http://zero-k.info/mediawiki/api.php?action=feedcontributions&user=ShadowWolfTJC&feedformat=atomZero-K - User contributions [en]2024-03-29T09:27:20ZUser contributionsMediaWiki 1.34.1http://zero-k.info/mediawiki/index.php?title=Reef&diff=4641Reef2018-09-20T07:44:37Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is an aircraft carrier from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Reef<br />
| defname = shipcarrier<br />
| description = Aircraft Carrier (Bombardment), stockpiles disarm missiles at 5 m/s<br />
| image = http://manual.zero-k.info/unitpics/shipcarrier.png<br />
| icontype = shipcarrier<br />
| cost = 3000<br />
| hitpoints = 7500<br />
| movespeed = 83<br />
| turnrate = 38<br />
| sight = 660<br />
| sonar = 660<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Disarm Missile<br />
| type = StarburstLauncher<br />
| damage = 0<br />
| reloadtime = 5<br />
| disarmdamage = 15000<br />
| disarmdps = 3000<br />
| stuntime = 10<br />
| range = 3000<br />
| aoe = 140<br />
| manualfire = Yes<br />
| customlabel1 = Stockpile time (s)<br />
| customdata1 = 30<br />
| customlabel2 = Stockpile cost (M)<br />
| customdata2 = 150<br />
| projectilespeed = 1200<br />
}}<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Gull]]<br />
| maxdrones = 8<br />
| range = 1000<br />
| interval = 5<br />
| spawnsize = 1<br />
| buildtime = 25<br />
| maxbuilding = 4<br />
}}<br />
}}==Description==<br />
The most versatile ship on the high seas, the carrier serves several functions. It is equipped with a manual-fire disarming missile launcher for disabling enemy capital ships at range and serves as a mobile repair base for friendly aircraft. Perhaps most notably, the carrier provides its own complement of surface attack drones to engage targets.<br />
<br />
== Tactics and Strategy ==<br />
<br />
Like its land-based counterpart, the [[Funnelweb]], the Reef's drones can travel a fairly long distance away from it, so it can be used in a similar role as a Skirmisher (as opposed to the amphibious [[Detriment]], which is like a riot/assault unit compared to the Reef). Moreover, when you've built up enough drones (each Reef can have up to 8 [[Gull]] drones, with a combined dps of 640), they can easily overwhelm enemies through sheer numbers (especially when you have many Reefs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Reef's drones problems (in which case, if you're noticing that your Reefs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Reef's (and Funnelweb's) drones are being shot down, at least they can distract the enemy from your other units, including other heavy units like the [[Grizzly]]. Besides, the drones are totally expendable, while the Reef is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Reef's drones, a single Reef can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
As for the Reef's disarm missiles, keep in mind that, while they're being stockpiled, you'll be draining 5 metal-per-second-per-Reef. Therefore, if you're building many Reefs, and you want to conserve where your metal is being spent, you may want to limit how many disarm missiles they're allowed to stockpile. (The Reef's stockpile size is set to a whopping 100 by default.) Generally, a stockpile size of just 1 or 2 missiles per Reef should be sufficient if your Reefs are seeing constant battle. (For the record, 2 or 3 missiles should be adequate to keep a [[Shogun]] disarmed, while 16 should be sufficient to keep a [[Detriment]] disarmed, though you'll still need to follow it up by destroying said units.)<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Funnelweb&diff=4640Funnelweb2018-09-19T15:47:42Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is a drone/shield support strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Funnelweb<br />
| defname = striderfunnelweb<br />
| description = Drone/Shield Support Strider<br />
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png<br />
| icontype = t3special<br />
| cost = 4500<br />
| hitpoints = 11000<br />
| movespeed = 45<br />
| turnrate = 40<br />
| sight = 650<br />
| transportable = Heavy<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Firefly]]<br />
| maxdrones = 6<br />
| range = 800<br />
| interval = 15<br />
| spawnsize = 2<br />
| buildtime = 6<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability drone<br />
| drone = [[Viper]]<br />
| maxdrones = 2<br />
| range = 800<br />
| interval = 25<br />
| spawnsize = 1<br />
| buildtime = 9<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability shield<br />
| name = Energy Shield<br />
| strength = 3600<br />
| regen = 50<br />
| regencost = 12<br />
| radius = 350<br />
}}<br />
}}==Description==<br />
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.<br />
<br />
== Tactics and Strategy ==<br />
<br />
The Funnelweb's (and [[Reef]]'s) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the [[Dante]] and [[Scorpion]], which are like riot units compared to the Funnelweb). Moreover, when you've built up enough drones (each Funnelweb can have up to 6 [[Firefly]] companion drones, and up to 2 [[Viper]] battle drones, which have a combined dps of 440 + 400 slow damage), they can easily overwhelm enemies through sheer numbers (especially when you have many Funnelwebs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Funnelweb's drones problems (in which case, if you're noticing that your Funnelwebs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Funnelweb's drones, a single Funnelweb can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
Like the [[Aspis]], the Funnelweb's protective bubble shield can not only give it an additional layer of protection (that regenerates faster than the Funnelweb's basic auto-repair system), but it can even be used to protect nearby units from harm, including [[Merlin]]s, [[Dante]]s, [[Scorpion]]s, [[Paladin]]s, and even other Funnelwebs, and can share shield energy with other shielded units (similarly to how [[Thug]]s, [[Felon]]s, [[Convict]]s, and [[Aspis]] can share their shield energy with eachother). Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield, so it won't go down in a fight that easily.<br />
<br />
<br />
<br />
Overall, unlike assault-oriented striders, like the [[Dante]], [[Paladin]], or [[Detriment]], the Funnelweb is more of a support-oriented strider, whose main purposes are to harass enemies from far away with its drones, and protect other units, including other striders, with its large bubble shield. Unfortunately, a lone Funnelweb isn't likely to get much accomplished in a given period of time. In fact, chances are that you'd be better off picking the more assault-oriented [[Dante]], or the harder-hitting longer-ranged [[Merlin]], as the 1st strider that you'd want to build in a given match (though said striders could still benefit from support from a Funnelweb).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Aspis&diff=4636Aspis2018-09-19T06:55:31Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Aspis, starting with a reminder that the Aspis can be used at sea as well as on land.</p>
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<div>The '''{{PAGENAME}}''' is an area shield walker from the [[Shieldbot Factory]].{{ Infobox zkunit<br />
| name = Aspis<br />
| defname = shieldshield<br />
| description = Area Shield Walker<br />
| image = http://manual.zero-k.info/unitpics/shieldshield.png<br />
| icontype = walkershield<br />
| cost = 600<br />
| hitpoints = 700<br />
| movespeed = 61<br />
| turnrate = 346<br />
| sight = 300<br />
| transportable = Light<br />
| abilities = <br />
{{ Infobox zkability shield<br />
| name = Energy Shield<br />
| strength = 3600<br />
| regen = 50<br />
| regencost = 12<br />
| radius = 350<br />
}}<br />
{{ Infobox zkability morph<br />
| to = [[Aegis]]<br />
| cost = 0<br />
| time = 30<br />
| disabled = Yes<br />
}}<br />
}}==Description==<br />
The Aspis protects surrounding units with its area shield by destroying enemy projectiles and will automatically connect to other shield-equipped units to share charge. The area shield will not stop units and only intercepts projectiles on its perimeter, so enemies can get under the shield and shoot at the units inside. Recharging and maintaining area shields costs energy.<br />
<br />
==Tactics and Strategy==<br />
<br />
Remember that the Aspis (along with the [[Iris]]) is amphibious, so it can be used to shield friendly [[Shipyard|ships]], [[Amphbot Factory|amphbots]], [[Hovercraft Platform|hovercraft]], [[Reef]]s, [[Shogun]]s, and even [[Detriment]]s alongside land units. Also remember that the [[Athena]] can build Aspis (along with [[Iris]]es), so there's always an opportunity to build them without needing a [[Shieldbot Factory]], even if the battle takes place at sea (though you may need to terraform some dry land in order to build Athenas at sea if your Strider Hub is built far from dry land).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Iris&diff=4635Iris2018-09-19T06:52:30Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Iris can be viable at sea as well as on land.</p>
