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I have found unit density to be the easiest way to think about ZK progression. This wiki article also outlines much of what is discussed above http://zero-k.info/mediawiki/index.php?title=Typical_game_progression
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I have found unit density to be the easiest way to think about ZK progression. This wiki article also outlines much of what is discussed above http://zero-k.info/mediawiki/index.php?title=Typical_game_progression
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When worst comes to worst and you reach the midgame with map control / eco parity, a traditional tech tree of artillery/skirmisher hybrids arises - a blob of such is unassailable by conventional force as they can hide behind token numbers of escorts or inside the turret forest that lines both territories while still inflicting meaningful attrition even against highly mobile targets thanks to density scaling effects. Additionally. they themselves demolish such turret forests and thus are one of the strongest ways to fight an army consisting of artilleryskirms or weeding out their escorting force.
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When worst comes to worst and you reach the midgame with map control / eco parity, a traditional tech tree of artillery/skirmisher hybrids arises - a blob of such is unassailable by conventional force as they can hide behind token numbers of escorts or inside the turret forest that lines both territories while still inflicting meaningful attrition even against highly mobile targets thanks to density scaling effects. Additionally. they themselves demolish such turret forests and thus are one of the strongest ways to fight an army consisting of artilleryskirms or weeding out their escorting force.
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5 |
By
fire
range,
the
tree
goes
roughly
along
the
lines
of
fencer/recluse/rogue
<
!
stinger
!
<
dante
<
sling
<
emissary
<
firewalker
<
lance
<
merlin,
with
firewalker
exhibiting
standout
riot-like
properties.
The
progression
may
alternatively
be
disrupted
by
the
airplane
factory
equivalent
of
unassailable
artillery,
likho,
whose
HP
pool
demands
specific
counters
to
economically
fight.
|
5 |
By
fire
range,
the
tree
goes
roughly
along
the
lines
of
fencer/recluse/rogue/scalpel
<
!
stinger
!
<
dante
<
sling
<
emissary
<
firewalker
<
lance
<
merlin,
with
firewalker
exhibiting
standout
riot-like
properties.
The
progression
may
alternatively
be
disrupted
by
the
airplane
factory
equivalent
of
unassailable
artillery,
likho,
whose
HP
pool
demands
specific
counters
to
economically
fight.
|