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Voluntary Unlocks Guide

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One of the main obstacles to getting better at ZK is being able to choose from the enormous number of possible construction options. This includes economic structures/units, mobile units, static defenses, and commander load-outs.

Not every option in the game is created equal. While most options have some sort of scenario in which they shine, the number of these scenarios and predictability/likelihood varies enormously. A generalizable unit can be made with a high certainty it will come in useful even if little information is known of what an opponent is doing. A specialized unit has a small number of scenarios in which is excels and thus requires information whether from scouting or inference to be effective.

Unit generality:
[Spoiler]

So what stats predict the general ability of a unit? Well… Everything.
[Spoiler]

What does the monstrosity that is this so far 1400 word intro mean, and what does it want? Well, given the unintuitive nature of unit generality, I thought it would be a good idea to have a voluntary unlock scheme for players that want to interact with the more fundamental elements of the game: the units that shape what the meta is. This list will simplify the game down to the bare bones, so that you can build it again from the ground up. All the red-herrings that are overly specific will be thrown to the side so that you can introduce them once the basics are mastered. This guide is designed both for noobs and for players who are experienced but who have not grown as players in a long time.

[Spoiler]

So this guide serves a few purposes:
- to break the feedback loop of poor unit choices exhibited by low elo players
- to offer a roadmap to improvement
- to clarify the distinction between a unit that can be made when you know little about what an opponent is doing, and one that is used to counter a specific thing.

It is not:
- me telling you how to play (this is a recommendation)
- me telling you what is actually better in any specific scenario

Start at level one in every category unless you consider that category mastered. Every ten games you win you go up a level in a category of your choice. This increment is arbitrary and you can choose whatever you want really.

Edit: I've got to go and it's likely that this will need refining, but I thought I may as well post it and see if there's any interest first.
+3 / -0
8 years ago
Reducing units and facs is a good way to learn the basics. Especially in 1v1 where both sides have the same limits.
This reminds me of floris saying he learned zk by spamming glaives on repeat and only adding in other units one by one when needed.
+1 / -0
The inverse of this is that when you are playing 1v1 against a newbie who wants to learn, try to do it with the minimal amount of unit variety.

(unless they fall into traps like not scouting. Then cheese, cheese like there is no tomorrow)

quote:
cobra when you need a no-fly zone

Cobra might be a noob trap. Razors actually have more range and more dps/cost. Cobra might have more accuracy and AoE, but is much more fragile and comes up in a single piece.

Hacksaw counters just one bomber, at abysmal range (less than that of Defender) and is paper-fragile.

Imo, only dedicated AA statics worth making are Razor, Chainsaw, Screamer, and if you need close-range airswarm stopping power, get support turrets like Newton or Faraday, or support units like Placeholder.
+4 / -0

8 years ago
BErankFlipstip
I did something similar with bandits. It's a very solid foundation.

EErankAdminAnarchid
Yep. Use less units. Learning in a minimalist is most efficient so long as that environment is still stimulating.

Cobra can be MVP if used in the right situation. It's nice to have one on the escape route for you krow, or near your big expensive tech structure that has faraday near it. I prefer a cobra to two razor if I've got tech structures and know my opponent is likely to try a bombing run.

Hacksaw is bad in general, but can save your life if you predict the bombs coming at your commander. It's cheap and you've got the BP there already. Both scenarios are sort of specific, and that's why they're level four.

I think chainsaw and screamer are actually very misused by myself and others. The problem is how vulnerable they are for how much they do. You want them near the front, but this implies that the front is choked up. If it's choked up then you can't stop them getting a tac-nuke silo and countering you real hard. I find difficulty finding scenarios where these statics are a safe option to hold off air.
+0 / -0

8 years ago
Screamer doesn't need to be all near the front, and if they're tacnuking a Chainsaw they are barely coming out ahead at best (depending on how much of the initial silo cost you include, and how much air they lost in the initial engagement).

Ideally it should be expensive for your opponent to even find out where exactly a Screamer is.

The AoE on Cobra is very important when the game reaches mid-late stage.
+0 / -0