloakies have one adventage that a few factories share: they don't have any very expensive unit. There is no risk for cloakies to try to spend 1000+ metal on a single unit when the game starts because they don't even have a 1000+ metal unit. I suppose a newbie could screw themselves and try to build a phantom as their first unit, but otherwise there is no crab, cyclops, jugglenaught, likho, tremor, lance... One could argue that in team games it can be good to make something expensive right away, but in 1v1 it's always bad.
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3 |
Other than that, cloakies have one adventage that a few factories share: they don't have any very expensive unit. There is no risk for cloakies to try to spend 1000+ metal on a single unit when the game starts because they don't even have a 1000+ metal unit. I suppose a newbie could screw themselves and try to build a phantom as their first unit, but otherwise there is no crab, cyclops, jugglenaught, likho, tremor, lance... One could argue that in team games it can be good to make something expensive right away, but in 1v1 it's always bad.
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I don't agree that cloakies require more micro than other facs, at least not in ZK. If you play SC2, it's hard to split marines vs banelings because there is no function to just spread your units or form a line. In ZK you hold down right click and draw a line. Done. You have whatever shape you want.
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5 |
I don't agree that cloakies require more micro than other facs, at least not in ZK. If you play SC2, it's hard to split marines vs banelings because there is no function to just spread your units or form a line. In ZK you hold down right click and draw a line. Done. You have whatever shape you want.
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But, in ZK, the only way to detect something cloaked is to be near it and phantoms move slow and have a large reveal radius. They also shoot further than they see as evidenced by attack move phantom walking out sight radius of a tower, then back in because it's told to move forward, then back out because it can shoot from further, then back in, out, in...
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7 |
But, in ZK, the only way to detect something cloaked is to be near it and phantoms move slow and have a large reveal radius. They also shoot further than they see as evidenced by attack move phantom walking out sight radius of a tower, then back in because it's told to move forward, then back out because it can shoot from further, then back in, out, in...
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9 |
This is where the extra control is needed. Phantoms with a few scythes spotters staying cloaked in front is a potent combination. In team games I often see 4-6 phantoms walk all the way to their sight radius instead of using a spotter. So I would say that it's just a slightly more complex strategy, but once your spotter sees something, you only need to move it if something is about to reveal it. That doesn't require APM, just awareness.
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9 |
This is where the extra control is needed. Phantoms with a few scythes spotters staying cloaked in front is a potent combination. In team games I often see 4-6 phantoms walk all the way to their sight radius instead of using a spotter. So I would say that it's just a slightly more complex strategy, but once your spotter sees something, you only need to move it if something is about to reveal it. That doesn't require APM, just awareness.
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11 |
Because ZK doesn't have a tech tree, there are only two reasons to move the camera back to base: queue more building constructions or defend a raid/attack. Otherwise you can just keep babysitting your units and using the very powerful formations function.
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11 |
Because ZK doesn't have a tech tree, there are only two reasons to move the camera back to base: queue more building constructions or defend a raid/attack. Otherwise you can just keep babysitting your units and using the very powerful formations function.
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12 |
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13 |
I'd
be
hesitant
to
recommend
cloakies
to
newbies.
I
think
they're
easy
to
use,
but
I
think
most
players
quickly
learn
how
to
deal
with
them
so
their
ease
of
use
is
quickly
outmatched
by
how
straight
forward
it
is
to
counter
them.
Shieldbots
on
the
other
hand,
especially
in
team
games,
can
have
a
simple
formation
of
just
outlaw,
felon
and
thug
that
you
move
to
where
you
want
to
attack/defend
without
any
other
input
command
and
the
ball
will
do
the
rest.
In
1v1,
that
means
that
you're
only
really
effective
in
one
part
of
map
so
if
you
did
that,
I
would
try
to
capture
the
rest
of
the
map,
raid
your
part
and
constantly
avoid
your
ball
until
I
can
crush
it
after
prolonged
eco
superiority
or
perhaps
artil.
Then
you
need
to
branch
out
into
bandits
and
more
control,
which
then
I
think
they
are
more
in
par
with
cloakies.
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13 |
I'd
be
hesitant
to
recommend
cloakies
to
newbies.
I
think
they're
easy
to
use,
but
I
think
most
players
quickly
learn
how
to
deal
with
them
so
their
ease
of
use
is
quickly
outmatched
by
how
straight
forward
it
is
to
counter
them.
Shieldbots
on
the
other
hand,
especially
in
team
games,
can
have
a
simple
formation
of
just
outlaw,
felon
and
thug
that
you
move
to
where
you
want
to
attack/defend
without
any
other
input
command
and
the
ball
will
do
the
rest.
In
1v1,
that
means
that
you're
only
really
effective
in
one
part
of
map
so
if
you
did
that,
I
would
try
to
capture
the
rest
of
the
map,
raid
your
part
and
constantly
avoid
your
ball
until
I
can
crush
it
after
prolonged
eco
superiority
or
perhaps
artil.
Then
you
need
to
branch
out
into
bandits
and
more
control,
which
then
I
think
they
are
more
on
par
with
cloakies.
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