Difference between revisions of "Fire Special Weapon Command"

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m (→‎Commander's Special: Fix grammar/spelling.)
(Removal of excessive linking + some grammar/typo correctionses.)
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Unique weapons, activated separately and manualy by pressing "D" by default. Unlike [[Unique Commands]] arsenal, those weapons function more like already existing ones in overclock mode.
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Unique weapons, activated separately and manually by pressing {{key press|D}} by default. Unlike [[Unique Commands]] arsenal, those weapons function more like already existing ones in overclock mode.
  
== Multi Stunner ==
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== Multi-Stunner ==
  
 
http://manual.zero-k.info/unitpics/striderscorpion.png [[File:Cmd dgun.png]]
 
http://manual.zero-k.info/unitpics/striderscorpion.png [[File:Cmd dgun.png]]
  
The [[Scorpion]] infiltrator has a medium range (about most skirmishers reach) multi stunner. Upon activation, it strikes in small arc, providing complete disabling to anything in its path (including friendlies). Combined with [[Scorpion]]s inherent [[cloak|personal cloak]] unit gains large tactical usage, as it is capable of both stealthy approaching and disabling large chunks of closely moving armies and high-priority units, or even helping to stage its escape. Further stats are presented at [[Scorpion|this]] page.
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The [[Scorpion]] infiltrator has a medium range (about most skirmishers' reach) multiple-hit stunner. Upon activation, it strikes in a small arc, completely disabling anything in its path (including friendlies). Combined with Scorpion's inherent [[cloak|personal cloak]], the unit gains large tactical usage, as it is capable of both stealthily approaching and disabling large chunks of tightly grouped armies and high-priority units, or even helping to stage its own escape.
  
 
== Napalm Rocket Salvo ==
 
== Napalm Rocket Salvo ==
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http://manual.zero-k.info/unitpics/striderdante.png [[File:Cmd dgun.png]]
 
http://manual.zero-k.info/unitpics/striderdante.png [[File:Cmd dgun.png]]
  
The [[Dante]] assault strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows [[Dante]] to both reach over its intended (and expected by your enemies) range, even allowing it to go past the salvos range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish airforce fleets of your enemies. Further stats are presented at [[Dante|this]] page.
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The [[Dante]] assault strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows Dante reach over its intended (and expected by your enemies) range, even allowing it to go past the salvo's range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish air force fleets of your enemies.
  
 
== Disarm Missile ==
 
== Disarm Missile ==
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http://manual.zero-k.info/unitpics/shipcarrier.png [[File:Cmd dgun.png]]
 
http://manual.zero-k.info/unitpics/shipcarrier.png [[File:Cmd dgun.png]]
  
The [[Reef]] aircraft carrier has a long range single disarm missile. When used, it disarms any unit or structure in large radius. While [[Reef]] is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 [[metal]] per piece), and their production consuming 5 metal each second . Further stats are presented at [[Reef|this]] page.
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The [[Reef]] aircraft carrier has a long range disarm missile. When used, it disarms any unit or structure in a large radius. While Reef is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 [[metal]] apiece), and their production consumes 5 metal each second.
  
 
== EMP Missiles ==
 
== EMP Missiles ==
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http://manual.zero-k.info/unitpics/striderbantha.png [[File:Cmd dgun.png]]
 
http://manual.zero-k.info/unitpics/striderbantha.png [[File:Cmd dgun.png]]
  
The [[Paladin]] support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. Notice, that firing this weapon at further targets sharply decreases its accuracy. This, in combination with [[Paladin]]s own long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more. Further stats are presented at [[Paladin|this]] page.
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The [[Paladin]] support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. Firing this weapon at farther targets sharply decreases its accuracy. This, in combination with Paladin's long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more.
  
 
== Commander's Special ==  
 
== Commander's Special ==  
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png [[File:Cmd dgun.png]]
 
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png [[File:Cmd dgun.png]]
  
Once [[Commander]]s upgrade to level 4 you can choose to forgo a second normal weapon to gain a special weapon. There are several options, depending on the starting chassis. These include:
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Once [[Commander]]s upgrade to level 4, you can choose to forgo a second normal weapon to gain a special weapon. There are several options, depending on the starting chassis. These include:
  
 
https://zero-k.info/img/avatars/commweapon_clusterbomb.png Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of [[Revenant]].
 
https://zero-k.info/img/avatars/commweapon_clusterbomb.png Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of [[Revenant]].
  
https://zero-k.info/img/avatars/commweapon_concussion.png Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss-effect.
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https://zero-k.info/img/avatars/commweapon_concussion.png Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss effect.
  