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<div>The '''{{PAGENAME}}''' is an area cloaker/jammer walker from the [[Cloakbot Factory]].{{ Infobox zkunit<br />
| name = Iris<br />
| defname = cloakjammer<br />
| description = Area Cloaker/Jammer Walker<br />
| image = http://manual.zero-k.info/unitpics/cloakjammer.png<br />
| icontype = kbotjammer<br />
| cost = 600<br />
| hitpoints = 600<br />
| movespeed = 57<br />
| turnrate = 346<br />
| energy = -1.5<br />
| sight = 400<br />
| transportable = Light<br />
| abilities = <br />
{{ Infobox zkability intel<br />
| jam = 440<br />
| energycost = 15<br />
}}<br />
{{ Infobox zkability morph<br />
| to = [[Cornea]]<br />
| cost = 0<br />
| time = 30<br />
| disabled = Yes<br />
}}<br />
}}==Description==<br />
The Iris has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.<br />
<br />
== Tactics and Strategy ==<br />
<br />
Having no weapons of its own, the Iris acts as a force multiplier for your other units, cloaking them from enemy view. This makes the Iris especially helpful at dealing with enemy skirmishers (such as [[Ronin]]s or [[Fencer]]s), artillery (such as [[Firewalker]]s or [[Merlin]]s), anti-heavy sniper units (such as [[Phantom]]s or [[Lance]]s), and even static defenses (such as [[Picket]]s, [[Stinger]]s, or even [[Cerberus]]) which normally won't fire at cloaked targets until they're revealed. As a result, the Iris effectively prevents longer-ranged enemy units from skirmishing any of your slower, shorter-ranged assaults (such as [[Knight]]s), riots (such as [[Reaver]]s), and even striders (such as [[Dante]]s or even [[Detriment]]s), allowing them to sneakily close the distance towards the enemy's units before coming under fire, so long as your units remain under the Iris's cloaking field, and so long as they don't shoot or take damage.<br />
<br />
Note that the Iris itself is very fragile, and if it is killed, you may find your units in dangerous positions outside the safety of your lines.<br />
<br />
In addition to its traditional role, the Iris can also be used to deliver bombs (such ash [[Imp]]s and [[Snitch]]es) to the heart of enemy unit clusters. When used correctly, this can be a very efficient counter to [[Shieldbot_Factory#Tactics_and_Strategy|shield balls]].<br />
<br />
Remember that the Iris (along with the [[Aspis]]) is amphibious, so it can be used to cloak friendly [[Shipyard|ships]], [[Amphbot Factory|amphbots]], [[Hovercraft Platform|hovercraft]], [[Reef]]s, [[Shogun]]s, and even [[Detriment]]s. Also remember that the [[Athena]] can build Irises (along with Aspis), so there's always an opportunity to build them without needing a [[Cloakbot Factory]], even if the battle takes place at sea (though you may need to terraform some dry land in order to build Athenas at sea if your Strider Hub is built far from dry land).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Reef&diff=4634Reef2018-09-19T06:37:44Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Reef, along with my insights towards how to best use them.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an aircraft carrier from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Reef<br />
| defname = shipcarrier<br />
| description = Aircraft Carrier (Bombardment), stockpiles disarm missiles at 5 m/s<br />
| image = http://manual.zero-k.info/unitpics/shipcarrier.png<br />
| icontype = shipcarrier<br />
| cost = 3000<br />
| hitpoints = 7500<br />
| movespeed = 83<br />
| turnrate = 38<br />
| sight = 660<br />
| sonar = 660<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Disarm Missile<br />
| type = StarburstLauncher<br />
| damage = 0<br />
| reloadtime = 5<br />
| disarmdamage = 15000<br />
| disarmdps = 3000<br />
| stuntime = 10<br />
| range = 3000<br />
| aoe = 140<br />
| manualfire = Yes<br />
| customlabel1 = Stockpile time (s)<br />
| customdata1 = 30<br />
| customlabel2 = Stockpile cost (M)<br />
| customdata2 = 150<br />
| projectilespeed = 1200<br />
}}<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Gull]]<br />
| maxdrones = 8<br />
| range = 1000<br />
| interval = 5<br />
| spawnsize = 1<br />
| buildtime = 25<br />
| maxbuilding = 4<br />
}}<br />
}}==Description==<br />
The most versatile ship on the high seas, the carrier serves several functions. It is equipped with a manual-fire disarming missile launcher for disabling enemy capital ships at range and serves as a mobile repair base for friendly aircraft. Perhaps most notably, the carrier provides its own complement of surface attack drones to engage targets.<br />
<br />
== Tactics and Strategy ==<br />
<br />
Like its land-based counterpart, the [[Funnelweb]], the Reef's drones can travel a fairly long distance away from it, so it can be used in a similar role as a Skirmisher (as opposed to the amphibious [[Detriment]], which is like a riot/assault unit compared to the Reef). Moreover, when you've built up enough drones (each Reef can have up to 6 [[Gull]] drones, with a combined dps of 640), they can easily overwhelm enemies through sheer numbers (especially when you have many Reefs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Reef's drones problems (in which case, if you're noticing that your Reefs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Reef's (and Funnelweb's) drones are being shot down, at least they can distract the enemy from your other units, including other heavy units like the [[Grizzly]]. Besides, the drones are totally expendable, while the Reef is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Reef's drones, a single Reef can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
As for the Reef's disarm missiles, keep in mind that, while they're being stockpiled, you'll be draining 5 metal-per-second-per-Reef. Therefore, if you're building many Reefs, and you want to conserve where your metal is being spent, you may want to limit how many disarm missiles they're allowed to stockpile. (The Reef's stockpile size is set to a whopping 100 by default.) Generally, a stockpile size of just 1 or 2 missiles per Reef should be sufficient if your Reefs are seeing constant battle. (For the record, 2 or 3 missiles should be adequate to keep a [[Shogun]] disarmed, while 16 should be sufficient to keep a [[Detriment]] disarmed, though you'll still need to follow it up by destroying said units.)<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Funnelweb&diff=4633Funnelweb2018-09-19T06:18:06Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is a drone/shield support strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Funnelweb<br />
| defname = striderfunnelweb<br />
| description = Drone/Shield Support Strider<br />
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png<br />
| icontype = t3special<br />
| cost = 4500<br />
| hitpoints = 11000<br />
| movespeed = 45<br />
| turnrate = 40<br />
| sight = 650<br />
| transportable = Heavy<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Firefly]]<br />
| maxdrones = 6<br />
| range = 800<br />
| interval = 15<br />
| spawnsize = 2<br />
| buildtime = 6<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability drone<br />
| drone = [[Viper]]<br />
| maxdrones = 2<br />
| range = 800<br />
| interval = 25<br />
| spawnsize = 1<br />
| buildtime = 9<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability shield<br />
| name = Energy Shield<br />
| strength = 3600<br />
| regen = 50<br />
| regencost = 12<br />
| radius = 350<br />
}}<br />
}}==Description==<br />
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.<br />
<br />
== Tactics and Strategy ==<br />
<br />
The Funnelweb's (and [[Reef]]'s) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the [[Dante]] and [[Scorpion]], which are like riot units compared to the Funnelweb). Moreover, when you've built up enough drones (each Funnelweb can have up to 6 [[Firefly]] companion drones, and up to 2 [[Viper]] battle drones, which have a combined dps of 440 + 400 slow damage), they can easily overwhelm enemies through sheer numbers (especially when you have many Funnelwebs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Funnelweb's drones problems (in which case, if you're noticing that your Funnelwebs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Funnelweb's drones, a single Funnelweb can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
