| 1 |
i will remove this (copy paste) when @Qrow posts it
|
1 |
i will remove this (copy paste) when @Qrow posts it
|
| 2 |
do
not
upvote
this
post!
upvote
original
guide
post
as
this
is
just
a
copy
of
@Qrow
's
work
|
2 |
do
not
upvote
this
post!
upvote
the
original
guide
post
at
the
top
as
this
is
just
a
copy
of
@Qrow
's
work
|
| 3 |
\n
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\n
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| 4 |
[spoiler]
|
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[spoiler]
|
| 5 |
THE HERMIT MANUAL
|
5 |
THE HERMIT MANUAL
|
| 6 |
An exhaustively long guide to everyone’s least favorite spider
|
6 |
An exhaustively long guide to everyone’s least favorite spider
|
| 7 |
\n
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\n
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| 8 |
Written by Qrow
|
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Written by Qrow
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\n
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\n
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| 10 |
Accurate to patch v1.14.5.0, or whenever
|
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Accurate to patch v1.14.5.0, or whenever
|
| 11 |
|
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Special thanks to authors of widgets needed for techniques in this document
|
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Special thanks to authors of widgets needed for techniques in this document
|
| 13 |
\n
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\n
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\n
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\n
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\n
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\n
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\n
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\n
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\n
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\n
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Forenote
|
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Forenote
|
| 19 |
\n
|
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\n
|
| 20 |
While numbers that are cited in this guide are all accurate and techniques listed should be able to be performed by any given player, connection and other factors may make things more difficult or downright impossible under given circumstances. Similarly, some opinions regarding balance and matchups in this guide are mine, so take them with a grain of salt.
|
20 |
While numbers that are cited in this guide are all accurate and techniques listed should be able to be performed by any given player, connection and other factors may make things more difficult or downright impossible under given circumstances. Similarly, some opinions regarding balance and matchups in this guide are mine, so take them with a grain of salt.
|
| 21 |
\n
|
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\n
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| 22 |
Special addendum for this addition: Due to certain game and human limitations, widgets are needed for some techniques used in this mod. Approach at your own risk, as the legality of such widgets may be questionable at best.
|
22 |
Special addendum for this addition: Due to certain game and human limitations, widgets are needed for some techniques used in this mod. Approach at your own risk, as the legality of such widgets may be questionable at best.
|
| 23 |
\n
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\n
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| 24 |
\n
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\n
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\n
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\n
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| 26 |
Introduction
|
26 |
Introduction
|
| 27 |
\n
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27 |
\n
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| 28 |
Welcome to the Hermit Manual! This guide details every aspect of the Hermit unit from the spider factory in quite possibly way too much detail. However, if you plan to solo Hermit (a viable strategy at the time of writing this guide) this should give you everything you need to know to have a relatively strong impact on team games. This guide mainly focuses on team games, but most information is applicable to 1v1 as well.
|
28 |
Welcome to the Hermit Manual! This guide details every aspect of the Hermit unit from the spider factory in quite possibly way too much detail. However, if you plan to solo Hermit (a viable strategy at the time of writing this guide) this should give you everything you need to know to have a relatively strong impact on team games. This guide mainly focuses on team games, but most information is applicable to 1v1 as well.
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| 29 |
\n
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\n
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| 30 |
\n
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\n
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\n
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\n
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| 32 |
Calcs (aka the Code, Math and You: A Beginner’s Guide)
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Calcs (aka the Code, Math and You: A Beginner’s Guide)
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\n
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\n
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\n
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\n
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\n
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\n
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| 36 |
A lot of the discussion in this guide involves a lot of math, so we need to talk about how Zero-K approaches unit fall damage and collision damage first in order to get some calculations down.
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A lot of the discussion in this guide involves a lot of math, so we need to talk about how Zero-K approaches unit fall damage and collision damage first in order to get some calculations down.
|
| 37 |
\n
|
37 |
\n
|
| 38 |
1. Unit-vs-Unit Collision
|
38 |
1. Unit-vs-Unit Collision
|
| 39 |
Handled by the DoCollisionDamage() function, triggered when weaponDefID == -3 and an attackerID is present.
|
39 |
Handled by the DoCollisionDamage() function, triggered when weaponDefID == -3 and an attackerID is present.
|
| 40 |
Step 1, Speed check: Collision damage only activates if either unit's speed exceeds UNIT_UNIT_SPEED (5.5 elmos/frame). GitHub
|
40 |
Step 1, Speed check: Collision damage only activates if either unit's speed exceeds UNIT_UNIT_SPEED (5.5 elmos/frame). GitHub
|
| 41 |
Step 2, Relative speed: The relative velocity between the two units is calculated as:
|
41 |
Step 2, Relative speed: The relative velocity between the two units is calculated as:
|
| 42 |
relativeSpeed = sqrt((oVx-myVx)² + (oVy-myVy)² + (oVz-myVz)²)
|
42 |
relativeSpeed = sqrt((oVx-myVx)² + (oVy-myVy)² + (oVz-myVz)²)
|
| 43 |
Step 3, Damage per unit: Each unit's damage is calculated using LocalSpeedToDamage():
|
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Step 3, Damage per unit: Each unit's damage is calculated using LocalSpeedToDamage():
|
| 44 |
if relativeSpeed > velocityDamageThreshold (3):
|
44 |
if relativeSpeed > velocityDamageThreshold (3):
|
| 45 |
damage = (relativeSpeed - 3) × (mass × 0.6)
|
45 |
damage = (relativeSpeed - 3) × (mass × 0.6)
|
| 46 |
Buildings get a ×10 multiplier on their velocityDamageScale since they're treated as far more massive.
|
46 |
Buildings get a ×10 multiplier on their velocityDamageScale since they're treated as far more massive.
