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Unit: Rapier

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Stats:
Metal - 300
HP - 1100
Speed - 4.0
Build Time (Unassisted) - 30.9
--- Light Homing Missiles
Damage - 200
Reloadtime - 4.0
DPS - 38
Range - 340

Some might ask why I would do a write-up on such a universally unpopular and uninteresting unit. I simply feel that it doesn't get the respect it deserves; I am saddened every time I see a newbie gunship player mass these up in a wall formation and throw them at the enemy en masse, expecting that to win the game for them. That isn't how you use Rapiers. They are a SUPPORT gunship, NOT a mainline combat gunship. If you want a gunship that will rip apart ground targets in detail, go with Brawlers; Rapiers are in a far different league than the heavy gunships, and yet people always seem to use them wrong. This ends now.

Lets take a look at their stats; somewhat unimpressive, hmm? 1100 health is decent for a 300 metal unit, but its a bit slow for an air unit and its weapon is weak -- wait, hold on. Take another look at that weapon; Light Homing Missiles? yup. Rapiers are equipped with guided projectiles that, despite their low damage, are ideal for taking on fast-moving targets. The only problem is their low speed makes it somewhat hard to chase down such units, meaning they would have to come to them... you see what I'm getting at? Most if not all other gunships are geared towards fighting GROUND targets, which places the Rapier in a very clear role -- anti-Fighter screens for your other gunships.

A Rapier will single-handedly take down an Avenger in two shots, and has enough HP to survive most light fighter attacks and come out healthy -- and it is cheap enough to make cost to boot. They have an advantage over most Fighters due to the fact that their projectiles are guided, meaning they can continuously fire at their targets without needing to make passes like Vamps do. Rapiers remain somewhat useful even with no Fighters to take down, as long as there are soft targets like skirmishers, raiders, mexes, or LLT's/Defenders for them to hit. Heavier units are strictly the Brawler's prey.

The recent update gave the Rapier a much-needed buff, now it is a much more viable unit due to the extra damage, speed and range. It might even make it as a close air support unit for ground forces now, though it would easily get swatted down by any AA in the vicinity.

Note that Rapiers are still somewhat of a situational unit; they may take down quite a few fighters, but Vamps are still more than likely to outdo them in a pitched battle, so shouldn't be relied on as a primary defence. Ground-based AA tends to have wonderful range, so you should always look for opportunities to fight near your or your allies Razors, Cobras, Chainsaws etc. Rapiers are generally a horrendous waste of money if your enemy is not using planes, as you have far better, more cost-effective units at your disposal; but most of those can't even scratch an air unit, so Rapiers will probably remain useful as long as there are fighters, light gunships or the occassional Phoenix to swat down. Just don't ever rely on them as a primary force and you should be fine.
+0 / -0
13 years ago
I would also add BlackHawks as a swattable target, as I have found them as excellent counters to swarms.
+0 / -0
13 years ago
Some more facts:
* Blackdawns owns rapiers, but the damage is a bit random - especially if rapiers are not close to another.
* You need about 10 Rapiers ( 3000 metal ) to shoot down Shadows without much micro, but 3 shadows ( 1500 metal ) can kill 1 Blackdawn/Brawler if the gunship player don't spend much attention.
* Vamps have more range than rapiers.
+0 / -0
13 years ago
* Vamps have to get close to the Rapiers because they make passes when attacking so they don't always get to use that range.
* I never said they could take out a Shadow... they're for Fighters, not meant as a counter to Bombers at all because they would never make cost or even get there in time to stop them from doing damage. I was just saying that if a Phoenix were to pass close to some Rapiers they would probably manage to shoot it down before it could get away. If your enemy was going bombers you would definitely want to go fighters rather than blow your money on Rapiers; of course, if he's putting money into bombers he's not putting it into fighters making it easier for you to take him with the rest of your gunships.
+0 / -0
Skasi


<--- RAPIER
+0 / -0

13 years ago
I have to say, for such a new player your understanding of the units and their place within the game is excellent. You're quite right that the rapier can kill napalm bombers, especially when they're supporting ground AA or defenders (which usually lack the punch to 1-shot bombers). Sometimes people forget that there are bombers other than Shadow.