Like the [[Aspis]], the Funnelweb's protective bubble shield can not only give it an additional layer of protection (that regenerates faster than the Funnelweb's basic auto-repair system), but it can even be used to protect nearby units from harm, including [[Catapult]]s, [[Dante]]s, [[Scorpion]]s, [[Paladin]]s, and even other Funnelwebs, and can share shield energy with other shielded units (similarly to how [[Thug]]s, [[Felon]]s, [[Convict]]s, and [[Aspis]] can share their shield energy with eachother). Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield, so it won't go down in a fight that easily.<br />
<br />
<br />
<br />
Overall, unlike assault-oriented striders, like the [[Dante]], [[Paladin]], or [[Detriment]], the Funnelweb is more of a support-oriented strider, whose main purposes are to harass enemies from far away with its drones, and protect other units, including other striders, with its large bubble shield. Unfortunately, a lone Funnelweb isn't likely to get much accomplished in a given period of time. In fact, chances are that you'd be better off picking the more assault-oriented [[Dante]], or the harder-hitting longer-ranged [[Catapult]], as the 1st strider that you'd want to build in a given match (though said striders could still benefit from support from a Funnelweb).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Funnelweb&diff=4632Funnelweb2018-09-19T04:27:04Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is a drone/shield support strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Funnelweb<br />
| defname = striderfunnelweb<br />
| description = Drone/Shield Support Strider<br />
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png<br />
| icontype = t3special<br />
| cost = 4500<br />
| hitpoints = 11000<br />
| movespeed = 45<br />
| turnrate = 40<br />
| sight = 650<br />
| transportable = Heavy<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Firefly]]<br />
| maxdrones = 6<br />
| range = 800<br />
| interval = 15<br />
| spawnsize = 2<br />
| buildtime = 6<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability drone<br />
| drone = [[Viper]]<br />
| maxdrones = 2<br />
| range = 800<br />
| interval = 25<br />
| spawnsize = 1<br />
| buildtime = 9<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability shield<br />
| name = Energy Shield<br />
| strength = 3600<br />
| regen = 50<br />
| regencost = 12<br />
| radius = 350<br />
}}<br />
}}==Description==<br />
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.<br />
<br />
== Tactics and Strategy ==<br />
<br />
The Funnelweb's (and [[Reef]]'s)) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the [[Dante]] and [[Scorpion]], which are like riot units compared to the Funnelweb). Moreover, when you've built up enough drones (each Funnelweb can have up to 6 [[Firefly]] companion drones, and up to 2 [[Viper]] battle drones, which have a combined dps of 440 + 400 slow damage), they can easily overwhelm enemies through sheer numbers (especially when you have many Funnelwebs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Funnelweb's drones problems (in which case, if you're noticing that your Funnelwebs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Funnelweb's drones, a single Funnelweb can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
Like the [[Aspis]], the Funnelweb's protective bubble shield can not only give it an additional layer of protection (that regenerates faster than the Funnelweb's basic auto-repair system), but it can even be used to protect nearby units from harm, including [[Catapult]]s, [[Dante]]s, [[Scorpion]]s, [[Paladin]]s, and even other Funnelwebs, and can share shield energy with other shielded units (similarly to how [[Thug]]s, [[Felon]]s, [[Convict]]s, and [[Aspis]] can share their shield energy with eachother). Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield, so it won't go down in a fight that easily.<br />
<br />
<br />
<br />
Overall, unlike assault-oriented striders, like the [[Dante]], [[Paladin]], or [[Detriment]], the Funnelweb is more of a support-oriented strider, whose main purposes are to harass enemies from far away with its drones, and protect other units, including other striders, with its large bubble shield. Unfortunately, a lone Funnelweb isn't likely to get much accomplished in a given period of time. In fact, chances are that you'd be better off picking the more assault-oriented [[Dante]], or the harder-hitting longer-ranged [[Catapult]], as the 1st strider that you'd want to build in a given match (though said striders could still benefit from support from a Funnelweb).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Funnelweb&diff=4631Funnelweb2018-09-19T04:22:26Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Funnelweb, along with my insights towards how to best use them.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a drone/shield support strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Funnelweb<br />
| defname = striderfunnelweb<br />
| description = Drone/Shield Support Strider<br />
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png<br />
| icontype = t3special<br />
| cost = 4500<br />
| hitpoints = 11000<br />
| movespeed = 45<br />
| turnrate = 40<br />
| sight = 650<br />
| transportable = Heavy<br />
| abilities = <br />
{{ Infobox zkability drone<br />
| drone = [[Firefly]]<br />
| maxdrones = 6<br />
| range = 800<br />
| interval = 15<br />
| spawnsize = 2<br />
| buildtime = 6<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability drone<br />
| drone = [[Viper]]<br />
| maxdrones = 2<br />
| range = 800<br />
| interval = 25<br />
| spawnsize = 1<br />
| buildtime = 9<br />
| maxbuilding = 1<br />
}}<br />
{{ Infobox zkability shield<br />
| name = Energy Shield<br />
| strength = 3600<br />
| regen = 50<br />
| regencost = 12<br />
| radius = 350<br />
}}<br />
}}==Description==<br />
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.<br />
<br />
== Tactics and Strategy ==<br />
<br />
The Funnelweb's (and [[Reef]]'s)) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the [[Dante]] and [[Scorpion]], which are like riot units compared to the Funnelweb). Moreover, when you've built up enough drones (each Funnelweb can have up to 6 [[Firefly]] companion drones, and up to 2 [[Viper]] battle drones, which have a combined dps of 440 + 400 slow damage), they can easily overwhelm enemies through sheer numbers (especially when you have many Funnelwebs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Funnelweb's drones problems (in which case, if you're noticing that your Funnelwebs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).<br />
<br />
- Still, even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away.<br />
<br />
- Amusingly enough, since anti-air units will target the Funnelweb's drones, a single Funnelweb can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.<br />
<br />
<br />
<br />
Like the [[Aspis]], the Funnelweb's protective bubble shield can not only give it an additional layer of protection (that regenerates faster than the Funnelweb's basic auto-repair system), but it can even be used to protect nearby units from harm, including [[Catapults]], [[Dantes]], [[Scorpions]], [[Paladins]], and even other Funnelwebs, and can share shield energy with other shielded units (similarly to how [[Thug]]s, [[Felon]]s, [[Convict]]s, and [[Aspis]] can share their shield energy with eachother). Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield, so it won't go down in a fight that easily.<br />
<br />
<br />
<br />
Overall, unlike assault-oriented striders, like the [[Dante]], [[Paladin]], or [[Detriment]], the Funnelweb is more of a support-oriented strider, whose main purposes are to harass enemies from far away with its drones, and protect other units, including other striders, with its large bubble shield. Unfortunately, a lone Funnelweb isn't likely to get much accomplished in a given period of time. In fact, chances are that you'd be better off picking the more assault-oriented [[Dante]], or the harder-hitting longer-ranged [[Catapult]], as the 1st strider that you'd want to build in a given match (though said striders could still benefit from support from a Funnelweb).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Athena&diff=4618Athena2018-09-13T08:05:10Z<p>ShadowWolfTJC: Added Widow to Athena's build list.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an airborne specops engineer.{{ Infobox zkunit<br />
| name = Athena<br />
| defname = athena<br />
| description = Airborne SpecOps Engineer, Builds at 15 m/s<br />
| image = http://manual.zero-k.info/unitpics/athena.png<br />
| icontype = t3builder<br />
| cost = 600<br />
| hitpoints = 750<br />
| movespeed = 210<br />
| turnrate = 24<br />
| energy = 0.45<br />
| sight = 380<br />
| sonar = 600<br />
| abilities = <br />
{{ Infobox zkability construction<br />
| buildpower = 15<br />
}}<br />
{{ Infobox zkability cloak<br />
| upkeepidle = 2<br />
| upkeepmobile = 5<br />