|
| 47 |
Step 4, Final damage dealt: The game deals the lesser of the two units' computed damages, multiplied by UNIT_UNIT_DAMAGE_FACTOR (0.8) so the smaller/lighter unit sets the damage ceiling. Both units take this same amount. GitHub
|
47 |
Step 4, Final damage dealt: The game deals the lesser of the two units' computed damages, multiplied by UNIT_UNIT_DAMAGE_FACTOR (0.8) so the smaller/lighter unit sets the damage ceiling. Both units take this same amount. GitHub
|
| 48 |
Step 5, Multipliers & immunity: The final damage is scaled by each unit's collisionDamageMult (set per-unit by other gadgets). Units can be immune (e.g. during jump/teleport), and allied units are protected from "no-ally-damage" flags.
|
48 |
Step 5, Multipliers & immunity: The final damage is scaled by each unit's collisionDamageMult (set per-unit by other gadgets). Units can be immune (e.g. during jump/teleport), and allied units are protected from "no-ally-damage" flags.
|
| 49 |
Step 6, Velocity correction: After collision, both units' velocities are blended toward a shared momentum-conserving average (a weighted sum based on their masses), simulating an inelastic collision. GitHub
|
49 |
Step 6, Velocity correction: After collision, both units' velocities are blended toward a shared momentum-conserving average (a weighted sum based on their masses), simulating an inelastic collision. GitHub
|
| 50 |
\n
|
50 |
\n
|
| 51 |
2. Unit-vs-Ground Collision (Fall Damage)
|
51 |
2. Unit-vs-Ground Collision (Fall Damage)
|
| 52 |
Triggered when weaponDefID == -2 with no attacker. This is the classic "fall damage."
|
52 |
Triggered when weaponDefID == -2 with no attacker. This is the classic "fall damage."
|
| 53 |
Step 1, Decompose velocity into normal and tangent: The unit's velocity is split into a component normal to the terrain surface and a tangential component (sliding along it).
|
53 |
Step 1, Decompose velocity into normal and tangent: The unit's velocity is split into a component normal to the terrain surface and a tangential component (sliding along it).
|
| 54 |
Step 2, Bounce physics: The normal component is reflected and scaled by elasticity (default 0.3), and the tangential component is scaled by friction (default 0.8), then an impulse is applied to simulate the bounce. GitHub
|
54 |
Step 2, Bounce physics: The normal component is reflected and scaled by elasticity (default 0.3), and the tangential component is scaled by friction (default 0.8), then an impulse is applied to simulate the bounce. GitHub
|
| 55 |
Step 3, Damage speed calculation:
|
55 |
Step 3, Damage speed calculation:
|
| 56 |
damageSpeed = magnitude of (normal + tangent × TANGENT_DAMAGE)
|
56 |
damageSpeed = magnitude of (normal + tangent × TANGENT_DAMAGE)
|
| 57 |
where TANGENT_DAMAGE = 0.5, so sliding impacts count for half.
|
57 |
where TANGENT_DAMAGE = 0.5, so sliding impacts count for half.
|
| 58 |
Step 4, Convert speed to damage (same LocalSpeedToDamage() as above):
|
58 |
Step 4, Convert speed to damage (same LocalSpeedToDamage() as above):
|
| 59 |
if damageSpeed > 3:
|
59 |
if damageSpeed > 3:
|
| 60 |
damage = (damageSpeed - 3) × (mass × 0.6)
|
60 |
damage = (damageSpeed - 3) × (mass × 0.6)
|
| 61 |
Step 5, Out-of-map bonus damage: If the unit is outside the map boundaries, additional damage is added proportional to how far out of bounds the unit is, scaled by unit.health / 800. GitHub
|
61 |
Step 5, Out-of-map bonus damage: If the unit is outside the map boundaries, additional damage is added proportional to how far out of bounds the unit is, scaled by unit.health / 800. GitHub
|
| 62 |
Step 6, Multiplier applied: Final damage × collisionDamageMult[unitID] (or 1 if unset).
|
62 |
Step 6, Multiplier applied: Final damage × collisionDamageMult[unitID] (or 1 if unset).
|
| 63 |
\n
|
63 |
\n
|
| 64 |
3. Unit-vs-Wreck/Feature Collision
|
64 |
3. Unit-vs-Wreck/Feature Collision
|
| 65 |
Triggered when weaponDefID == -3 and attackerID == nil (no unit attacker — a feature like debris).
|
65 |
Triggered when weaponDefID == -3 and attackerID == nil (no unit attacker — a feature like debris).
|
| 66 |
The engine's native damage value is taken and multiplied by DEBRIS_SPRING_DAMAGE_MULTIPLIER = 10 (described in the code as "tweaked arbitrarily"), then scaled by collisionDamageMult. The unit also gets a velocity-scaling impulse of 0.3 (i.e. it loses 70% of its speed). GitHub
|
66 |
The engine's native damage value is taken and multiplied by DEBRIS_SPRING_DAMAGE_MULTIPLIER = 10 (described in the code as "tweaked arbitrarily"), then scaled by collisionDamageMult. The unit also gets a velocity-scaling impulse of 0.3 (i.e. it loses 70% of its speed). GitHub
|
| 67 |
Note: Feature collisions still use the native engine value as a base, unlike unit-unit and ground collisions which are calculated entirely from scratch.
|
67 |
Note: Feature collisions still use the native engine value as a base, unlike unit-unit and ground collisions which are calculated entirely from scratch.
