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An Intermediate Strategy Guide

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I figured that between the existing guide material and new stuff getting written there is (or will be) enough out there for a new player to learn the basics of Zero-K - but once one learns the mechanics and what units/buildings do what, there is still a long way to go before one is a "competent" player.

I wanted to have a bit more control over the formatting and such than I get out of a forum post, it's likely to become long, and I don't want to have to do it all at once. Therefore: a blog. When it is, by some definition, "complete" I could move it somewhere else as well. Maybe I'll put some other stuff on it like replay analysis as well, idk.

https://thundercygnet.wordpress.com/

I've written the first part, on economy; I have ideas for what will come next but progress will be slow and steady since I'm moderately busy with other things at present.

EDIT: Over the last few months I've added guides to commander design and usage, airplanes, and (a kinda sketchy overview of) factory switches.

The index is here.
+7 / -0

4 years ago
I haven't read it, nor do I plan to, but I think it's good you have made those "Rules" that stand out.
It's good to write summaries and would also be good if you provided some pictures (diagrams). It should be possible to get the general idea in a few seconds and then people can read the details if interested.
Also embed youtube videos if possible.
+0 / -0


4 years ago
Cool :)

It does needs lots of illustrative pictures (or better still animated ingame gifs). Preferably 1+ per paragraph.
+0 / -0

4 years ago
Gifs are a good idea too, and just to be clear, by "pictures" I didn't mean screenshots exclusively, but also diagrams/figures that show some ideas/mechanics simply.
+0 / -0
You should copypaste or reference Emblis' work, then to merge them into glorious manual of supreme perfection!
+1 / -0

4 years ago
Maybe also mention that radar shuts down without E.
Or has that been changed recently? (last 2 years)
+0 / -0

4 years ago
Dedicated radars (Radar Tower and Advanced Radar Tower) shut down, others (Reef, Commander module, Weaver) do not.
+0 / -0

4 years ago
The game appears to "reserve" 25 energy for stuff like powering radars. There's probably a way to turn that off but I doubt one would want to.
+0 / -0

4 years ago
Reserve defaults to 5% but can be set arbitrarily by ctrl+clicking the resource bar.

It is used only for high priority (including construction), but things that don't have a priority toggle (like radars) are implicitly high priority too.
+0 / -0

4 years ago
How does this not get more attention. Aquanim does good work people.

Not many players are in a position where they wouldn't benefit from reading this.
+2 / -0
4 years ago
keep up the good work
+0 / -0


4 years ago
I'm surprised I never noticed this. It looks pretty solid, though factories cost 600, not 500. (Error at top of page)
+0 / -0
...So they do. Fixing. Thanks.
+0 / -0

4 years ago
Another minor mistake: commander article says Recon dies to 2 Ravens but it survives them with 50 health.
+0 / -0
Ah yes. That used to be true I think (though it wasn't at the time I wrote it, old knowledge sticks I guess). Fixing now, thanks.
+0 / -0
4 years ago
This guide is a really good one and for me it deserves a dedicated button that links to it in our lobby, just next to the "forum" one
+0 / -0
As there seems to be an influx of newer players at present (which will hopefully continue), I've updated the guide for the changes made in the last year (dynamic commanders was the big one), made a few changes based on my now-greater experience, and added a few sections that were lurking mostly-finished in my drafts folder (building placement and strategic surprise).

The latter sections could probably use more pictures, I'll get around to that sometime. There's a few other drafts a bit further away from completion as well, we'll see how that goes. I should probably also have a re-read of the Airplane guide and see if there's anything to be added there, I'm a better planes player now than I was a year ago.

I can't promsise that I'll have much useful to say about any particular topic, but if you have a request for a guide let me know and I'll see what I can do.

(If somebody wants a guide to starting Tankfac I might need a ghost writer :p )
+3 / -0
Reef lost antinuke.
Quake is still ridiculously niche.
600+550=1100 Metal.
Crabe+Hill=>2000
Crabe probably won't die from that fall.
+0 / -0

3 years ago
The Crabe doesn't have to die outright as a result of the fall; as long as the hill is no longer there, Crabe is much more approachable by ground units.
+0 / -0
3 years ago
Trolled.
R.I.P crabby.
U will be missed
[Spoiler]
👍
+0 / -0
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