The Rapier does do something else though: It has the highet HP/cost of the gunships. This allows it to operate within or move through enemy AA for short periods. This means there are certain situations where pure rapier can work quite well. Since all your rapiers can fire at once, they benefit massively from lancasters square law vs fighters, meaning even though you will be equal for cost, even in a 1.5x cost situation you will demolish him with minimal losses. This means you want to get a good solid lead in rapiers vs an air player- something you can afford to do since he needs to make bombers too if he wants to be effective while your rapiers also hit ground. I usually go pure rapier for this reason vs air. Though in some situations the Plane player will spam bombers and abandon his allies to their own AA.
+0 / -0


13 years ago
Looking good. So.. what happened to that wiki login?
+0 / -0
Skasi
13 years ago
I love owning Rapier-swarms with any type of fighters. Only counter to that are lags 'n' freezes. Oww.
+0 / -0

13 years ago
You mean skirming and outranging them? I've tried that, it's all you can really do vs a superior rapier ball, but it is really, massively difficult, one fighter always strays into range and gets sniped.
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I'll get to the wiki when I feel like it. It seems like a bit of an unnecessary hassle at this point, figuring out this 'google account' stuff and navigating the wiki, but I'll put these on there eventually. For now I'm just making write-ups for here, because it's alot easier to access without having to go through any additional hassle because you're already signed into the Zero-K servers. It increases the chance of new people seeing them too because most of them probably don't even know about the wiki (case in point; me).

P.S: Thanks for the compliments, Saktoth! I can usually figure out these things quite well 'cause I have a lot of general experience with RTS games prior to Zero-K. I love writing guides too, I do this in pretty much every game I find if I really, really like it or think it needs something like that.
+0 / -0


13 years ago
I don't like this unit, it's not very good at what it does.
+0 / -0
13 years ago
Not every unit can be ideal. Gunship factory has enough strong units as it is without needing the Rapier to become like the Restorer from SupCom. I almost liken the Rapier to a flying version of the land-bound Slasher, which is weak as well but it has a unique weapon system that very few skirmishers have. The units strength overall suffers for it's ability to be multi-role. The Rapier is a situational unit that relies on the proper conditions to be effective; it is easily outranged and outgunned and shouldn't be thrown against big units like a Krow, but its weapon system is quite effective at tracking the weaker Fighters. If you don't like it, you don't have to use it, but it's not a completely useless unit; it's just a classic example of a jack-of-all-trades unit that manages to do everything whilst only being moderately expensive.
+0 / -0
Skasi
13 years ago
Slasher ain't a skirmisher. Don't say that, nubs might read and believe it.
+0 / -0
13 years ago
You're right it's a multi-role truck, can't even move while firing so can't really skirmish that well... though it's still the closest thing the LVF has to a skirm besides Wolverines. Then again, Wolverines do make for very good skirms being fast and powerful in numbers. Slashers are more of a support unit than anything...
+0 / -0
Skasi
13 years ago
Dominatrix.
+0 / -0


13 years ago
as the numbers get bigger, rapier loses worse and worse VS vamps.
it owns the 150m fighters, but what dosn't
its next to no use VS bombers
it is very weak VS other gunships & next to useless VS krow

I mean, this unit is just underwelming fullstop. I would rather have a dedicated AA gunship than the rapier..
+0 / -0
Skasi
13 years ago
Zomg, how many games have I seen that were won by pure Rapierspam. So many, I can't even remember, dozen for sure.
+0 / -0


13 years ago
Opponent used 'build AA'

Its Super Effective!

Rapier has fainted!
+0 / -0

13 years ago
The problem with the notion of 'skirmisher' is we have three kinds of units that use range. One uses range and speed to kite an enemy. A cavalry archer. Another uses pure range from a fixed position- an artillery piece or catapault, good vs statics, typically inaccurate vs mobiles. Then you have a third kind of unit, that also uses range, but doesnt kite and is still good vs mobiles. What is this? An archer. In early CA when I was setting up the traditional unit classes, I neglected this middle kind of unit, somewhat naively assuming all ranged anti-unit things would at least try to kite. I tried to insert the 'support' name for this unit but that is more appropriate for jammers/shields etc and it never caught on (Also the 'combat' unit, which never made it into the mix, which focuses on DPS and anti-unit but lacks the AoE/RoF/accuracy of the riot or the HP of the assault).
+0 / -0


13 years ago
Rapier dosn't really fill that role though.. its pretty difficult to describe exactly what role it fulfills. It can be a markedly inferior raider ala banshee, or a very slow AA unit that is only capable of defending itself/things directly on top of it. Usually it does both - an inferior raider early game, and a slow, inferior source of AA for other gunships midgame. Lategame you dont build Rapiers, because 38DPS does not cut any mustard, anywhere.

This and blackdawn needer de rethink 100%
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