|
| 68 |
\n
|
68 |
\n
|
| 69 |
Key Constants
|
69 |
Key Constants
|
| 70 |
Constant
|
70 |
Constant
|
| 71 |
Value
|
71 |
Value
|
| 72 |
Purpose
|
72 |
Purpose
|
| 73 |
UNIT_UNIT_SPEED
|
73 |
UNIT_UNIT_SPEED
|
| 74 |
5.5
|
74 |
5.5
|
| 75 |
Minimum speed to trigger unit-unit damage
|
75 |
Minimum speed to trigger unit-unit damage
|
| 76 |
UNIT_UNIT_DAMAGE_FACTOR
|
76 |
UNIT_UNIT_DAMAGE_FACTOR
|
| 77 |
0.8
|
77 |
0.8
|
| 78 |
Scales final unit-unit damage down
|
78 |
Scales final unit-unit damage down
|
| 79 |
velocityDamageThreshold
|
79 |
velocityDamageThreshold
|
| 80 |
3
|
80 |
3
|
| 81 |
Speed floor before any damage is dealt
|
81 |
Speed floor before any damage is dealt
|
| 82 |
velocityDamageScale
|
82 |
velocityDamageScale
|
| 83 |
mass × 0.6
|
83 |
mass × 0.6
|
| 84 |
How hard a hit converts to damage
|
84 |
How hard a hit converts to damage
|
| 85 |
TANGENT_DAMAGE
|
85 |
TANGENT_DAMAGE
|
| 86 |
0.5
|
86 |
0.5
|
| 87 |
Sliding/grazing impact weight
|
87 |
Sliding/grazing impact weight
|
| 88 |
elasticity (default)
|
88 |
elasticity (default)
|
| 89 |
0.3
|
89 |
0.3
|
| 90 |
How much units bounce off the ground
|
90 |
How much units bounce off the ground
|
| 91 |
friction (default)
|
91 |
friction (default)
|
| 92 |
0.8
|
92 |
0.8
|
| 93 |
How much lateral speed is kept on impact
|
93 |
How much lateral speed is kept on impact
|
| 94 |
DEBRIS_SPRING_DAMAGE_MULTIPLIER
|
94 |
DEBRIS_SPRING_DAMAGE_MULTIPLIER
|
| 95 |
10
|
95 |
10
|
| 96 |
Wreck collision damage multiplier
|
96 |
Wreck collision damage multiplier
|
| 97 |
\n
|
97 |
\n
|
| 98 |
\n
|
98 |
\n
|
| 99 |
Zero-K ignores the engine's native input for fall and unit collisions entirely and calculates damage from scratch, but the gadget-calculated value still ignores armor (so a unit with armorMult = 0 can still take collision damage). Feature collisions are separate and still use the native engine value. GitHub
|
99 |
Zero-K ignores the engine's native input for fall and unit collisions entirely and calculates damage from scratch, but the gadget-calculated value still ignores armor (so a unit with armorMult = 0 can still take collision damage). Feature collisions are separate and still use the native engine value. GitHub
|
| 100 |
Units can be granted temporary fall damage immunity (e.g. during a jump) via SetUnitFallDamageImmunity.
|
100 |
Units can be granted temporary fall damage immunity (e.g. during a jump) via SetUnitFallDamageImmunity.
|
| 101 |
\n
|
101 |
\n
|
| 102 |
\n
|
102 |
\n
|
| 103 |
Stats
|
103 |
Stats
|
| 104 |
\n
|
104 |
\n
|
| 105 |
\n
|
105 |
\n
|
| 106 |
Listed below are the relevant stats as of time of writing.
|
106 |
Listed below are the relevant stats as of time of writing.
|
| 107 |
\n
|
107 |
\n
|
| 108 |
\n
|
108 |
\n
|
| 109 |
\n
|
109 |
\n
|
| 110 |
Stats
|
110 |
Stats
|
| 111 |
Cost
|
111 |
Cost
|
| 112 |
145
|
112 |
145
|
| 113 |
Hit Points
|
113 |
Hit Points
|
| 114 |
1550
|
114 |
1550
|
| 115 |
Mass
|
115 |
Mass
|
| 116 |
185
|
116 |
185
|
| 117 |
Movement Speed (elmo/s)
|
117 |
Movement Speed (elmo/s)
|
| 118 |
54
|
118 |
54
|
| 119 |
Turn Rate (deg/s)
|
119 |
Turn Rate (deg/s)
|
| 120 |
316
|
120 |
316
|
| 121 |
Vision Radius (elmo)
|
121 |
Vision Radius (elmo)
|
| 122 |
420
|
122 |
420
|
| 123 |
Transportable
|
123 |
Transportable
|
| 124 |
Light
|
124 |
Light
|
| 125 |
Abilities
|
125 |
Abilities
|
| 126 |
\n
|
126 |
\n
|
| 127 |
Improved Regen
|
127 |
Improved Regen
|
| 128 |
Idle Regen (HP/s)
|
128 |
Idle Regen (HP/s)
|
| 129 |
10
|
129 |
10
|
| 130 |
Time to enable (s)
|
130 |
Time to enable (s)
|
| 131 |
10
|
131 |
10
|
| 132 |
\n
|
132 |
\n
|
| 133 |
\n
|
133 |
\n
|
| 134 |
\n
|
134 |
\n
|
| 135 |
Weapons
|
135 |
Weapons
|
| 136 |
\n
|
136 |
\n
|
| 137 |
Light Plasma Cannon
|
137 |
Light Plasma Cannon
|
| 138 |
Damage
|
138 |
Damage
|
| 139 |
141
|
139 |
141
|
| 140 |
Reload Time (s)
|
140 |
Reload Time (s)
|
| 141 |
2.6
|
141 |
2.6
|
| 142 |
Damage per Second
|
142 |
Damage per Second
|
| 143 |
54
|
143 |
54
|
| 144 |
Range (elmo)
|
144 |
Range (elmo)
|
| 145 |
350
|
145 |
350
|
| 146 |
Area of Effect (elmo)
|
146 |
Area of Effect (elmo)
|
| 147 |
18
|
147 |
18
|
| 148 |
Projectile Speed (elmo/s)
|
148 |
Projectile Speed (elmo/s)
|
| 149 |
280
|
149 |
280
|
| 150 |
\n
|
150 |
\n
|
| 151 |
\n
|
151 |
\n
|
| 152 |
\n
|
152 |
\n
|
| 153 |
\n
|
153 |
\n
|
| 154 |
\n
|
154 |
\n
|
| 155 |
\n
|
155 |
\n
|
| 156 |
\n
|
156 |
\n
|
| 157 |
If you’re new here, Hermit is a “spider assault”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Hermit mainly excels at this job due to a few factors:
|
157 |
If you’re new here, Hermit is a “spider assault”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Hermit mainly excels at this job due to a few factors:
|
| 158 |
\n
|
158 |
\n
|
| 159 |
\n
|
159 |
\n
|
| 160 |
\n
|
160 |
\n
|
| 161 |
Big chonky HP pool (1500 is a lot!) That allows you to walk down most factories with large numbers
|
161 |
Big chonky HP pool (1500 is a lot!) That allows you to walk down most factories with large numbers
|
| 162 |
\n
|
162 |
\n
|
| 163 |
Great autoregen that helps out a lot (10hp/s after 10s)
|
163 |
Great autoregen that helps out a lot (10hp/s after 10s)
|
| 164 |
|
164 |
|
| 165 |
Being a spider means you can retreat to advantageous positions very easily
|
165 |
Being a spider means you can retreat to advantageous positions very easily
|
| 166 |
|
166 |
|
| 167 |
You beat most other assault at their own game, and even skirmishers due to decent move speed and good firing angles
|
167 |
You beat most other assault at their own game, and even skirmishers due to decent move speed and good firing angles
|
| 168 |
|
168 |
|
| 169 |
With micro or widgets, you can use hermits as long range artillery, make Jugglenaut into a REAL strider, pond skip units out of bounds at light speed and clip through terrain (and live) - the possibilities are endless!
