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	<id>http://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Talas</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-03T13:47:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9018</id>
		<title>User:Talas</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9018"/>
		<updated>2023-11-10T11:30:04Z</updated>

		<summary type="html">&lt;p&gt;Talas: format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AA shooting at &amp;quot;any&amp;quot; unit ==&lt;br /&gt;
&lt;br /&gt;
==== Disclaimer ====&lt;br /&gt;
This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, I feel like it's a good exercise to explore the idea in detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The idea in a nutshell ====&lt;br /&gt;
&lt;br /&gt;
* Make AA have two zones of operation: High altitude and Low altitude.&lt;br /&gt;
* If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.&lt;br /&gt;
* Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.&lt;br /&gt;
* AA that fires at high-altitude should be stronger.&lt;br /&gt;
* There should be some overlap between the High altitude and the Low altitude zone.&lt;br /&gt;
* Krow altitude, for example, could be so that it is hit by both types.&lt;br /&gt;
* Certain AA can work in both zones, ie Gremlin, Zephyr.&lt;br /&gt;
* Jumping and lobbed units shouldn't reach the High-altitude zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Intended outcomes ====&lt;br /&gt;
* Landed planes don't get targeted by AA.&lt;br /&gt;
* Launched units can be targeted by AA.&lt;br /&gt;
* AA is still AA, it won't shoot up hills.&lt;br /&gt;
* Certain planes/gunships can fly &amp;quot;under&amp;quot; the strongest AA (ie Artemis).&lt;br /&gt;
&lt;br /&gt;
==== Issues ====&lt;br /&gt;
* Jumping/lobbed units can be hit by low-altitude AA.&lt;br /&gt;
* Building &amp;quot;correct&amp;quot; AA response becomes _more_ difficult.&lt;br /&gt;
* This is a large change, requiring huge balancing efforts.&lt;br /&gt;
* Might require engine changes to support altitude limited targeting.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9017</id>
		<title>User:Talas</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9017"/>
		<updated>2023-11-10T11:23:13Z</updated>

		<summary type="html">&lt;p&gt;Talas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AA shooting at &amp;quot;any&amp;quot; unit ==&lt;br /&gt;
&lt;br /&gt;
Disclaimer:&lt;br /&gt;
This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077&lt;br /&gt;
And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192&lt;br /&gt;
However, I feel like it's good to discuss precisely which ideas are being dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's my take on how it could work, barring engine limitations:&lt;br /&gt;
&lt;br /&gt;
Make AA have two zones of operation: High altitude and Low altitude.&lt;br /&gt;
&lt;br /&gt;
If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.&lt;br /&gt;
&lt;br /&gt;
Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.&lt;br /&gt;
To balance this, AA that fires at high-altitude should be stronger.&lt;br /&gt;
&lt;br /&gt;
There should be some overlap between the High altitude and the Low altitude zone.&lt;br /&gt;
Krow altitude, for example, could be so that it is hit by both types.&lt;br /&gt;
Certain AA can work in both zones, ie Gremlin, Zephyr.&lt;br /&gt;
&lt;br /&gt;
Jumping and lobbed units shouldn't reach the High-altitude zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system accomplishes the following:&lt;br /&gt;
Landed planes don't get hit by AA.&lt;br /&gt;
Launched units can be hit by AA.&lt;br /&gt;
Certain planes/gunships can fly &amp;quot;under&amp;quot; the strongest AA (ie Artemis).&lt;br /&gt;
&lt;br /&gt;
The following issues remain:&lt;br /&gt;
Jumping/lobbed units can be hit by low-altitude AA.&lt;br /&gt;
Building &amp;quot;correct&amp;quot; AA response becomes _more_ difficult.&lt;br /&gt;
This is a large change, requiring huge balancing efforts.&lt;br /&gt;
Might require engine changes to support altitude limited targeting.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9016</id>
		<title>User:Talas</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Talas&amp;diff=9016"/>
		<updated>2023-11-10T11:22:36Z</updated>