| decloakradius = 125<br />
}}<br />
{{ Infobox zkability intel<br />
| radar = 1200<br />
| jam = 300<br />
}}<br />
{{ Infobox zkability regen<br />
| combatregen = 20<br />
}}<br />
}}==Description==<br />
The Athena is the pinnacle of stealth strike capability. Equipped with a cloaking device and a radar jammer, it can slip through enemy lines to assemble squads of raiders, inflicting havoc on the opposition's logistics. The Athena can also resurrect wrecks on the battlefield, adding them to your army.<br />
<br />
==Build Options==<br />
The Athena builds the following units:<br />
* [[Conjurer]]<br />
* [[Flea]]<br />
* [[Bandit]]<br />
* [[Halberd]]<br />
* [[Scythe]]<br />
* [[Moderator]]<br />
* [[Recluse]]<br />
* [[Blitz]]<br />
* [[Knight]]<br />
* [[Phantom]]<br />
* [[Impaler]]<br />
* [[Widow]]<br />
* [[Gremlin]]<br />
* [[Aspis]]<br />
* [[Iris]]<br />
* [[Djinn]]<br />
* [[Ultimatum]]<br />
<br />
It also builds the following buildings:<br />
* [[Caretaker]]<br />
* [[Radar Tower]]<br />
* [[Advanced Radar]]<br />
* [[Cornea]]<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Blitz&diff=4617Blitz2018-09-12T10:50:47Z<p>ShadowWolfTJC: Updated stats to reflect latest nerf to Blitz's stats.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a lightning assault/raider tank from the [[Tank Foundry]].{{ Infobox zkunit<br />
| name = Blitz<br />
| defname = tankheavyraid<br />
| description = Lightning Assault/Raider Tank<br />
| image = http://manual.zero-k.info/unitpics/tankheavyraid.png<br />
| icontype = tankraider<br />
| cost = 300<br />
| hitpoints = 1100<br />
| movespeed = 102<br />
| turnrate = 102<br />
| sight = 450<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Lightning Gun<br />
| type = LightningCannon<br />
| damage = 180<br />
| reloadtime = 2.7<br />
| dps = 74<br />
| empdamage = 500<br />
| empdps = 185<br />
| stuntime = 1<br />
| range = 245<br />
| special1 = Instantly hits<br />
}}<br />
}}==Description==<br />
The Blitz is a high-tech raider. Its weapon, a lightning gun, deals mostly paralyze damage. This way, the Blitz can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base.<br />
<br />
== Tactics and Strategy ==<br />
The Blitz often outperforms most other raiders in battle for a variety of reasons. 1st, since the Blitz has so much HP compared to other raiders, it can more easily survive battles against other raiders long enough for it to retreat home for repairs. 2nd, its lightning gun leaves most other raiders paralyzed after a single shot, allowing it to easily escape from assaults by most other raiders. (Prior to version 1.6.5.6, it could one-shot [[Glaive]]s.)<br />
<br />
However, the Blitz's lightning gun overkills much cheaper and faster scouts like [[Flea]]s and [[Dart]]s, so you may opt to counter Blitzes with them (in addition to using riot units like [[Reaver]]s or [[Mace]]s).<br />
<br />
Many low-weight riot units, such as [[Reaver]]s, [[Outlaw]]s, [[Mace]]s, [[Ripper]]s, and [[Redback]]s struggle to defeat Blitzes in even matchups due to the Blitz's high health and emp damage (in addition to its fast speed). In many respects, the Blitz is more of a fast assault unit (like the [[Ravager]] and [[Halberd]]) than a pure low-health raider (like the [[Glaive]] or [[Bandit]]), and in an even match, the Blitz is likely to come out on top of those riot units.<br />
<br />
- As a Cloakbot player, it might be better to counter Blitzes with [[Knight]]s instead of [[Reaver]]s, since not only do Knights have more health, and deliver more damage-per-shot, than both Blitzes and Reavers, they also do more EMP damage-per-shot than Blitzes. Therefore, in an even match between Knights and Blitzes, Knights will most likely come out on top of the more frail Blitzes.<br />
<br />
- Likewise, as a Shieldbot player, you may want to use [[Felon]]s to counter Blitzes instead of [[Outlaw]]s, since Outlaws do so little damage to a Blitz that you'd need many of them to feasibly slow down just one of them (let alone take one out). Felons, on the other hand, excel at quickly taking down Blitzes with their shield guns (assuming that they have a fully-charged shield).<br />
<br />
- As mentioned before, the Blitz overkills [[Dart]]s, so you may want to use them to counter Blitzes instead of [[Ripper]]s. Moreover, a single [[Dominatrix]] can capture a single Blitz in less than 4 seconds, and multiple Dominatrices can assist in the capturing process. In a larger combat setting that pits multiple Blitzes with multiple Dominatrices, if your Dominatrices are able to capture even one Blitz, any captured Blitzes are likely to turn on their former comrades, helping your Dominatrices to come out of this battle on top.<br />
<br />
- As a Hover player, consider using [[Claymore]]s against large numbers of Blitzes, with the occasional [[Mace]] or 2 thrown in. Since a single Claymore comes close to killing a single Blitz with a single depth charge, adding a Mace to a group of Claymores should help in quickly putting the weakened Blitzes out of their misery.<br />
<br />
- As mentioned before, the Blitz overkills [[Flea]]s, so you may want to use them to counter Blitzes instead of [[Redback]]s. Alternatively, [[Venom]]s stand a fighting chance at putting a stop to the Blitzes' rampage, since for their cost, Venoms deal more emp damage-per-shot than the Blitz, and have both a higher rate-of-fire and a wider area-of-effect. However, since Venoms do so little normal damage, they need to rely upon other harder-hitting units, such as [[Hermit]]s or [[Redback]]s to finish off the enemy Blitzes for good.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Halberd&diff=4170Halberd2018-06-05T21:20:00Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Halberd.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a blockade runner hover from the [[Hovercraft Platform]].{{ Infobox zkunit<br />
| name = Halberd<br />
| defname = hoverassault<br />
| description = Blockade Runner Hover<br />
| image = http://manual.zero-k.info/unitpics/hoverassault.png<br />
| icontype = hoverassault<br />
| cost = 240<br />
| hitpoints = 1250<br />
| movespeed = 96<br />
| turnrate = 102<br />
| sight = 385<br />
| sonar = 385<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Direct Energy Weapon<br />
| type = LaserCannon<br />
| damage = 150<br />
| reloadtime = 1.20<br />
| dps = 125<br />
| range = 200<br />
| projectilespeed = 200<br />
}}<br />
| abilities = <br />
{{ Infobox zkability armored<br />
| reduction = 75%<br />
}}<br />
}}==Description==<br />
The Halberd buttons down into its armored hull when not firing, offering 4x damage resistance. Its slow, short-ranged weapon is unsuitable for use against highly mobile targets.<br />
<br />
== Tactics and Strategy ==<br />
Set the Halberd's fire state to "hold fire mode" to keep it from opening up its protective hull to fire at enemies, thus keeping its damage reduction capabilities active (for, say, when it needs to speed past some modest defenses).<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Flea&diff=3925Flea2018-05-14T02:03:54Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is an ultralight scout spider (burrows) from the [[Spider Factory]].{{ Infobox zkunit<br />
| name = Flea<br />
| defname = spiderscout<br />
| description = Ultralight Scout Spider (Burrows)<br />
| image = http://manual.zero-k.info/unitpics/spiderscout.png<br />
| icontype = spiderscout<br />
| cost = 20<br />
| hitpoints = 40<br />
| movespeed = 144<br />
| turnrate = 346<br />
| sight = 560<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Micro Laser<br />
| type = BeamLaser<br />
| damage = 10.6<br />
| reloadtime = 0.25<br />
| dps = 42<br />
| range = 155<br />
| special1 = Instantly hits<br />
}}<br />
| abilities = <br />
{{ Infobox zkability cloak<br />
| customdata1 = Only when idle<br />
| customdata2 = Free and automated<br />
| decloakradius = 120<br />
}}<br />
}}==Description==<br />
The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.<br />
<br />
== Tactics and Strategy ==<br />
Although they typically lose out against more combat-worthy raiders like [[Glaive]]s and [[Scorcher]]s, Fleas, like other cheap scout units, excel at taking down anti-heavy units like [[Lance]]s and [[Phantom]]s (even being cheap enough to affordably locate the cloaked sniper units) due to how much overkill those units' weapons do against the tiny Fleas. Should they lack modest anti-swarm escorts, even heavy units like [[Grizzly|Grizzlies]], [[Cyclops]]es, and even [[Paladin]]s will easily fall prey to masses of Fleas, with less cost spent on the Fleas than on the heavy units.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Flea&diff=3924Flea2018-05-14T02:03:18Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is an ultralight scout spider (burrows) from the [[Spider Factory]].{{ Infobox zkunit<br />
