1 |
I remember the first time I was rushed with scouts back in the day. They played pop-goes-the-weasel around my factory, destroying all my starting structures and keeping my factory between them and my commander so I couldn't do anything.
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1 |
I remember the first time I was rushed with scouts back in the day. They played pop-goes-the-weasel around my factory, destroying all my starting structures and keeping my factory between them and my commander so I couldn't do anything.
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2 |
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2 |
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3 |
I was floored that the game could be played like that and immediately addicted. Zero-K is very different to most RTS's. Combat starts from minute 1 and doesn't stop until the game is over. This makes games much faster and action-packed. It is also why you have your commander, and a range of light defensive tower options.
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3 |
I was floored that the game could be played like that and immediately addicted. Zero-K is very different to most RTS's. Combat starts from minute 1 and doesn't stop until the game is over. This makes games much faster and action-packed. It is also why you have your commander, and a range of light defensive tower options.
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4 |
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4 |
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5 |
There are a few legit cheesy 'rushes' (wait until you get comm-dropped or jack-rushed, -THEN- you can rage), but hover scouts isn't one of them. This is a standard starting attack which happens almost every game, usually just to establish where the enemies are and pick off any expanding workers.
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5 |
There are a few legit cheesy 'rushes' (wait until you get comm-dropped or jack-rushed, -THEN- you can rage), but hover scouts isn't one of them. This is a standard starting attack which happens almost every game, usually just to establish where the enemies are and pick off any expanding workers.
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6 |
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6 |
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7 |
A
standard
starting
build
order
is
factory,
metal
extractor
x3,
solar
panel
x3
then
a
light
laser
tower
or
defender.
Defender
gives
more
coverage,
while
the
light
laser
tower
gives
more
firepower.
The
defensive
structures
exist
mostly
to
stop
the
enemy
from
keeping
your
buildings
between
himself
and
your
commander.
Sometimes
he
can
get
in
a
blind
spot
of
your
turret-
if
this
happens,
just
pursue
him
with
your
com
and
make
a
raider
out
of
your
own
factory.
If
he
destroys
a
few
structures
that
is
fine,
they
leave
wrecks
behind,
reclaim
the
wrecks
and
rebuild.
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7 |
A
standard
starting
build
order
is
factory,
metal
extractor
x3,
solar
panel
x3
then
a
light
laser
tower
or
defender.
Defender
gives
more
coverage,
while
the
light
laser
tower
gives
more
firepower.
The
defensive
structures
exist
mostly
to
stop
the
enemy
from
keeping
your
buildings
between
himself
and
your
commander.
Your
commander
is
in
fact
more
than
capable
of
killing
90%
of
early
rushes
on
his
own,
if
he
can
catch
them.
Sometimes
the
enemy
can
get
in
a
blind
spot
of
your
turret-
if
this
happens,
just
pursue
him
with
your
com
and
make
a
raider
out
of
your
own
factory.
If
he
destroys
a
few
structures
that
is
fine,
they
leave
wrecks
behind,
reclaim
the
wrecks
and
rebuild.
It
isn't
as
punishing
as
losing
early
workers
in
SC2.
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8 |
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8 |
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9 |
If you want to execute this kind of probing attack yourself, it is really important to assist your factory with your commander. Use the guard command (right-click on the factory with the com). Often you'll end up blundering into his commander with these units and dying though, so spread them out over the enemy start box to establish where the enemy is, and then stay out of range of his defenses and try to pick off anything that isn't protected.
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9 |
If you want to execute this kind of probing attack yourself, it is really important to assist your factory with your commander. Use the guard command (right-click on the factory with the com). Often you'll end up blundering into his commander with these units and dying though, so spread them out over the enemy start box to establish where the enemy is, and then stay out of range of his defenses and try to pick off anything that isn't protected.
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