Difference between revisions of "Sling"

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(fix paleoname mentions of lance and sling)
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}}==Description==
 
}}==Description==
The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Hammers are ineffective against most mobile units and should be guarded in order to prevent raiders and other fast units from closing range.
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The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Slings are ineffective against most mobile units and should be guarded in order to prevent raiders and other fast units from closing range.
  
 
== Tactics and Strategy ==
 
== Tactics and Strategy ==
Slings are the cheapest artillery in the game, which is both a strength and a weakness. On the one hand, this means you may need lots of them to accomplish the same task as a single [[Impaler]] or [[Penetrator]]. On the other hand, Slings are far better suited to combating light static defences like [[Picket|Pickets]], against which the relatively fragile Cloakbots are vulnerable and where heavier artillery units would be overkill. Building a few Slings for this task is often a good idea - being low cost allows them to be used  with more granularity and earlier in the game than most other artillery.  Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.
+
Slings are the cheapest artillery in the game, which is both a strength and a weakness. On the one hand, this means you may need lots of them to accomplish the same task as a single [[Impaler]] or [[Lance]]. On the other hand, Slings are far better suited to combating light static defences like [[Picket|Pickets]], against which the relatively fragile Cloakbots are vulnerable and where heavier artillery units would be overkill. Building a few Slings for this task is often a good idea - being low cost allows them to be used  with more granularity and earlier in the game than most other artillery.  Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.
  
 
While Slings are not effective against most mobile units due to the low velocity of their projectile, they can still hit large targets such as shields. This makes them a useful soft counter to small quantities of shield bot units, particular the relatively fragile and dangerous Felon. However, when encountered in larger groups linked Shield bot regeneration will be too high to overcome and the Hammers will likely become ineffective.
 
While Slings are not effective against most mobile units due to the low velocity of their projectile, they can still hit large targets such as shields. This makes them a useful soft counter to small quantities of shield bot units, particular the relatively fragile and dangerous Felon. However, when encountered in larger groups linked Shield bot regeneration will be too high to overcome and the Hammers will likely become ineffective.

Revision as of 05:22, 23 November 2017

The Sling is a light artillery bot from the Cloakbot Factory.

Sling
(cloakarty)
Light Artillery Bot
cloakarty.pngkbotarty
Stats
Cost 130
Hit Points 350
Movement Speed (elmo/s) 49
Turn Rate (deg/s) 247
Vision Radius (elmo) 660
Transportable Light
Weapons
Light Plasma Cannon
Damage 150
Reload Time (s) 6
Damage per Second 25
Range (elmo) 840
Projectile Speed (elmo/s) 260

Description

The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Slings are ineffective against most mobile units and should be guarded in order to prevent raiders and other fast units from closing range.

Tactics and Strategy

Slings are the cheapest artillery in the game, which is both a strength and a weakness. On the one hand, this means you may need lots of them to accomplish the same task as a single Impaler or Lance. On the other hand, Slings are far better suited to combating light static defences like Pickets, against which the relatively fragile Cloakbots are vulnerable and where heavier artillery units would be overkill. Building a few Slings for this task is often a good idea - being low cost allows them to be used with more granularity and earlier in the game than most other artillery. Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.

While Slings are not effective against most mobile units due to the low velocity of their projectile, they can still hit large targets such as shields. This makes them a useful soft counter to small quantities of shield bot units, particular the relatively fragile and dangerous Felon. However, when encountered in larger groups linked Shield bot regeneration will be too high to overcome and the Hammers will likely become ineffective.

A common employment of Slings is to station one or two within your own front line defences to prevent opponents from building defences and metal extractors of their own nearby.

Due to their very low hitpoints and lack of tactical flexibility, Slings lose value the game progresses and unit density increases.