| name = Flea<br />
| defname = spiderscout<br />
| description = Ultralight Scout Spider (Burrows)<br />
| image = http://manual.zero-k.info/unitpics/spiderscout.png<br />
| icontype = spiderscout<br />
| cost = 20<br />
| hitpoints = 40<br />
| movespeed = 144<br />
| turnrate = 346<br />
| sight = 560<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Micro Laser<br />
| type = BeamLaser<br />
| damage = 10.6<br />
| reloadtime = 0.25<br />
| dps = 42<br />
| range = 155<br />
| special1 = Instantly hits<br />
}}<br />
| abilities = <br />
{{ Infobox zkability cloak<br />
| customdata1 = Only when idle<br />
| customdata2 = Free and automated<br />
| decloakradius = 120<br />
}}<br />
}}==Description==<br />
The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.<br />
<br />
== Tactics and Strategy ==<br />
Although they typically lose out against more combat-worthy raiders like [[Glaive]]s and [[Scorcher]]s, Fleas, like other cheap scout units, excel at taking down anti-heavy units like [[Lance]]s and [[Phantom]]s (even being cheap enough to affordably locate the cloaked sniper units) due to how much overkill those units' weapons do against the tiny Darts. Should they lack modest anti-swarm escorts, even heavy units like [[Grizzly|Grizzlies]], [[Cyclops]]es, and even [[Paladin]]s will easily fall prey to masses of Fleas, with less cost spent on the Fleas than on the heavy units.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Flea&diff=3922Flea2018-05-13T05:33:21Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Flea, starting with their usefulness against anti-heavy units.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an ultralight scout spider (burrows) from the [[Spider Factory]].{{ Infobox zkunit<br />
| name = Flea<br />
| defname = spiderscout<br />
| description = Ultralight Scout Spider (Burrows)<br />
| image = http://manual.zero-k.info/unitpics/spiderscout.png<br />
| icontype = spiderscout<br />
| cost = 20<br />
| hitpoints = 40<br />
| movespeed = 144<br />
| turnrate = 346<br />
| sight = 560<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Micro Laser<br />
| type = BeamLaser<br />
| damage = 10.6<br />
| reloadtime = 0.25<br />
| dps = 42<br />
| range = 155<br />
| special1 = Instantly hits<br />
}}<br />
| abilities = <br />
{{ Infobox zkability cloak<br />
| customdata1 = Only when idle<br />
| customdata2 = Free and automated<br />
| decloakradius = 120<br />
}}<br />
}}==Description==<br />
The Flea can hide in inaccessible locations where its sophisticated sensor suite allows it to see further than it can be seen. It can be used in small groups to effectively raid mexes early on, and in maps with tall cliffs can attack from unexpected angles. It does very little damage and dies to any form of opposition.<br />
<br />
== Tactics and Strategy ==<br />
Although they typically lose out against more combat-worthy raiders like [[Glaive]]s and [[Scorcher]]s, Darts, like other cheap scout units, excel at taking down anti-heavy units like [[Lance]]s and [[Phantom]]s (even being cheap enough to affordably locate the cloaked sniper units) due to how much overkill those units' weapons do against the tiny Darts. Should they lack modest anti-swarm escorts, even heavy units like [[Grizzly|Grizzlies]], [[Cyclops]]es, and even [[Paladin]]s will easily fall prey to masses of Darts, with less cost spent on the Darts than on the heavy units.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Dart&diff=3921Dart2018-05-13T05:32:39Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Dart, starting with their usefulness against anti-heavy units.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a raider/scout rover from the [[Rover Assembly]].{{ Infobox zkunit<br />
| name = Dart<br />
| defname = vehscout<br />
| description = Raider/Scout Rover<br />
| image = http://manual.zero-k.info/unitpics/vehscout.png<br />
| icontype = vehiclescout<br />
| cost = 40<br />
| hitpoints = 120<br />
| movespeed = 153<br />
| turnrate = 181<br />
| sight = 580<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Disruptor Pulse Beam<br />
| type = BeamLaser<br />
| damage = 35<br />
| reloadtime = 1<br />
| dps = 35<br />
| slowdamage = 140<br />
| slowdps = 140<br />
| range = 150<br />
| special1 = Instantly hits<br />
}}<br />
}}==Description==<br />
Cheap and fast, the Dart is deadly in the first minutes of the game if your opponent is caught off-guard. Use missile towers, LLTs or any quick units to stop them.<br />
<br />
== Tactics and Strategy ==<br />
Although they typically lose out against more combat-worthy raiders like [[Glaive]]s and [[Scorcher]]s, Darts, like other cheap scout units, excel at taking down anti-heavy units like [[Lance]]s and [[Phantom]]s (even being cheap enough to affordably locate the cloaked sniper units) due to how much overkill those units' weapons do against the tiny Darts. Should they lack modest anti-swarm escorts, even heavy units like [[Grizzly|Grizzlies]], [[Cyclops]]es, and even [[Paladin]]s will easily fall prey to masses of Darts, with less cost spent on the Darts than on the heavy units.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Scallop&diff=3902Scallop2018-05-09T03:14:10Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Sirens can skirmish Scallops.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an amphibious riot bot (anti-sub) from the [[Amphbot Factory]].{{ Infobox zkunit<br />
| name = Scallop<br />
| defname = amphriot<br />
| description = Amphibious Riot Bot (Anti-Sub)<br />
| image = http://manual.zero-k.info/unitpics/amphriot.png<br />
| icontype = amphtorpriot<br />
| cost = 280<br />
| hitpoints = 1100<br />
| movespeed = 45<br />
| turnrate = 165<br />
| sight = 430<br />
| sonar = 430<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Flechette<br />
| type = LaserCannon<br />
| damage = 26 × 9<br />
| reloadtime = 0.80<br />
| dps = 293<br />
| range = 300<br />
| aoe = 16<br />
| inaccuracy = 3.0<br />
| projectilespeed = 880<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Undersea Charge Launcher<br />
| type = TorpedoLauncher<br />
| damage = 90.1 × 2<br />
| reloadtime = 1.40<br />
| dps = 129<br />
| range = 230<br />
| aoe = 50<br />
| homing = 165<br />
| projectilespeed = 400<br />
}}<br />
| abilities = <br />
{{ Infobox zkability regen<br />
| waterregen = 10<br />
| atdepth = 40<br />
}}<br />
}}==Description==<br />
A typical riot unit, the Scallop is armed with impact explosives for underwater use and a quadruple shotgun when on land.<br />
<br />
== Tactics and Strategy ==<br />
Normally, your Scallops are too slow and short-ranged to be able to close the distance towards the enemy's skirmishers. However, with help from some [[Lobster]]s, your Scallops can quickly close the distance towards the enemy units by having the Lobsters lob the Scallops at the enemy skirmishers. Such a tactic can also help the Scallops deal with some more modest base defenses like [[Stardust]] or [[Stinger]]s, so long as the Scallops are launched right next to the base defenses, so that their shotguns can deal maximum damage from point-blank range.<br />
<br />
Against ships, while the Scallop can take care of enemy [[Hunter]]s and [[Seawolf|Seawolves]] just fine, unfortunately, it possesses neither the speed, nor the range, to deal with enemy [[Siren]]s, which can skirmish the Scallops to oblivion. Although [[Buoy]]s and [[Grizzly|Grizzlies]] could possibly help in dealing with enemy Sirens, as mentioned before, [[Lobster]]s can help fix this problem by hurling the Scallops at the Sirens.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Scallop&diff=3901Scallop2018-05-09T03:03:57Z<p>ShadowWolfTJC: Added "Tactics and Strategy" section for Scallop, starting with a cheesy strategy that involves lobbing Scallops at skirmishers and defenses with Lobsters.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an amphibious riot bot (anti-sub) from the [[Amphbot Factory]].{{ Infobox zkunit<br />
| name = Scallop<br />
| defname = amphriot<br />
| description = Amphibious Riot Bot (Anti-Sub)<br />
| image = http://manual.zero-k.info/unitpics/amphriot.png<br />
| icontype = amphtorpriot<br />
| cost = 280<br />
| hitpoints = 1100<br />
| movespeed = 45<br />
| turnrate = 165<br />
| sight = 430<br />
| sonar = 430<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Flechette<br />
| type = LaserCannon<br />
| damage = 26 × 9<br />
| reloadtime = 0.80<br />
| dps = 293<br />
| range = 300<br />
| aoe = 16<br />
| inaccuracy = 3.0<br />
| projectilespeed = 880<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Undersea Charge Launcher<br />
| type = TorpedoLauncher<br />
| damage = 90.1 × 2<br />
| reloadtime = 1.40<br />
| dps = 129<br />
| range = 230<br />
| aoe = 50<br />
| homing = 165<br />
