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Can someone explain the Bulkhead to me?

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8 months ago
Currently, I see 3 things:
1. A Fencer that trades speed for armor and trades accuracy for...(nothing!!!)
2. A cheap Grizzly that can't hit anything mobile and that can't shoot and move at the same time
3. A durable sling that can't outrange a Stinger

So can someone explain to me what its role is suppose to be, what you use it for, and show me a replay where it performs a "game changing" duty.
Also, the campaign mission that introduces it is the same mission as the Grizzly's introduction...
+1 / -0
8 months ago
Its main purpose is to destroy defenses. It is also a great counter unit if your opponent monospams certain slow units. It has a great brawling value (hp*dps) per cost that can only be leveraged in the rare case that projectile speed is not needed.
+1 / -0
> A Fencer that beats Fencer in the direct matchup (though it tends to be worse against other stuff)

> A cheap Grizzly that kind of sucks... but it is cheap

> A durable Sling that can outrange a Stinger with the help of a modest amount of terraform

Bulkhead is definitely a niche unit. I would almost never build one if I can afford a Grizzly, but the idea is that it fills some holes in Amph factory in the pre-Grizzly stage of the game.

It would be difficult to find a game where Bulkhead was gamechanging, it is more of a "build a few of these to get past an early game issue, then diversify" option.
+2 / -0
8 months ago
Well, Bulkhead can go submarine. That have to count for something.
+0 / -0

8 months ago
I'd like to see bulkhead be tankier. Its a funny unit, I'd like to see more of them.
+2 / -0
8 months ago
I used bulkheads once to hold on until my team could back me up. Here is the match: https://zero-k.info/Battles/Detail/1709961
+0 / -0

8 months ago
Bulkhead can be really good when the terrain lets it be. Also it's a great porc killah and tanky
+0 / -0
8 months ago
I think that Bulkheads can be pretty useful when used in chockepoints or very small/narrow areas.

For example, in a team game, in Tangerine map, on the central area, I 1v1'd an hover player just with Bulkheads protected by some Scallops (I'll post the replay later if I find it)
+0 / -0

7 months ago
https://zero-k.info/Battles/Detail/1738904

Can't double check right now but iirc they were very key to me winning this game after I was faced with a devastating rush.
+0 / -0
7 months ago
in zero wars they are top tier and outranging any early normal defense but stinger got some charm.
Though thanks to its slow, buoys do pretty well against stingers and other defense, feels as if it mostly fills a niche that wasn't there...
+0 / -0
In 1v1 they fill a role the amphs didn't have: an affordable assault.

It's very hard to break llt+picket+commander early on without assaults, and dumping your entire income in a grizzly is just asking for the opponent to take the entire map and out eco you.

Not all factories are viable as a plop choice in 1v1, but amph was and it was one tool short to handle common situations. That's what the bulkhead does.


In teams, bulkheads are harder to justify because you can do ridiculous things like plop hover and make a lance as your first unit. You cannot do that in 1v1.
+1 / -0

7 months ago
boey kills commanders and llts perfectly. boey is for the bigger more expencive porc without making griz
+0 / -0
In 1v1, make boeys to kill com+porc, lose the rest of the map to your opponent's raiders.

You want to lose a 1v1 sub 5 minutes? Open with skirms.

Also stingers take out boeys, not that you'd make stingers in 1v1...
+0 / -0

7 months ago
you ever heard of fencer galamesh
+1 / -0
What does that question have to do with bulkheads or amphs?

Like, have you ever heard of zeus, @Chungoose?
+0 / -0

7 months ago
iirc bulkhead was specifically added so that amph could deal with stingers at all without making grizzly. Stinger easily makes cost against buoys.
+0 / -0

7 months ago
you said not that you would make stinger in 1v1 as if its a lob move
+0 / -0

7 months ago
Well, without bulkhead, if you were against Amphs in a 1v1, stinger was good because it forced the opponent to either overcommit to buoys or build grizz.
+0 / -0

7 months ago
Considering that most high level 1v1s consist of a delicate balance of raiders poking at all fronts and generally determined by one raider/raider clash, yah, buiding a stinger is not a very good idea.
+0 / -0