|
169 |
With micro or widgets, you can use hermits as long range artillery, make Jugglenaut into a REAL strider, pond skip units out of bounds at light speed and clip through terrain (and live) - the possibilities are endless!
|
| 170 |
Build Order/Early Game Strategy
|
170 |
Build Order/Early Game Strategy
|
| 171 |
\n
|
171 |
\n
|
| 172 |
Early game is immensely important when attempting to do the main hermit strategy, which is 66% autoretreat fight-move (henceforward referred to as 66). When considering your build order, it is important to consider the following:
|
172 |
Early game is immensely important when attempting to do the main hermit strategy, which is 66% autoretreat fight-move (henceforward referred to as 66). When considering your build order, it is important to consider the following:
|
| 173 |
\n
|
173 |
\n
|
| 174 |
\n
|
174 |
\n
|
| 175 |
\n
|
175 |
\n
|
| 176 |
How fast am I going to be approached by my opponent? Small numbers of hermit don’t fare too well against micro’d raiders in the early game.
|
176 |
How fast am I going to be approached by my opponent? Small numbers of hermit don’t fare too well against micro’d raiders in the early game.
|
| 177 |
How much E will I need to prepare for repair stations?
|
177 |
How much E will I need to prepare for repair stations?
|
| 178 |
Do I need to focus on expansion or units first for taking ground on smaller maps?
|
178 |
Do I need to focus on expansion or units first for taking ground on smaller maps?
|
| 179 |
\n
|
179 |
\n
|
| 180 |
\n
|
180 |
\n
|
| 181 |
\n
|
181 |
\n
|
| 182 |
*Protip! Keep a calculator by your desk for doing E and damage calculations if you aren’t good at math.
|
182 |
*Protip! Keep a calculator by your desk for doing E and damage calculations if you aren’t good at math.
|
| 183 |
\n
|
183 |
\n
|
| 184 |
Starting Queue
|
184 |
Starting Queue
|
| 185 |
Usually, your starting queue looks something like this:
|
185 |
Usually, your starting queue looks something like this:
|
| 186 |
\n
|
186 |
\n
|
| 187 |
s. denotes starting to build a unit (placing nanoframe).
|
187 |
s. denotes starting to build a unit (placing nanoframe).
|
| 188 |
spc. denotes placing an item in the middle of your existing queue with space + left click.
|
188 |
spc. denotes placing an item in the middle of your existing queue with space + left click.
|
| 189 |
r. denotes resume.
|
189 |
r. denotes resume.
|
| 190 |
\n
|
190 |
\n
|
| 191 |
\n
|
191 |
\n
|
| 192 |
[Token]Factory -> s.Solar1 (wind if better) -> spc.4xFlea~loop.Hermit* -> r.Solar1 -> Solar2 -> Mex -> Storage -> Caretaker…
|
192 |
[Token]Factory -> s.Solar1 (wind if better) -> spc.4xFlea~loop.Hermit* -> r.Solar1 -> Solar2 -> Mex -> Storage -> Caretaker…
|
| 193 |
\n
|
193 |
\n
|
| 194 |
*Remember to set 66% autoretreat post Flea.
|
194 |
*Remember to set 66% autoretreat post Flea.
|
| 195 |
\n
|
195 |
\n
|
| 196 |
Usually you will want to get a builder in there at some point.
|
196 |
Usually you will want to get a builder in there at some point.
|
| 197 |
\n
|
197 |
\n
|
| 198 |
Generally, a good rule is that you want to get about 5 hermits up before using them to hold ground, as smaller numbers tend to still get trounced by microed raiders before making it to a repair station.
|
198 |
Generally, a good rule is that you want to get about 5 hermits up before using them to hold ground, as smaller numbers tend to still get trounced by microed raiders before making it to a repair station.
|
| 199 |
\n
|
199 |
\n
|
| 200 |
\n
|
200 |
\n
|
| 201 |
Caretaker Placement, and E and You
|
201 |
Caretaker Placement, and E and You
|
| 202 |
\n
|
202 |
\n
|
| 203 |
Besides Hermits, the other most important thing you will need to consider building are Caretakers, and by extension building repair stations.
|
203 |
Besides Hermits, the other most important thing you will need to consider building are Caretakers, and by extension building repair stations.
|
| 204 |
\n
|
204 |
\n
|
| 205 |
Caretakers are 10BP, and consume 10E/s for a total duration of a Hermit repair. Auto-regen is free, but caretakers do consume E, so having an appropriate supply for repairs and also for using your metal is very important. Consider capping an early Geothermal or building a fusion in order to secure your E needs.