| projectilespeed = 400<br />
}}<br />
| abilities = <br />
{{ Infobox zkability regen<br />
| waterregen = 10<br />
| atdepth = 40<br />
}}<br />
}}==Description==<br />
A typical riot unit, the Scallop is armed with impact explosives for underwater use and a quadruple shotgun when on land.<br />
<br />
== Tactics and Strategy ==<br />
Normally, your Scallops are too slow and short-ranged to be able to close the distance towards the enemy's skirmishers. However, with help from some [[Lobster]]s, your Scallops can quickly close the distance towards the enemy units by having the Lobsters lob the Scallops at the enemy skirmishers. Such a tactic can also help the Scallops deal with some more modest base defenses like [[Stardust]] or [[Stinger]]s, so long as the Scallops are launched right next to the base defenses, so that their shotguns can deal maximum damage from point-blank range.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Scorpion&diff=3899Scorpion2018-05-08T22:52:34Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Adding links</p>
<hr />
<div>The '''{{PAGENAME}}''' is a cloaked infiltration strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Scorpion<br />
| defname = striderscorpion<br />
| description = Cloaked Infiltration Strider<br />
| image = http://manual.zero-k.info/unitpics/striderscorpion.png<br />
| icontype = t3spidergeneric<br />
| cost = 3000<br />
| hitpoints = 12000<br />
| movespeed = 39<br />
| turnrate = 66<br />
| sight = 517<br />
| transportable = Heavy<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Lightning Gun<br />
| type = LightningCannon<br />
| damage = 360<br />
| reloadtime = 2<br />
| dps = 180<br />
| empdamage = 1080<br />
| empdps = 540<br />
| stuntime = 3<br />
| range = 490<br />
| inaccuracy = 1.40<br />
| special1 = Instantly hits<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Multi-Stunner<br />
| type = LightningCannon<br />
| damage = 0<br />
| reloadtime = 30<br />
| empdamage = 1001 × 20<br />
| empdps = 667<br />
| stuntime = 3<br />
| range = 490<br />
| aoe = 80<br />
| inaccuracy = 4.1<br />
| manualfire = Yes<br />
| special1 = Instantly hits<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Auto Particle Beam × 2<br />
| type = BeamLaser<br />
| damage = 60<br />
| reloadtime = 0.33<br />
| dps = 182<br />
| range = 420<br />
| special1 = Instantly hits<br />
}}<br />
| abilities = <br />
{{ Infobox zkability cloak<br />
| upkeepidle = 2<br />
| upkeepmobile = 10<br />
| decloakradius = 150<br />
}}<br />
}}==Description==<br />
The Scorpion paralyzes enemies with its lightning sting and then chews them up with its particle beam claws. Its tough carapace shrugs off most enemy fire, and can also turn the Scorpion transparent.<br />
<br />
== Tactics and Strategy ==<br />
With its stealthiness, ability to climb walls, and high close-range firepower, the Scorpion makes an excellent late-game infiltration unit, specially on hilly maps where it is capable of approaching enemy assets from unexpected angles. Use Scorpions to take out artillery/support units behind enemy lines, or economic assets.<br />
<br />
While the're quite powerful and their riot-like weapons keep them safe from swarms of light units, the're ultimately expensive, sluggish units with a short range, so ideally you want them to somehow bypass or circle the enemy's main force. If what you want is to punch right through it, there are better Striders for that, such as the [[Dante]] or [[Funnelweb]].<br />
<br />
Note that the Scorpion's multi-stunner special ability is able to paralyze other heavy units that it sneaks up to, including striders of similar weight like [[Dante]]s, [[Funnelweb]]s, [[Merlin]]s, and other Scorpions, of which a single Scorpion is sufficient to paralyze. [[Paladin]]s and [[White Dragon]]s can be paralyzed with 3 or 4 Scorpions. This makes the Scorpion an effective anti-heavy/anti-strider unit.<br />
<br />
However, such tactics could be countered simply by providing your paralyzed striders with escorts that can adequately take on a Scorpion, whether it's another close-ranged strider, or a few anti-heavy units like [[Lance]]s, [[Phantom]]s, or [[Widow]]s.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Tremor&diff=3898Tremor2018-05-08T22:21:38Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Tremors smoothen terrain frighteningly fast. Also, some clarification.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a heavy saturation artillery tank from the [[Tank Foundry]].{{ Infobox zkunit<br />
| name = Tremor<br />
| defname = tankheavyarty<br />
| description = Heavy Saturation Artillery Tank<br />
| image = http://manual.zero-k.info/unitpics/tankheavyarty.png<br />
| icontype = tanklrarty<br />
| cost = 1500<br />
| hitpoints = 2045<br />
| movespeed = 51<br />
| turnrate = 51<br />
| sight = 660<br />
| transportable = Heavy<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Rapid-Fire Plasma Artillery<br />
| type = Cannon<br />
| damage = 145<br />
| reloadtime = 0.36<br />
| dps = 403<br />
| range = 1300<br />
| aoe = 80<br />
| projectilespeed = 420<br />
| special1 = Smooths ground<br />
| special2 = High trajectory<br />
}}<br />
}}==Description==<br />
The principle behind the Tremor is simple: flood an area with enough shots, and you'll hit something at least once. Slow, clumsy, vulnerable and extremely frightening, the Tremor works best against high-density target areas, where its saturation shots are most likely to do damage. It pulverizes shields in seconds and its shells smooth terrain.<br />
<br />
== Tactics and Strategy ==<br />
The effectiveness of artillery units can be greatly hampered by the use of cloak (including [[Iris]] area cloakers) to hide the positions of units, and/or by the use of shields (such as [[Aspis]]) to directly block the damage. However, the Tremor is well-built to counter both of these tactics. Since the Tremor can flood large areas with damage, and since units are revealed when they take damage, hiding is all but useless against a Tremor. Moreover, since shields have large surface areas, they are likely to get hit by many of the Tremor's normally-inaccurate shells, which could easily lead to the shields quickly collapsing. If you besiege a position with a Tremor for long enough, and if the enemy is unable, or unwilling, to launch a counterattack against the Tremor, then the enemy will likely have no choice but to retreat.<br />
<br />
However, the Tremor is not a quick killer by any means (especially since its shells are so inaccurate), and they become a priority target as soon as they start firing. Before employing a Tremor, be prepared to protect it.<br />
<br />
The Tremor is, within about a minute, able to flatten small mountains, and create makeshift ramps out of tall steep cliffs. If you're facing an opponent who [[terraform]]s alot, and/or is positioned in an area that your tanks can't reach easily (if at all), then try using a Tremor to open up an avenue for your tanks to attack.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Blitz&diff=3897Blitz2018-05-08T22:08:42Z<p>ShadowWolfTJC: /* Tactics and Strategy */ The Blitz's combat characteristics give it an edge against many riot units. Because of this, players will need to get creative to come out on top against a Blitz player.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a lightning assault/raider tank from the [[Tank Foundry]].{{ Infobox zkunit<br />
| name = Blitz<br />
| defname = tankheavyraid<br />
| description = Lightning Assault/Raider Tank<br />
| image = http://manual.zero-k.info/unitpics/tankheavyraid.png<br />
| icontype = tankraider<br />
| cost = 300<br />
| hitpoints = 1100<br />
| movespeed = 102<br />
| turnrate = 102<br />
| sight = 450<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Lightning Gun<br />
| type = LightningCannon<br />
| damage = 200<br />
| reloadtime = 2.7<br />
| dps = 74<br />
| empdamage = 500<br />
| empdps = 185<br />
| stuntime = 1<br />
| range = 260<br />
| special1 = Instantly hits<br />
}}<br />
}}==Description==<br />
The Blitz is a high-tech raider. Its weapon, a lightning gun, deals mostly paralyze damage. This way, the Blitz can disable turrets, waltz through the defensive line, and proceed to level the economic heart of the opponent's base.<br />
<br />
== Tactics and Strategy ==<br />
The Blitz often outperforms most other raiders in battle for a variety of reasons. 1st, since the Blitz has so much HP compared to other raiders, it can more easily survive battles against other raiders long enough for it to retreat home for repairs. 2nd, its lightning gun fries individual [[Glaive]]s in a single shot, and leaves most other raiders paralyzed after a single shot.<br />
<br />
