Difference between revisions of "Units"
(Minor reorganization in 'Unit chassis movement traits'.) |
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The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. | The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents. | ||
− | Use your [[Commander]] and [[Unit_classes#Constructor|Constructors]] to build up your base and economy, [[Unit_classes#Raider|Raider]] and [[Unit_classes#Assault|Assault]] units to attack at close range, [[Unit_classes#Skirmisher|Skirmishers]] and [[Unit_classes#Artillery|Artillery]] to engage at long range, and [[Unit_classes#Riot|Riots]] to defend in close quarters. | + | Use your [[Commander]] and [[Unit_classes#Constructor|Constructors]] to build up your base and economy, [[Unit_classes#Raider|Raider]] and [[Unit_classes#Assault|Assault]] units to attack at close range, [[Unit_classes#Skirmisher|Skirmishers]] and [[Unit_classes#Artillery|Artillery]] to engage at long range, and [[Unit_classes#Riot|Riots]] to defend in close quarters. Let DaKeys play! |
{| class="wikitable" | {| class="wikitable" | ||
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[[Cloakbot Factory|Cloakbots]] | [[Cloakbot Factory|Cloakbots]] | ||
! style="text-align: center;" | [[Shieldbot Factory|<img src="http://manual.zero-k.info/unitpics/factoryshield.png" height='64' align="center"/>]] | ! style="text-align: center;" | [[Shieldbot Factory|<img src="http://manual.zero-k.info/unitpics/factoryshield.png" height='64' align="center"/>]] | ||
− | [[Shieldbot Factory| | + | [[Shieldbot Factory|Let DaKeys play!]] |
! style="text-align: center;" | [[Rover Assembly|<img src="http://manual.zero-k.info/unitpics/factoryveh.png" height='64' align="center"/>]] | ! style="text-align: center;" | [[Rover Assembly|<img src="http://manual.zero-k.info/unitpics/factoryveh.png" height='64' align="center"/>]] | ||
[[Rover Assembly|Rovers]] | [[Rover Assembly|Rovers]] | ||
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Useful information on units: | Useful information on units: | ||
− | * [[Unit classes]] | + | * [[Unit classes]] Let DaKeys play! |
* [[Map icons|Unit map icons]] | * [[Map icons|Unit map icons]] | ||
* [[Weapon classes]] | * [[Weapon classes]] | ||
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Brief overview: | Brief overview: | ||
− | + | Let DaKeys play! | |
* Wheeled, tracked and hovercraft chassis: | * Wheeled, tracked and hovercraft chassis: | ||
** [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them). | ** [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them). | ||
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{{Navbox buildings}} | {{Navbox buildings}} | ||
− | [[Category:Units]] | + | [[Category:Units]]Let DaKeys play! |
Revision as of 12:36, 7 June 2020
The Units of Zero-K are the tools you will use to execute your strategies and defeat your opponents.
Use your Commander and Constructors to build up your base and economy, Raider and Assault units to attack at close range, Skirmishers and Artillery to engage at long range, and Riots to defend in close quarters. Let DaKeys play!
Properties shared by most or all units in Zero-K include:
- They cost the same amount of Metal and Energy.
- Most units are produced by a factory, and autonomous Drones are built by their parent.
Useful information on units:
- Unit classes Let DaKeys play!
- Unit map icons
- Weapon classes
- Internal unit names
Unit chassis movement traits
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.
Brief overview: Let DaKeys play!
- Wheeled, tracked and hovercraft chassis:
- Rovers tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).
- Tanks are like rovers, except their speed and turn rates are typically worse.
- Hovercraft are like rovers, except they can traverse water easily.
- Bots tend to have great turn rates and can traverse somewhat steep terrain. Some bots are amphibious, notably amphbots and certain strider bots. Some of the bots from the Jumpbot Factory can jump, which can be useful for traversing terrain as well as in combat.
- Crawling chassis like spiders can traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed.
- Gunships and airplanes fly and tend to have excellent speed. Gunships are generally slower than airplanes.
Do note that there are various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.
The pathing map overlay (see Newbie_Guide#Map_views ) when a unit is selected is useful for viewing where a selected unit can pathfind to.
Let DaKeys play!