		<summary type="html">&lt;p&gt;Talas: AA shooting at &amp;quot;any&amp;quot; unit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AA shooting at &amp;quot;any&amp;quot; unit&lt;br /&gt;
&lt;br /&gt;
Disclaimer:&lt;br /&gt;
This has already been semi-debunked by GF in: http://zero-k.info/Forum/Thread/36893?postID=262077#262077&lt;br /&gt;
And to some extent also in: http://zero-k.info/Forum/Thread/35999?postID=256192#256192&lt;br /&gt;
However, I feel like it's good to discuss precisely which ideas are being dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's my take on how it could work, barring engine limitations:&lt;br /&gt;
&lt;br /&gt;
Make AA have two zones of operation: High altitude and Low altitude.&lt;br /&gt;
&lt;br /&gt;
If AA will fire on unit is determined by Altitude of target, firestate and Avoid Bad targets state.&lt;br /&gt;
&lt;br /&gt;
Certain planes and gunships should be made to fly a bit higher, so they avoid most flex-AA.&lt;br /&gt;
To balance this, AA that fires at high-altitude should be stronger.&lt;br /&gt;
&lt;br /&gt;
There should be some overlap between the High altitude and the Low altitude zone.&lt;br /&gt;
Krow altitude, for example, could be so that it is hit by both types.&lt;br /&gt;
Certain AA can work in both zones, ie Gremlin, Zephyr.&lt;br /&gt;
&lt;br /&gt;
Jumping and lobbed units shouldn't reach the High-altitude zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system accomplishes the following:&lt;br /&gt;
Landed planes don't get hit by AA.&lt;br /&gt;
Launched units can be hit by AA.&lt;br /&gt;
Certain planes/gunships can fly &amp;quot;under&amp;quot; the strongest AA (ie Artemis).&lt;br /&gt;
&lt;br /&gt;
The following issues remain:&lt;br /&gt;
Jumping/lobbed units can be hit by low-altitude AA.&lt;br /&gt;
Building &amp;quot;correct&amp;quot; AA response becomes _more_ difficult.&lt;br /&gt;
This is a large change, requiring huge balancing efforts.&lt;br /&gt;
Might require engine changes to support altitude limited targeting.&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Viper&amp;diff=8909</id>
		<title>Viper</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Viper&amp;diff=8909"/>
		<updated>2023-08-03T11:05:03Z</updated>

		<summary type="html">&lt;p&gt;Talas: No more free Vipers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an advanced battle drone.{{ Infobox zkunit&lt;br /&gt;
| name = Viper&lt;br /&gt;
| defname = droneheavyslow&lt;br /&gt;
| description = Advanced Battle Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/droneheavyslow.png&lt;br /&gt;
| icontype = gunship&lt;br /&gt;
| cost = 35&lt;br /&gt;
| hitpoints = 430&lt;br /&gt;
| movespeed = 150&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| altitude = 143&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| slowdamage = 400&lt;br /&gt;
	| slowdps = 200&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Viper is an advanced battle drone similar to the Firefly but equipped with a Disruptor Pulse Beam, slowing its targets more with each hit.&lt;br /&gt;
&lt;br /&gt;
A Viper can be created by adding the Battle Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Lobster&amp;diff=8873</id>
		<title>Lobster</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Lobster&amp;diff=8873"/>
		<updated>2023-07-07T15:15:48Z</updated>

		<summary type="html">&lt;p&gt;Talas: Rephrase to make it more clear why the toggle exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a launcher bot from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Lobster&lt;br /&gt;
| defname = amphlaunch&lt;br /&gt;
| description = Amphibious Launcher Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphlaunch.png&lt;br /&gt;
| icontype = ampharty&lt;br /&gt;
| cost = 340&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 356&lt;br /&gt;
| sight = 500&lt;br /&gt;
| sonar = 500&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Unit Launcher&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 12&lt;br /&gt;
	| range = 620&lt;br /&gt;
	| aoe = 112&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 10&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Lacking armaments of its own, the Lobster's response to threats is to throw other units at the problem. Though originally intended for rapid coastline deployment, the Lobster has a variety of uses and can even offensively throw enemies units.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
While at first seeming as an afterthought unit, the Lobster is an ace in [[Amphbot Factory]]'s arsenal, allowing it a much-needed mobility boost and opening strategies for both sea and land warfare. You'll find that using Lobsters greatly improves performance from other units of this factory, while not requiring a lot of investment, as even one is usually sufficient.&lt;br /&gt;
&lt;br /&gt;
The Lobster launches units to great heights, allowing for both fast terrain traversal and access to otherwise unreachable terrain, while not causing any fall damage. It also ignores the unit's mass, launching anything from [[Flea]] to [[Detriment]] (and being the fastest of transport methods for the latter). &lt;br /&gt;
&lt;br /&gt;
While using the Lobster, always mind its &amp;quot;grab&amp;quot;, represented by thin green lines, as any unit in its reach will be launched alongside the desired ones.&lt;br /&gt;
&lt;br /&gt;
Some of the possible strategies include:&lt;br /&gt;
* Landing your troops on cliffs and from unexpected angles on island maps.&lt;br /&gt;
* Launching your [[Limpet]]s, giving you an arc-artillery previously missing and a potent disabling method.&lt;br /&gt;
* Using Lobsters in stealth to launch enemy into traps.&lt;br /&gt;
* Making a chain of Lobsters, launching one with the other, effectively allowing you to get your army across the map in moments. &lt;br /&gt;
* Tossing a lobster into enemy lines and tossing enemies out of position into your riots.&lt;br /&gt;
&lt;br /&gt;
== Special Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Lobster has a special state toggle called [[Unit_states#Allow_Attack_Commands|Allow Attack Commands]] to avoid accidental launching. It can be toggled in game and set to either [[Unit_states#Default_States|Default State]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Talas</name></author>
		
	</entry>
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