However, the Blitz's lightning gun overkills much cheaper and faster scouts like [[Flea]]s and [[Dart]]s, so you may opt to counter Blitzes with them (in addition to using riot units like [[Reaver]]s or [[Mace]]s).<br />
<br />
Many low-weight riot units, such as [[Reaver]]s, [[Outlaw]]s, [[Mace]]s, [[Ripper]]s, and [[Redback]]s struggle to defeat Blitzes in even matchups due to the Blitz's high health and emp damage (in addition to its fast speed). In many respects, the Blitz is more of a fast assault unit (like the [[Ravager]] and [[Halberd]]) than a pure low-health raider (like the [[Glaive]] or [[Bandit]]), and in an even match, the Blitz is likely to come out on top of those riot units.<br />
<br />
- As a Cloakbot player, it might be better to counter Blitzes with [[Knight]]s instead of [[Reaver]]s, since not only do Knights have more health, and deliver more damage-per-shot, than both Blitzes and Reavers, they also do more EMP damage-per-shot than Blitzes. Therefore, in an even match between Knights and Blitzes, Knights will most likely come out on top of the more frail Blitzes.<br />
<br />
- Likewise, as a Shieldbot player, you may want to use [[Felon]]s to counter Blitzes instead of [[Outlaw]]s, since Outlaws do so little damage to a Blitz that you'd need many of them to feasibly slow down just one of them (let alone take one out). Felons, on the other hand, excel at quickly taking down Blitzes with their shield guns (assuming that they have a fully-charged shield).<br />
<br />
- As mentioned before, the Blitz overkills [[Dart]]s, so you may want to use them to counter Blitzes instead of [[Ripper]]s. Moreover, a single [[Dominatrix]] can capture a single Blitz in less than 4 seconds, and multiple Dominatrices can assist in the capturing process. In a larger combat setting that pits multiple Blitzes with multiple Dominatrices, if your Dominatrices are able to capture even one Blitz, any captured Blitzes are likely to turn on their former comrades, helping your Dominatrices to come out of this battle on top.<br />
<br />
- As a Hover player, consider using [[Claymore]]s against large numbers of Blitzes, with the occasional [[Mace]] or 2 thrown in. Since a single Claymore comes close to killing a single Blitz with a single depth charge, adding a Mace to a group of Claymores should help in quickly putting the weakened Blitzes out of their misery.<br />
<br />
- As mentioned before, the Blitz overkills [[Flea]]s, so you may want to use them to counter Blitzes instead of [[Redback]]s. Alternatively, [[Venom]]s stand a fighting chance at putting a stop to the Blitzes' rampage, since for their cost, Venoms deal more emp damage-per-shot than the Blitz, and have both a higher rate-of-fire and a wider area-of-effect. However, since Venoms do so little normal damage, they need to rely upon other harder-hitting units, such as [[Hermit]]s or [[Redback]]s to finish off the enemy Blitzes for good.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Firewalker&diff=3896Firewalker2018-05-08T21:24:49Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Firewalkers are good against shields.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a saturation artillery walker from the [[Jumpbot Factory]].{{ Infobox zkunit<br />
| name = Firewalker<br />
| defname = jumparty<br />
| description = Saturation Artillery Walker<br />
| image = http://manual.zero-k.info/unitpics/jumparty.png<br />
| icontype = fatbotarty<br />
| cost = 900<br />
| hitpoints = 1250<br />
| movespeed = 44<br />
| turnrate = 99<br />
| sight = 660<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Napalm Mortar<br />
| type = Cannon<br />
| damage = 80 × 10<br />
| reloadtime = 12<br />
| dps = 67<br />
| afterburn = 2<br />
| range = 900<br />
| aoe = 64<br />
| inaccuracy = 5.0<br />
| customlabel1 = Ground Burn DPS<br />
| customdata1 = 20<br />
| customlabel2 = Ground Burn radius (elmo)<br />
| customdata2 = 64<br />
| customlabel3 = Ground Burn duration (s)<br />
| customdata3 = 16<br />
| projectilespeed = 320<br />
}}<br />
}}==Description==<br />
The Firewalker's medium range mortars immolate a small area, denying use of that terrain for brief periods of time. The bot itself is somewhat clumsy and slow to maneuver.<br />
<br />
== Tactics and Strategy ==<br />
Although, in general, clumps of closely-packed enemy units don't deal well with being bombarded by a Firewalker, shieldballs have it much worse than usual, since the Firewalker's incendiary mortars can somewhat penetrate through shields.<br />
<br />
The Firewalker's incendiary mortars can reveal cloaked units that wade through the puddles of napalm that the Firewalker's shells create on impact. This makes them a useful counter against enemy task forces that are being cloaked by an [[Iris]].<br />
<br />
Since the puddles of napalm that the Firewalker's shells create on impact last longer than the Firewalker's rate-of-fire, you can effectively use them in an area-denial role by force-firing on the ground.<br />
<br />
To quickly order multiple Firewalkers to create a line of burning napalm stretching from one place to another, hold down the Alt key, and drag a line from one spot to another, while giving the Firewalkers a force-fire order.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Hermit&diff=3895Hermit2018-05-08T21:17:13Z<p>ShadowWolfTJC: /* Strategy and Tactics */</p>
<hr />
<div>The '''{{PAGENAME}}''' is an all terrain assault bot from the [[Spider Factory]].{{ Infobox zkunit<br />
| name = Hermit<br />
| defname = spiderassault<br />
| description = All Terrain Assault Bot<br />
| image = http://manual.zero-k.info/unitpics/spiderassault.png<br />
| icontype = spiderassault<br />
| cost = 160<br />
| hitpoints = 1400<br />
| movespeed = 51<br />
| turnrate = 264<br />
| sight = 420<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Light Plasma Cannon<br />
| type = Cannon<br />
| damage = 141<br />
| reloadtime = 2.6<br />
| dps = 54<br />
| range = 350<br />
| aoe = 18<br />
| projectilespeed = 280<br />
}}<br />
}}==Description==<br />
The Hermit can take an incredible beating, and is useful as a shield for the weaker, more-damaging Recluses.<br />
<br />
==Strategy and Tactics==<br />
While single Hermits are weak on their own, in groups, they are formidable enemies as they are cheap, have lots of health, and can screen allied skirmishers. (Blobs of 10 or more can easily crush more modest defenses.) Their cannons are not suited to hitting fast moving units (unless supported by emp units like the [[Venom]]), but can reliably hit targets like large tanks and static defenses. Hermits, like other slow-moving assault units, should avoid taking on Skirmishers and Artillery without support.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Outlaw&diff=3894Outlaw2018-05-08T20:25:51Z<p>ShadowWolfTJC: /* Tactics And Strategy */ Some clarification, and also cleaning out redundant tips.</p>
<hr />
<div>The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit<br />
| name = Outlaw<br />
| defname = shieldriot<br />
| description = Riot Bot<br />
| image = http://manual.zero-k.info/unitpics/shieldriot.png<br />
| icontype = walkerriot<br />
| cost = 250<br />
| hitpoints = 1050<br />
| movespeed = 57<br />
| turnrate = 330<br />
| sight = 347<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Disruptor Pulser<br />
| type = Cannon<br />
| damage = 20<br />
| reloadtime = 0.95<br />
| dps = 21<br />
| slowdamage = 75<br />
| slowdps = 79<br />
| range = 300<br />
| aoe = 275<br />
| projectilespeed = 230<br />
| special1 = No friendly fire<br />
}}<br />
}}==Description==<br />
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.<br />
<br />
==Tactics And Strategy==<br />
<br />
The Outlaw's slowing pulse is extremely helpful when defending [[Rogue]]s or [[Thug]]s against enemy raiders, as the Outlaw's slow damage reduces the raiders' speed down to the point that the Rogues' and Thugs' slow projectiles have a much better chance of landing hits on the slowed raiders.<br />
<br />
Moreover, slow damage applies to the affected units' rate-of-fire stats as well as their speed stats, so an Outlaw which cuts the enemy's speed in half also cuts their damage-per-second values in half, giving any allied units, whether it be [[Rogue]]s, [[Thug]]s, or even [[Bandit]]s an edge against their opponents.<br />
<br />
The Outlaw's pulse can de-cloak [[Badger]] mines, [[Scythe]]s, and any crawling bombs such as [[Imp]]s or [[Snitch]]es, meaning that if you suspect your opponent might try to, say, destroy your shieldball with crawling bombs, or sneak behind your defensive line and wreak havoc with Scythes, use Outlaws to decloak and slow down the enemy's cloaked units, giving the rest of your forces time to kill the cloaked enemies before they do significant damage.<br />
<br />