|
205 |
Caretakers are 10BP, and consume 10E/s for a total duration of a Hermit repair. Auto-regen is free, but caretakers do consume E, so having an appropriate supply for repairs and also for using your metal is very important. Consider capping an early Geothermal or building a fusion in order to secure your E needs.
|
| 206 |
\n
|
206 |
\n
|
| 207 |
Repair Stations
|
207 |
Repair Stations
|
| 208 |
\n
|
208 |
\n
|
| 209 |
We mentioned repair stations earlier, but what do repair stations actually need?
|
209 |
We mentioned repair stations earlier, but what do repair stations actually need?
|
| 210 |
\n
|
210 |
\n
|
| 211 |
Anywhere on the map can be set as a retreat zone, which will be denoted for you only as a red circle with a wrench on the map. Other players cannot see your personal retreat zones, so communicate accordingly.
|
211 |
Anywhere on the map can be set as a retreat zone, which will be denoted for you only as a red circle with a wrench on the map. Other players cannot see your personal retreat zones, so communicate accordingly.
|
| 212 |
\n
|
212 |
\n
|
| 213 |
Repair stations usually need 3 things:
|
213 |
Repair stations usually need 3 things:
|
| 214 |
\n
|
214 |
\n
|
| 215 |
- BP source for repairs
|
215 |
- BP source for repairs
|
| 216 |
\n
|
216 |
\n
|
| 217 |
- Some source of protection while repairing (from Air/etc, usu. in form of terrain)
|
217 |
- Some source of protection while repairing (from Air/etc, usu. in form of terrain)
|
| 218 |
\n
|
218 |
\n
|
| 219 |
- Some way to ensure that the area does not murder hermits on the way out (i.e. don’t put retreat zones in chokepoints)
|
219 |
- Some way to ensure that the area does not murder hermits on the way out (i.e. don’t put retreat zones in chokepoints)
|
| 220 |
\n
|
220 |
\n
|
| 221 |
Following these three rules will generally ensure your hermits live as long as possible.
|
221 |
Following these three rules will generally ensure your hermits live as long as possible.
|
| 222 |
\n
|
222 |
\n
|
| 223 |
On flat maps, terrain where it is convenient to place a RS may be in short supply, so terraforming a hollow box and putting stuff inside may be useful, and also gives you privacy from your enemies’ radar.
|
223 |
On flat maps, terrain where it is convenient to place a RS may be in short supply, so terraforming a hollow box and putting stuff inside may be useful, and also gives you privacy from your enemies’ radar.
|
| 224 |
\n
|
224 |
\n
|
| 225 |
\n
|
225 |
\n
|
| 226 |
\n
|
226 |
\n
|
| 227 |
Other Units
|
227 |
Other Units
|
| 228 |
\n
|
228 |
\n
|
| 229 |
Spider Factory
|
229 |
Spider Factory
|
| 230 |
\n
|
230 |
\n
|
| 231 |
Venom
|
231 |
Venom
|
| 232 |
\n
|
232 |
\n
|
| 233 |
Useful to deal with some raiders, but rarely used otherwise. Mass hermit fairs pretty well against raiders already. Occasionally useful when you need things to not move, although Widow also does this job.
|
233 |
Useful to deal with some raiders, but rarely used otherwise. Mass hermit fairs pretty well against raiders already. Occasionally useful when you need things to not move, although Widow also does this job.
|
| 234 |
\n
|
234 |
\n
|
| 235 |
Redback
|
235 |
Redback
|
| 236 |
\n
|
236 |
\n
|
| 237 |
Useful for anti-raider or anti-flea properties in the mirror match. Not used a whole lot otherwise.
|
237 |
Useful for anti-raider or anti-flea properties in the mirror match. Not used a whole lot otherwise.
|
| 238 |
\n
|
238 |
\n
|
| 239 |
Recluse
|
239 |
Recluse
|
| 240 |
\n
|
240 |
\n
|
| 241 |
Solves some problems in awkward spots you might find yourself in regarding range. Usually quite fragile so they have to be micro’d separately from your Hermit wall. Worth considering in the mirror, sometimes.
|
241 |
Solves some problems in awkward spots you might find yourself in regarding range. Usually quite fragile so they have to be micro’d separately from your Hermit wall. Worth considering in the mirror, sometimes.
|
| 242 |
\n
|
242 |
\n
|
| 243 |
Widow
|
243 |
Widow
|
| 244 |
\n
|
244 |
\n
|
| 245 |
Useful for stunning certain heavies that are annoying, or tempo fixing when the enemy somehow conjures up a crab from nowhere. Also useful as a way to work around DDMs, which are quite strong against hermit.
|
245 |
Useful for stunning certain heavies that are annoying, or tempo fixing when the enemy somehow conjures up a crab from nowhere. Also useful as a way to work around DDMs, which are quite strong against hermit.
|
| 246 |
\n
|
246 |
\n
|
| 247 |
Crab
|
247 |
Crab
|
| 248 |
\n
|
248 |
\n
|
| 249 |
If you lose tempo to build this in the mirror, it is losing. If you can get this for free from reclaim while also keeping hermit tempo, it’s very good in the mirror.
|
249 |
If you lose tempo to build this in the mirror, it is losing. If you can get this for free from reclaim while also keeping hermit tempo, it’s very good in the mirror.
|
| 250 |
\n
|
250 |
\n
|
| 251 |
Useful outside the mirror in all sorts of situations where you need a bit more punch to your offensive, or for holding ground.
|
251 |
Useful outside the mirror in all sorts of situations where you need a bit more punch to your offensive, or for holding ground.
