Difference between revisions of "Typical game progression"

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*Most of the map is untaken by either player.
 
*Most of the map is untaken by either player.
 
*No defenses covering most areas.
 
*No defenses covering most areas.
Due to this, the mobility that raiders have tends to make them the dominant unit class.
+
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else.  
 
===Expansion===
 
===Expansion===
 
===Raider Usage===
 
===Raider Usage===
 
===Why not other unit classes?===
 
===Why not other unit classes?===
 
====Riots====
 
====Riots====
It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they?
+
It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they? The downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond.
 +
*Early game lone riot units can be overwhelmed by raiders.
 +
*Light defenses are effective against riots, as they are DPS, not HP focused.
 +
Because of this, they do not pose much of a threat(unless you don't scout a [[cheese|riot rush]] of some sort and lose anyways :( ).
 +
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.
 
====Any other class====
 
====Any other class====
 
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.
 
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.
 +
===Importance of radar===
 +
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for greedily expanding. If they greedily expand they will just overrun you with random units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.
 +
===Dealing with porc-nubs===
 +
A strategy that many have trouble dealing with is when your opponent just builds lots of defense at every expansion site. The best way to deal with this, paradoxically, it so just ignore them. If they want to sit in the corner building defense, that is fine. Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win.
 +
 
==Midgame phase==
 
==Midgame phase==
 
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.
 
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.

Revision as of 08:58, 29 May 2018

This is a guide explaining how a typical game progresses, after a typical opening. The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals.

  • Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!
  • From a 1v1 perspective

Raider phase

The raider phase is the first phase in a typical game. It is defined by a few characteristics:

  • Most of the map is untaken by either player.
  • No defenses 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 defenses, raiders are much less useful and it will be time to switch to something else.

Expansion

Raider Usage

Why not other unit classes?

Riots

It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they? The downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond.

  • Early game lone riot units can be overwhelmed by raiders.
  • Light defenses are effective against riots, as they are DPS, not HP focused.

Because of this, they do not pose much of a threat(unless you don't scout a riot rush of some sort and lose anyways :( ). The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you get superior eco, then you can just overwhelm them.

Any other class

Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.

Importance of radar

Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for greedily expanding. If they greedily expand they will just overrun you with random units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.

Dealing with porc-nubs

A strategy that many have trouble dealing with is when your opponent just builds lots of defense at every expansion site. The best way to deal with this, paradoxically, it so just ignore them. If they want to sit in the corner building defense, that is fine. Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win.

Midgame phase

In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.

Skirmishers

Air switch

Lategame

Eco

Heavies

Late-late game

In this phase you will see striders and some of the more exotic tools available to the player.