Because of its low damage output, don't expect to be able to wipe out swarms of raiders (let alone high-weight raiders such as the [[Blitz]], [[Pyro]], or [[Scythe]]), with just a single Outlaw. The Outlaw is closer to a support unit than a combat unit because, to actually kill the enemy units in a short amount of time, the Outlaw must have some support from other, more powerful units, such as [[Bandit]]s, [[Rogue]]s, or [[Thug]]s.<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Iris&diff=3893Iris2018-05-08T20:02:23Z<p>ShadowWolfTJC: /* Tactics and Strategy */ Reorganizing tips to be more clear and legible.</p>
<hr />
<div>The '''{{PAGENAME}}''' is an area cloaker/jammer walker from the [[Cloakbot Factory]].{{ Infobox zkunit<br />
| name = Iris<br />
| defname = cloakjammer<br />
| description = Area Cloaker/Jammer Walker<br />
| image = http://manual.zero-k.info/unitpics/cloakjammer.png<br />
| icontype = kbotjammer<br />
| cost = 600<br />
| hitpoints = 600<br />
| movespeed = 57<br />
| turnrate = 346<br />
| energy = -1.5<br />
| sight = 400<br />
| transportable = Light<br />
| abilities = <br />
{{ Infobox zkability intel<br />
| jam = 440<br />
| energycost = 15<br />
}}<br />
{{ Infobox zkability morph<br />
| to = [[Cornea]]<br />
| cost = 0<br />
| time = 30<br />
| disabled = Yes<br />
}}<br />
}}==Description==<br />
The Iris has a jamming device to conceal your units' radar returns. It also has a small cloak shield to hide friendly nearby units from enemy sight.<br />
<br />
== Tactics and Strategy ==<br />
<br />
Having no weapons of its own, the Iris acts as a force multiplier for your other units, cloaking them from enemy view. This makes the Iris especially helpful at dealing with enemy skirmishers (such as [[Ronin]]s or [[Fencer]]s), artillery (such as [[Firewalker]]s or [[Merlin]]s), anti-heavy sniper units (such as [[Phantom]]s or [[Lance]]s), and even static defenses (such as [[Picket]]s, [[Stinger]]s, or even [[Cerberus]]) which normally won't fire at cloaked targets until they're revealed. As a result, the Iris effectively prevents longer-ranged enemy units from skirmishing any of your slower, shorter-ranged assaults (such as [[Knight]]s), riots (such as [[Reaver]]s), and even striders (such as [[Dante]]s or even [[Detriment]]s), allowing them to sneakily close the distance towards the enemy's units before coming under fire, so long as your units remain under the Iris's cloaking field, and so long as they don't shoot or take damage.<br />
<br />
Note that the Iris itself is very fragile, and if it is killed, you may find your units in dangerous positions outside the safety of your lines.<br />
<br />
In addition to its traditional role, the Iris can also be used to deliver bombs (such ash [[Imp]]s and [[Snitch]]es) to the heart of enemy unit clusters. When used correctly, this can be a very efficient counter to [[Shieldbot_Factory#Tactics_and_Strategy|shield balls]].<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Phantom&diff=3892Phantom2018-05-08T19:44:46Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is a cloaked skirmish/anti-heavy artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit<br />
| name = Phantom<br />
| defname = cloaksnipe<br />
| description = Cloaked Skirmish/Anti-Heavy Artillery Bot<br />
| image = http://manual.zero-k.info/unitpics/cloaksnipe.png<br />
| icontype = sniper<br />
| cost = 750<br />
| hitpoints = 560<br />
| movespeed = 44<br />
| turnrate = 363<br />
| sight = 400<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Pulsed Particle Projector<br />
| type = Cannon<br />
| damage = 1500<br />
| reloadtime = 17<br />
| dps = 88<br />
| range = 700<br />
| projectilespeed = 850<br />
}}<br />
| abilities = <br />
{{ Infobox zkability cloak<br />
| upkeepidle = 1<br />
| upkeepmobile = 5<br />
| decloakradius = 155<br />
}}<br />
{{ Infobox zkability line<br />
| customdata1 = Can ignore unidentified targets<br />
}}<br />
}}==Description==<br />
The Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however its visible round betrays its position. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.<br />
<br />
== Tactics and Strategy ==<br />
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.<br />
<br />
Since Phantoms have such low rate-of-fire ratings, and such high damage-per-shot ratings, you might want to set them to hold fire mode (or return fire mode) if you want to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Phantoms stopping in front of unidentified targets.<br />
<br />
{{Navbox units}}</div>ShadowWolfTJChttp://zero-k.info/mediawiki/index.php?title=Dante&diff=3882Dante2018-05-08T05:37:51Z<p>ShadowWolfTJC: /* Tactics and Strategy */</p>
<hr />
<div>The '''{{PAGENAME}}''' is an assault/riot strider from the [[Strider Hub]].{{ Infobox zkunit<br />
| name = Dante<br />
| defname = striderdante<br />
| description = Assault/Riot Strider<br />
| image = http://manual.zero-k.info/unitpics/striderdante.png<br />
| icontype = t3riot<br />
| cost = 3500<br />
| hitpoints = 11000<br />
| movespeed = 53<br />
| turnrate = 98<br />
| sight = 600<br />
| transportable = Heavy<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Napalm Rockets<br />
| type = MissileLauncher<br />
| damage = 120.8 × 2<br />
| reloadtime = 2<br />
| dps = 121<br />
| afterburn = 38<br />
| range = 460<br />
| aoe = 114<br />
| inaccuracy = 2.00<br />
| wobbly = 55<br />
| projectilespeed = 800<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Heat Ray<br />
| type = LaserCannon<br />
| damage = 49 × 2<br />
| reloadtime = 0.10<br />
| dps = 980<br />
| range = 430<br />
| projectilespeed = 500<br />
| special1 = Damage falls off with range<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Napalm Rocket Salvo<br />
| type = MissileLauncher<br />
| damage = 120.8 × 20<br />
| reloadtime = 20<br />
| dps = 121<br />
| afterburn = 38<br />
| range = 460<br />
| aoe = 114<br />
| inaccuracy = 16.0<br />
| wobbly = 44<br />
| arcing = 10.2<br />
| manualfire = Yes<br />
| projectilespeed = 800<br />
}}<br />
{{ Infobox zkweapon<br />
| name = Flamethrower<br />
| type = LaserCannon<br />
| damage = 15<br />
| reloadtime = 0.16<br />
| dps = 94<br />
| shielddamage = 300<br />
| afterburn = 15<br />
| range = 340<br />
| aoe = 48<br />
| projectilespeed = 800<br />
| special1 = Passes through ground<br />
| special2 = Piercing<br />
| special3 = Damage increase vs large units<br />
}}<br />
}}==Description==<br />
The Dante is a heavy combat unit that specializes in getting close and melting its target. Its flamethrower and twin heatrays aren't extraordinary, but its incendiary rockets can be fired in a salvo of twenty that devastates a wide swath of terrain.<br />
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== Tactics and Strategy ==<br />
Like most striders, the key to using Dantes effectively is to not only attack frequently with them, but also to keep them alive whenever possible. As durable as Dantes are, they're expensive to build, and thus, expensive to replace in the event that they're destroyed, so be sure to set up a fallback point for your Dantes to automatically retreat to when their health drops below a certain point. (Setting them to retreat when under 65% health is recommended if the game progresses to the point where striders are more common.)<br />
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If your opponent is unprepared, and does not have any strong anti-strider units (such as large amounts of [[Phantom]]s, [[Lance]]s, or [[Widow]]s, or a [[Scorpion]]), a Dante can easily end the game. It is armed and armored well enough to be able to break through modest lines of defense (such as a line of [[Fencer]]s, or a handful of [[Stinger]]s), giving other units, especially raiders, an opportunity to exploit the opening to go on a rampage behind enemy lines (in a similar manner to Blitzkrieg, or Soviet Deep Battle doctrine). However, if your opponent is prepared, and has built significant amounts of anti-strider units, your Dante becomes, at best, a large paperweight, and at worst, a donation of metal, since it's rather slow, and doesn't deal well with getting paralyzed by [[Widow]]s or [[Scorpion]]s, or getting picked off by [[Phantom]]s or [[Lance]]s.<br />
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To better improve the survivability of your Dantes, especially in the face of enemy anti-strider units like [[Lance]]s, [[Phantom]]s, or [[Merlin]]s, try escorting them with an [[Iris]], so that the enemy's anti-strider units will have a more difficult time picking the Dantes off.<br />
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If enemy [[Scorpion]]s threaten your Dantes, try escorting them with anti-heavy units, or even other striders, since the Scorpion needs to wait a long time to use its electro-stunner attack again.<br />
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{{Navbox units}}</div>ShadowWolfTJC