|
| 252 |
\n
|
252 |
\n
|
| 253 |
\n
|
253 |
\n
|
| 254 |
\n
|
254 |
\n
|
| 255 |
Other Compositions
|
255 |
Other Compositions
|
| 256 |
(Listed as compositions here and not individual units or factories)
|
256 |
(Listed as compositions here and not individual units or factories)
|
| 257 |
\n
|
257 |
\n
|
| 258 |
Scapel/Dagger/Lance
|
258 |
Scapel/Dagger/Lance
|
| 259 |
\n
|
259 |
\n
|
| 260 |
Combining Hermit with the hover factory gets you a lot of good options in terms of DPS projection and threat removal before the majority of the hermits have to walk up to the target. By moving behind a hermit wall, a player can get a lot of value out of the range of Scalpel, and also help hermits by providing daggers for raider management and Lance for threat removal.
|
260 |
Combining Hermit with the hover factory gets you a lot of good options in terms of DPS projection and threat removal before the majority of the hermits have to walk up to the target. By moving behind a hermit wall, a player can get a lot of value out of the range of Scalpel, and also help hermits by providing daggers for raider management and Lance for threat removal.
|
| 261 |
\n
|
261 |
\n
|
| 262 |
Sling
|
262 |
Sling
|
| 263 |
\n
|
263 |
\n
|
| 264 |
Useful for combining with hermit balls in order to either force your opponent to clear out of an area or for forcing them to fight you when you have superior numbers. Also very cheap and good.
|
264 |
Useful for combining with hermit balls in order to either force your opponent to clear out of an area or for forcing them to fight you when you have superior numbers. Also very cheap and good.
|
| 265 |
\n
|
265 |
\n
|
| 266 |
Iris
|
266 |
Iris
|
| 267 |
\n
|
267 |
\n
|
| 268 |
Walking a cloaked Hermit ball into your opponent’s base generally wins the game. Also useful for dealing with some tricky artillery or sniper situations.
|
268 |
Walking a cloaked Hermit ball into your opponent’s base generally wins the game. Also useful for dealing with some tricky artillery or sniper situations.
|
| 269 |
\n
|
269 |
\n
|
| 270 |
Thug/Iris/Rogue
|
270 |
Thug/Iris/Rogue
|
| 271 |
\n
|
271 |
\n
|
| 272 |
Provides some more beef to the hermit wall and also boosts its protection versus things like planes. Rogue offers some decent damage projection in the same way that Scalpel does. Usually quite expensive.
|
272 |
Provides some more beef to the hermit wall and also boosts its protection versus things like planes. Rogue offers some decent damage projection in the same way that Scalpel does. Usually quite expensive.
|
| 273 |
\n
|
273 |
\n
|
| 274 |
Badger/Impaler
|
274 |
Badger/Impaler
|
| 275 |
\n
|
275 |
\n
|
| 276 |
Useful for the same reason as sling, but at more of a cost. Badger has the slight upside of being quite mobile, so it can effectively help retreating hermits more.
|
276 |
Useful for the same reason as sling, but at more of a cost. Badger has the slight upside of being quite mobile, so it can effectively help retreating hermits more.
|
| 277 |
\n
|
277 |
\n
|
| 278 |
Juggle
|
278 |
Juggle
|
| 279 |
\n
|
279 |
\n
|
| 280 |
See most of the entire tech section later.
|
280 |
See most of the entire tech section later.
|
| 281 |
\n
|
281 |
\n
|
| 282 |
Newton
|
282 |
Newton
|
| 283 |
\n
|
283 |
\n
|
| 284 |
Vitally important to late game and tech based solutions for problems. Being able to flash build these is valuable. If only we had Newton with legs.
|
284 |
Vitally important to late game and tech based solutions for problems. Being able to flash build these is valuable. If only we had Newton with legs.
|
| 285 |
\n
|
285 |
\n
|
| 286 |
Placeholder
|
286 |
Placeholder
|
| 287 |
\n
|
287 |
\n
|
| 288 |
You sometimes need to placeholder your own hermits for certain tech. Also helps against tanks.
|
288 |
You sometimes need to placeholder your own hermits for certain tech. Also helps against tanks.
|
| 289 |
\n
|
289 |
\n
|
| 290 |
Lobster
|
290 |
Lobster
|
| 291 |
\n
|
291 |
\n
|
| 292 |
Also needed for certain loop-recycle tech.
|
292 |
Also needed for certain loop-recycle tech.
|
| 293 |
\n
|
293 |
\n
|
| 294 |
\n
|
294 |
\n
|
| 295 |
\n
|
295 |
\n
|
| 296 |
Tech
|
296 |
Tech
|
| 297 |
\n
|
297 |
\n
|
| 298 |
Easy (Essential) Tech
|
298 |
Easy (Essential) Tech
|
| 299 |
this is where it all begins
|
299 |
this is where it all begins
|
| 300 |
\n
|
300 |
\n
|
| 301 |
\n
|
301 |
\n
|
| 302 |
\n
|
302 |
\n
|
| 303 |
Retreat Zoning
|
303 |
Retreat Zoning
|
| 304 |
Don’t like it? HIT DA BRICKS
|
304 |
Don’t like it? HIT DA BRICKS
|
| 305 |
\n
|
305 |
\n
|
| 306 |
This isn’t really tech, but putting your Hermits on 66% autoretreat and having safe areas for them to back up to is by far the easiest “tech” you need to know with them. Just doing this makes them much stronger and more annoying to deal with for the enemy.
|
306 |
This isn’t really tech, but putting your Hermits on 66% autoretreat and having safe areas for them to back up to is by far the easiest “tech” you need to know with them. Just doing this makes them much stronger and more annoying to deal with for the enemy.
|
| 307 |
\n
|
307 |
\n
|
| 308 |
\n
|
308 |
\n
|
| 309 |
Warpgate
|
309 |
Warpgate
|
| 310 |
Go Places Fast!
|
310 |
Go Places Fast!
|
| 311 |
\n
|
311 |
\n
|
| 312 |
By using a newton turret and a low angle ramp, you can effectively zip hermits to anywhere on a map! Simply build a newton turret, push your hermit and set an auto retreat zone where they land. Hermits have free autoregen, so if you have some excess E or just some time for them to heal, this can get them around much faster.
