Difference between revisions of "Archer"

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m (Decided to trade a bunch of stats for Sirens gun (Water Cutters>Sonic Blasters (float to fire, can attack underwater targets), speed 75>71) as of v1.8.8.2)
(Lost a bit of regen (35->15), gained a bit of cost (180->200); Got a new shiny desc and strats)
 
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| image = http://manual.zero-k.info/unitpics/amphimpulse.png
 
| image = http://manual.zero-k.info/unitpics/amphimpulse.png
 
| icontype = amphraider
 
| icontype = amphraider
| cost = 180
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| cost = 200
 
| hitpoints = 760
 
| hitpoints = 760
 
| movespeed = 71
 
| movespeed = 71
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| abilities =  
 
| abilities =  
 
{{ Infobox zkability regen
 
{{ Infobox zkability regen
| waterregen = 25
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| waterregen = 15
 
| atdepth = 40
 
| atdepth = 40
 
}}
 
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== Tactics and Strategy ==
 
== Tactics and Strategy ==
The Archer's water jets are capable of pushing units away from it. This makes it quite the annoying unit to have to deal with, as raiders in general are unable to get in range of it. Even some riots, like [[Reaver]]s and [[Venom]]s, are unable to get close enough to counterattack it. The Archer's quick reaction times and high accuracy even allow it to target air units with some effectiveness.
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The Archer wields a pair of alternating Sonic Blasters, capable of hitting both above- and underwater targets.
  
On maps with high cliffs or pits, lines of archers can beat skirmishers by chasing them to the edge and pushing them off.
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When in water, it has to rise in order to fire. In direct confrontations Archer is a natural predator of lighter raiders, like [[Hunter]]s or [[Duck]]s. It is, however, vulnerable to hit-and-run tactics: [[Claymore]] makes short work of tightly grouped Archers, being able to hit them even underwater with its homing payload. By far the largest threat above the water are [[Corsair|Corsair destroyers]], turning any Archer offensive into seafood.
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On land, Archer is still surprisingly nimble. It best works in groups with [[Duck]]s, providing enough punch to open-up lightly defended routes. It can go toe to toe with heavier land raiders, such as [[Kodachi]], and is especially useful due to the impulse its guns produce, stopping hit targets dead in their tracks for a split second. It is the most capable of amph-bots when it comes to defending against their nemesis, [[Gunship Plant|Gunships]]. It will still lose to concentrated force of “true” riots, such as [[Reaver]]s, and finds trouble dealing with assaults with high hp pool, like [[Ravager]]s.
 
{{Navbox units}}
 
{{Navbox units}}

Latest revision as of 02:46, 12 November 2020

The Archer is an amphibious raider/riot bot from the Amphbot Factory.

Archer (amphimpulse)
Amphibious Raider/Riot Bot
amphimpulse.png
Stats
Cost 200
Hit Points 760
Movement Speed (elmo/s) 71
Turn Rate (deg/s) 237
Vision Radius (elmo) 500
Sonar (elmo) 500
Transportable Light
Abilities
Improved Regen
Water Regen (HP/s) 15
At depth (elmo) 40
Weapons
Sonic Blaster
Damage 155
Reload Time (s) 1.17
Damage per Second 133
Range (elmo) 255
Area of Effect (elmo) 64
Projectile Speed (elmo/s) 580
Water capable

Description

The Archer uses a powerful pair of Sonic Blasters to hit enemies on land and sea. Archers can float to surface in order to fight naval units.

Tactics and Strategy[edit]

The Archer wields a pair of alternating Sonic Blasters, capable of hitting both above- and underwater targets.

When in water, it has to rise in order to fire. In direct confrontations Archer is a natural predator of lighter raiders, like Hunters or Ducks. It is, however, vulnerable to hit-and-run tactics: Claymore makes short work of tightly grouped Archers, being able to hit them even underwater with its homing payload. By far the largest threat above the water are Corsair destroyers, turning any Archer offensive into seafood.

On land, Archer is still surprisingly nimble. It best works in groups with Ducks, providing enough punch to open-up lightly defended routes. It can go toe to toe with heavier land raiders, such as Kodachi, and is especially useful due to the impulse its guns produce, stopping hit targets dead in their tracks for a split second. It is the most capable of amph-bots when it comes to defending against their nemesis, Gunships. It will still lose to concentrated force of “true” riots, such as Reavers, and finds trouble dealing with assaults with high hp pool, like Ravagers.