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This is a guide explaining how a typical game progresses, after a [[typical opening]].
 
This is a guide explaining how a typical game progresses, after a [[typical opening]].
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The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and tactical goals - the overall goal of crushing your opponent while remaining (relatively) uncrushed never changes.
  
The game can be thought of as being split into a few phases, each with a characteristic set of units and tactical goals - the overall goal of crushing your opponent while remaining (relatively) uncrushed never changes.  
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This is a general guide. Depending on the factory matchup and the players involved, things could turn out very differently.
  
This is a general guide. Depending on the factory match-up and the players involved, things could turn out very differently.
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This is from a 1v1 perspective - two players duking it out on one map.
 
 
This is from a 1v1 perspective - two players against each other.
 
  
 
==Raider phase==
 
==Raider phase==
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*Most of the map is unoccupied by either player.
 
*Most of the map is unoccupied by either player.
 
*No defences covering most areas.
 
*No defences covering most areas.
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defences, raiders are much less useful and it will be time to switch to something else.
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Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defences, raiders are much less useful and it will be time to switch to something else.  
 
 
 
===Expansion===
 
===Expansion===
You will want to expand as fast as possible here, and try to grab at least half of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponent's raiders are as well.
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You will want to expand as fast as possible here, and try to grab at least half of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.
  
 
You should be able to defend your expansion from enemy raiders with some light defences and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.
 
You should be able to defend your expansion from enemy raiders with some light defences and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.
 
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*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.
Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.
 
 
 
 
If you succeed in this phase of the game, you will have a massive economic advantage and will be able to build more units.
 
If you succeed in this phase of the game, you will have a massive economic advantage and will be able to build more units.
 
 
====Energy production====
 
====Energy production====
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called "e-stalling"). Having a constructor dedicated to only building energy structures can solve this issue.
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A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called "e-stalling"). Having 1 constructor dedicated to only building energy structures can solve this issue.
  
 
===Raider Usage===
 
===Raider Usage===
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them. The benefits are three-fold:
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You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.
 
*Because of the threat of your raiders, they are not able to "naked expand" (expanding with minimal defence). If you allow your opponent to naked expand, they will have a massive economic advantage.
 
*Because of the threat of your raiders, they are not able to "naked expand" (expanding with minimal defence). If you allow your opponent to naked expand, they will have a massive economic advantage.
 
*Your opponent is forced to keep their own raiders near their own base to defend from yours. It can also force them to build more defences, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.
 
*Your opponent is forced to keep their own raiders near their own base to defend from yours. It can also force them to build more defences, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.
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====Finding a lone commander====
 
====Finding a lone commander====
 
Sometimes your opponent may be too greedy and have their commander out alone. Likely it is low level, and a moderate amount of raiders is enough to kill it. A fallen commander is a crippling blow to the victim's economy. Some raiders are better than others at this job.
 
Sometimes your opponent may be too greedy and have their commander out alone. Likely it is low level, and a moderate amount of raiders is enough to kill it. A fallen commander is a crippling blow to the victim's economy. Some raiders are better than others at this job.
 
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*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.
Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.
 
  
 
===Why not other unit classes?===
 
===Why not other unit classes?===
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For some factories, it is possible to switch to assault units. These units will be able to punch through light defences (unlike raiders) and do some economic damage to your opponent.  
 
For some factories, it is possible to switch to assault units. These units will be able to punch through light defences (unlike raiders) and do some economic damage to your opponent.  
 
Some examples:
 
Some examples:
*"Thuglaw" - [[Outlaw]]s and [[Thug]]s. This combination from the [[Shieldbot Factory]] is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.
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*Thuglaw - Outlaws and Thugs. This combination from the [[Shieldbot Factory]] is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.
 
*Ravagers - The [[Rover Assembly]]'s assault unit. These units are fast for assaults, and can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.
 
*Ravagers - The [[Rover Assembly]]'s assault unit. These units are fast for assaults, and can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.
  
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====Playing against air====
 
====Playing against air====
  
First things first - radar coverage. [[Radar Tower]]s, [[Advanced Radar]]s, all that good stuff. You can't fight what you can't see.
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First things first - radar coverage. [[Radar Tower]]s, [[Advanced Radar]]s, all that good stuff. Can't fight what you can't see.
  
 
Get some dedicated anti-air units and buildings. Each factory has a dedicated anti-air unit - the Airplane Plant has two. There are also five anti-air buildings, which are also highly effective.
 
Get some dedicated anti-air units and buildings. Each factory has a dedicated anti-air unit - the Airplane Plant has two. There are also five anti-air buildings, which are also highly effective.
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*Build [[Fusion Reactor|Fusion Reactors]]. Make sure to scout before starting, as it can stop your unit production for a minute or so. If for example you scout your opponent switching to air or preparing a massive raid, it may be better to make sure you can counter their strategy before building it, as otherwise your efforts may be in vain.
 
*Build [[Fusion Reactor|Fusion Reactors]]. Make sure to scout before starting, as it can stop your unit production for a minute or so. If for example you scout your opponent switching to air or preparing a massive raid, it may be better to make sure you can counter their strategy before building it, as otherwise your efforts may be in vain.
  
As with expansion, it is much harder to punish greedy economy building than it is to do it yourself. Try to be as greedy as possible and learn what the safe limits are.
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As with expansion, it is much harder to punish greedy economy building than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.
  
 
===Heavies===
 
===Heavies===

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