|
312 |
By using a newton turret and a low angle ramp, you can effectively zip hermits to anywhere on a map! Simply build a newton turret, push your hermit and set an auto retreat zone where they land. Hermits have free autoregen, so if you have some excess E or just some time for them to heal, this can get them around much faster.
|
| 313 |
\n
|
313 |
\n
|
| 314 |
If you want even faster travel, you can set up a warpgate setup with pull newtons at the end that will slow the hermit down enough for it to land safely. Consult the math at the beginning of this guide for appropriate calculations.
|
314 |
If you want even faster travel, you can set up a warpgate setup with pull newtons at the end that will slow the hermit down enough for it to land safely. Consult the math at the beginning of this guide for appropriate calculations.
|
| 315 |
\n
|
315 |
\n
|
| 316 |
Puck Shot
|
316 |
Puck Shot
|
| 317 |
Throw a rock at em’
|
317 |
Throw a rock at em’
|
| 318 |
\n
|
318 |
\n
|
| 319 |
Because hermits have so much HP, a primary use for hermits becomes using them as a way to abuse Zero-K’s unit collision damage. We will explore this more later, but for now the easiest way to do damage with hermits is simply to impulse them into enemy structures or units with a newton. Remember - the damage ceiling is set by the smaller unit!
|
319 |
Because hermits have so much HP, a primary use for hermits becomes using them as a way to abuse Zero-K’s unit collision damage. We will explore this more later, but for now the easiest way to do damage with hermits is simply to impulse them into enemy structures or units with a newton. Remember - the damage ceiling is set by the smaller unit!
|
| 320 |
\n
|
320 |
\n
|
| 321 |
This tech can be easily aimed with a small newton array and ramp.
|
321 |
This tech can be easily aimed with a small newton array and ramp.
|
| 322 |
\n
|
322 |
\n
|
| 323 |
\n
|
323 |
\n
|
| 324 |
\n
|
324 |
\n
|
| 325 |
Intermediate Level
|
325 |
Intermediate Level
|
| 326 |
\n
|
326 |
\n
|
| 327 |
Pond Skipping
|
327 |
Pond Skipping
|
| 328 |
For when you need some extra bounce in your step
|
328 |
For when you need some extra bounce in your step
|
| 329 |
\n
|
329 |
\n
|
| 330 |
By throwing hermits at a low enough angle to the ground, you can abuse the retrograde impulse applied to terrain collision and effectively skip hermits across the map at a low cost to their HP.
|
330 |
By throwing hermits at a low enough angle to the ground, you can abuse the retrograde impulse applied to terrain collision and effectively skip hermits across the map at a low cost to their HP.
|
| 331 |
\n
|
331 |
\n
|
| 332 |
For this on average, you will need:
|
332 |
For this on average, you will need:
|
| 333 |
\n
|
333 |
\n
|
| 334 |
* an extremely low angle ramp
|
334 |
* an extremely low angle ramp
|
| 335 |
\n
|
335 |
\n
|
| 336 |
* 2 newtons
|
336 |
* 2 newtons
|
| 337 |
\n
|
337 |
\n
|
| 338 |
\n
|
338 |
\n
|
| 339 |
Try playing around with it until you get the hang of it, it’s not too hard.
|
339 |
Try playing around with it until you get the hang of it, it’s not too hard.
|
| 340 |
\n
|
340 |
\n
|
| 341 |
\n
|
341 |
\n
|
| 342 |
\n
|
342 |
\n
|
| 343 |
Out of Bounds Skip-Clipping (a.k.a. Watari)
|
343 |
Out of Bounds Skip-Clipping (a.k.a. Watari)
|
| 344 |
\n
|
344 |
\n
|
| 345 |
\n
|
345 |
\n
|
| 346 |
Spiders through space-time
|
346 |
Spiders through space-time
|
| 347 |
\n
|
347 |
\n
|
| 348 |
For this tech, we need to understand a few things about how out of bounds units work in Zero-K, and how they are repositioned when they are detected as out of bounds.
|
348 |
For this tech, we need to understand a few things about how out of bounds units work in Zero-K, and how they are repositioned when they are detected as out of bounds.
|
| 349 |
\n
|
349 |
\n
|
| 350 |
\n
|
350 |
\n
|
| 351 |
Damage is applied via a OOB modifier as discussed earlier. Generally the math considers:
|
351 |
Damage is applied via a OOB modifier as discussed earlier. Generally the math considers:
|
| 352 |
\n
|
352 |
\n
|
| 353 |
\n
|
353 |
\n
|
| 354 |
The unit itself
|
354 |
The unit itself
|
| 355 |
|
355 |
|
| 356 |
How far OOB you were
|
356 |
How far OOB you were
|
| 357 |
|
357 |
|
| 358 |
Some speed math
|
358 |
Some speed math
|
| 359 |
\n
|
359 |
\n
|
| 360 |
Units are generally repositioned on the map in a straight path to the border if they do not die, as often seen with wrecks.
|
360 |
Units are generally repositioned on the map in a straight path to the border if they do not die, as often seen with wrecks.
|
| 361 |
\n
|
361 |
\n
|
| 362 |
By abusing the earlier skip tech to barely skip hermits off the map, we can use the skip angle to bypass certain terrain features such as hills or other pesky things at the map edge in order to pass out hermits up the map and have them skip the obstacle. Because of the nature of how skipping works, besides the OOB damage penalty, hermits do not take much damage for doing this, and you can use it to scout or hit certain hard to reach targets.
|
362 |
By abusing the earlier skip tech to barely skip hermits off the map, we can use the skip angle to bypass certain terrain features such as hills or other pesky things at the map edge in order to pass out hermits up the map and have them skip the obstacle. Because of the nature of how skipping works, besides the OOB damage penalty, hermits do not take much damage for doing this, and you can use it to scout or hit certain hard to reach targets.
