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== Units and UI == | == Units and UI == | ||
=== Give Attack Orders rarely === | === Give Attack Orders rarely === | ||
− | Nearly all mobile units can fire while moving. This means that instead of giving | + | Nearly all mobile units can fire while moving. This means that instead of giving attack commands you should focus on the positioning of your units. Micromanagement is mostly done with Move Orders. |
− | === Right | + | === Right+Drag to give Move Orders === |
− | A normal | + | A normal right click will give a move order. But Right-Click+Drag will give a line-move order which positions your units along a line. This is a much more powerful way of giving move orders and quickly deploying formations. Units cannot fire through each other and AoE weapons are common so using line-move is required. |
− | < | + | <html5media>http://i.imgur.com/Rw4kHHJ.webm</html5media> |
=== 'Attack-Move' and 'Patrol' Orders enable Unit AI === | === 'Attack-Move' and 'Patrol' Orders enable Unit AI === | ||
− | Long ranged units with an | + | Long ranged units with an Attack-Move or Patrol command will automatically kite. Short ranged units will attempt to dodge shots. This behaviour is not as good as a player could implement but it means units can be ignored for some seconds. |
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== Economy == | == Economy == | ||
=== Queue Construction === | === Queue Construction === | ||
− | Shift queuing units and structures does not reserve the resources as it does in Starcraft. Queues have no downsides | + | Shift queuing units and structures does not reserve the resources as it does in Starcraft. Queues have no downsides. |
− | < | + | <html5media>http://i.imgur.com/niE1Guo.webm</html5media> |
=== Resources are Spent Continuously, not in Batches === | === Resources are Spent Continuously, not in Batches === | ||
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=== Metal and Energy costs are equal === | === Metal and Energy costs are equal === | ||
− | The cost value of a unit is both its | + | The cost value of a unit is both its Metal and Energy cost. As a rule of thumb try to have slightly more energy income than metal income. Both resources are equally required for production; energy is also required for some unit abilities. |
=== Reclaim === | === Reclaim === | ||
− | The wreckage of dead units can be reclaimed for metal. This is an important part of the economy. Map features such as rocks and trees can also be reclaimed. | + | The wreckage of dead units can be reclaimed for metal. This is an important part of the economy. Map features such as rocks and trees can also often be reclaimed. |
== Game Flow == | == Game Flow == | ||
=== Constantly Expand === | === Constantly Expand === | ||
− | Expansion in Zero-K is about taking control of an area and building Metal Extractors. This should be done gradually throughout the game in multiple directions at once. Defense for each Metal Extractor should be no more than a | + | Expansion in Zero-K is about taking control of an area and building Metal Extractors. This should be done gradually throughout the game in multiple directions at once. Defense for each Metal Extractor should be no more than a Defender or Lotus. Your Commander is a powerful tool for expanding and defending the most pressured edge of your territory. |
=== Constantly Raid === | === Constantly Raid === | ||
Raiding is similarly gradual. Raid the outlying Metal Extractors, not the base. | Raiding is similarly gradual. Raid the outlying Metal Extractors, not the base. | ||
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{{Navbox manual}} | {{Navbox manual}} |