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png Disintegrator — available for Guardian and Strike — directed beam of energy with an extremely high alpha damage potential, functions like [[Ultimatum]]s canon.
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png Disintegrator — available for Guardian and Strike — directed beam of energy with an extremely high alpha damage potential, functions like [[Ultimatum]]'s canon.
  
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png Disruptor bomb — available for Strike, Recon and Engineer — launches single bomb with large AOE blast inflicting slow-effect on targets. Think of it as of a larger area [[Limpet]] on request.
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png Disruptor bomb — available for Strike, Recon and Engineer — launches a single bomb with large AOE blast inflicting slow effect on targets. Think of it as of a larger area [[Limpet]] on request.
  
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png Hellfire grenade — available for Guardian and Recon — launches single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An [[Inferno]]-like deterrent.
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https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png Hellfire grenade — available for Guardian and Recon — launches a single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An [[Inferno]]-like deterrent.
  
https://zero-k.info/img/avatars/commweapon_multistunner.png Multistunner — available for Strike, Recon and Engineer — strikes in small arc, providing complete disabling to anything in its path (including friendlies). Somewhat weaker equivalent of [[Scorpion]]s special weapon.
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https://zero-k.info/img/avatars/commweapon_multistunner.png Multi-stunner — available for Strike, Recon and Engineer — strikes in a small arc, completely disabling anything in its path (including friendlies). Somewhat weaker equivalent of Scorpion's special weapon.
  
https://zero-k.info/img/avatars/commweapon_slamrocket.png S.L.A.M. — available for Guardian — launches tactical missile with high vertical arc-like trajectory. Functions as somewhat weaker equivalent of [[Eos]].
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https://zero-k.info/img/avatars/commweapon_slamrocket.png S.L.A.M. — available for Guardian — launches a tactical nuclear missile with high vertical arc-like trajectory. Functions as a somewhat weaker equivalent of [[Eos]].
  
Further stats are presented at [[Commander|this]] page.
 
  
 
{{Navbox commands}}
 
{{Navbox commands}}

Revision as of 14:22, 15 September 2020

Unique weapons, activated separately and manually by pressing D by default. Unlike Unique Commands arsenal, those weapons function more like already existing ones in overclock mode.

Multi-Stunner

striderscorpion.png Cmd dgun.png

The Scorpion infiltrator has a medium range (about most skirmishers' reach) multiple-hit stunner. Upon activation, it strikes in a small arc, completely disabling anything in its path (including friendlies). Combined with Scorpion's inherent personal cloak, the unit gains large tactical usage, as it is capable of both stealthily approaching and disabling large chunks of tightly grouped armies and high-priority units, or even helping to stage its own escape.

Napalm Rocket Salvo

striderdante.png Cmd dgun.png

The Dante assault strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows Dante reach over its intended (and expected by your enemies) range, even allowing it to go past the salvo's range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish air force fleets of your enemies.

Disarm Missile

shipcarrier.png Cmd dgun.png

The Reef aircraft carrier has a long range disarm missile. When used, it disarms any unit or structure in a large radius. While Reef is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 metal apiece), and their production consumes 5 metal each second.

EMP Missiles

striderbantha.png Cmd dgun.png

The Paladin support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. Firing this weapon at farther targets sharply decreases its accuracy. This, in combination with Paladin's long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more.

Commander's Special

commstrike.png commassault.png commrecon.png commsupport.png Cmd dgun.png

Once Commanders upgrade to level 4, you can choose to forgo a second normal weapon to gain a special weapon. There are several options, depending on the starting chassis. These include:

commweapon_clusterbomb.png Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of Revenant.

commweapon_concussion.png Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss effect.

commweapon_sunburst.png Disintegrator — available for Guardian and Strike — directed beam of energy with an extremely high alpha damage potential, functions like Ultimatum's canon.

commweapon_disruptorbomb.png Disruptor bomb — available for Strike, Recon and Engineer — launches a single bomb with large AOE blast inflicting slow effect on targets. Think of it as of a larger area Limpet on request.

commweapon_napalmgrenade.png Hellfire grenade — available for Guardian and Recon — launches a single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An Inferno-like deterrent.

commweapon_multistunner.png Multi-stunner — available for Strike, Recon and Engineer — strikes in a small arc, completely disabling anything in its path (including friendlies). Somewhat weaker equivalent of Scorpion's special weapon.

commweapon_slamrocket.png S.L.A.M. — available for Guardian — launches a tactical nuclear missile with high vertical arc-like trajectory. Functions as a somewhat weaker equivalent of Eos.