|
| 363 |
\n
|
363 |
\n
|
| 364 |
\n
|
364 |
\n
|
| 365 |
\n
|
365 |
\n
|
| 366 |
Spinning Top (a.k.a. Wiggle)
|
366 |
Spinning Top (a.k.a. Wiggle)
|
| 367 |
SPEEEN *widget only
|
367 |
SPEEEN *widget only
|
| 368 |
\n
|
368 |
\n
|
| 369 |
This tech actually isn’t very hard, but due to the fact you need an autopress widget to pull it off and the fact that it is quite inconsistent even if you do have the widget, I’m putting it here essentially just as a sidenote.
|
369 |
This tech actually isn’t very hard, but due to the fact you need an autopress widget to pull it off and the fact that it is quite inconsistent even if you do have the widget, I’m putting it here essentially just as a sidenote.
|
| 370 |
\n
|
370 |
\n
|
| 371 |
If you have hermits trapped in a placeholder ball, you can abuse momentum and unit collision by rapidly (beyond human clicking) trying to move the hermits in a random direction. If successful, the hermits will turn upside down in the placeholder ball, collide, and bounce out (taking some damage on the way). I do not know why this works or sometimes doesn’t work, please don’t ask.
|
371 |
If you have hermits trapped in a placeholder ball, you can abuse momentum and unit collision by rapidly (beyond human clicking) trying to move the hermits in a random direction. If successful, the hermits will turn upside down in the placeholder ball, collide, and bounce out (taking some damage on the way). I do not know why this works or sometimes doesn’t work, please don’t ask.
|
| 372 |
\n
|
372 |
\n
|
| 373 |
\n
|
373 |
\n
|
| 374 |
REAL Tech (Hard)
|
374 |
REAL Tech (Hard)
|
| 375 |
\n
|
375 |
\n
|
| 376 |
Tech in this section is usually extremely case specific and in some cases very finicky. Many require high APM or custom widgets you need to develop yourself. Proceed at your own risk.
|
376 |
Tech in this section is usually extremely case specific and in some cases very finicky. Many require high APM or custom widgets you need to develop yourself. Proceed at your own risk.
|
| 377 |
\n
|
377 |
\n
|
| 378 |
\n
|
378 |
\n
|
| 379 |
Recycle-Bounce Damage Negation Lobster Loops (RBDNLLs)
|
379 |
Recycle-Bounce Damage Negation Lobster Loops (RBDNLLs)
|
| 380 |
\n
|
380 |
\n
|
| 381 |
\n
|
381 |
\n
|
| 382 |
What are these names anymore
|
382 |
What are these names anymore
|
| 383 |
\n
|
383 |
\n
|
| 384 |
By throwing a hermit into an enemy unit and just in time after applying damage lobstering your units back, you can apply a state of damage invuln to your own hermits upon being thrown by lobster. This takes advantage of the fall damage negation trigger that hermit applies. The command order goes as follows:
|
384 |
By throwing a hermit into an enemy unit and just in time after applying damage lobstering your units back, you can apply a state of damage invuln to your own hermits upon being thrown by lobster. This takes advantage of the fall damage negation trigger that hermit applies. The command order goes as follows:
|
| 385 |
\n
|
385 |
\n
|
| 386 |
\n
|
386 |
\n
|
| 387 |
\n
|
387 |
\n
|
| 388 |
Impulse hermit
|
388 |
Impulse hermit
|
| 389 |
Hit Target
|
389 |
Hit Target
|
| 390 |
Immediately Lobster Back
|
390 |
Immediately Lobster Back
|
| 391 |
Heal, Recycle, Loop tech
|
391 |
Heal, Recycle, Loop tech
|
| 392 |
Profit
|
392 |
Profit
|
| 393 |
\n
|
393 |
\n
|
| 394 |
\n
|
394 |
\n
|
| 395 |
This tech, if done effectively, essentially can let you transform your frontline hermits into massive amounts of burst damage if done and micro’d well.
|
395 |
This tech, if done effectively, essentially can let you transform your frontline hermits into massive amounts of burst damage if done and micro’d well.
|
| 396 |
\n
|
396 |
\n
|
| 397 |
\n
|
397 |
\n
|
| 398 |
\n
|
398 |
\n
|
| 399 |
Nebula
|
399 |
Nebula
|
| 400 |
\n
|
400 |
\n
|
| 401 |
\n
|
401 |
\n
|
| 402 |
Isn’t that another unit
|
402 |
Isn’t that another unit
|
| 403 |
\n
|
403 |
\n
|
| 404 |
\n
|
404 |
\n
|
| 405 |
With custom widgets, you can use Jugglenauts to juggle (push pull) hermits in an orbit around the jugglenaut, thus creating a constant ring of collision damage around the Juggle to wipe out pesky raiders and such.
|
405 |
With custom widgets, you can use Jugglenauts to juggle (push pull) hermits in an orbit around the jugglenaut, thus creating a constant ring of collision damage around the Juggle to wipe out pesky raiders and such.
|
| 406 |
\n
|
406 |
\n
|
| 407 |
Figure out the math on this one yourself.
|
407 |
Figure out the math on this one yourself.
|
| 408 |
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|
408 |
\n
|
| 409 |
\n
|
409 |
\n
|
| 410 |
\n
|
410 |
\n
|
| 411 |
PoolShot
|
411 |
PoolShot
|
| 412 |
For when placeholders need to die
|
412 |
For when placeholders need to die
|
| 413 |
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|
413 |
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|
| 414 |
By shooting your own hermit at a ball of your hermits in a placeholder ball, you can effectively kick all of them out of being placeheld and at the same time turn your hermits into living grapeshot! This one is easy to understand, but the aiming is hard.
|
414 |
By shooting your own hermit at a ball of your hermits in a placeholder ball, you can effectively kick all of them out of being placeheld and at the same time turn your hermits into living grapeshot! This one is easy to understand, but the aiming is hard.
|
| 415 |
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|
415 |
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|
| 416 |
[/spoiler]
|
416 |
[/spoiler]
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