Difference between pages "Phantom" and "Felon"

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m (Now medium weight)
 
 
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The '''{{PAGENAME}}''' is a cloaked skirmish/anti-heavy artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit
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The '''{{PAGENAME}}''' is a shielded riot/skirmisher bot from the [[Shieldbot Factory]].{{ Infobox zkunit
| name = Phantom
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| name = Felon
| defname = cloaksnipe
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| defname = shieldfelon
| description = Cloaked Skirmish/Anti-Heavy Artillery Bot
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| description = Shielded Riot/Skirmisher Bot
| image = http://manual.zero-k.info/unitpics/cloaksnipe.png
+
| image = http://manual.zero-k.info/unitpics/shieldfelon.png
| icontype = sniper
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| icontype = walkersupport
| cost = 750
+
| cost = 620
| hitpoints = 560
+
| hitpoints = 1600
| movespeed = 42
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| movespeed = 45
| turnrate = 412
+
| turnrate = 198
| sight = 400
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| sight = 520
 
| transportable = Medium
 
| transportable = Medium
 
| weapons =  
 
| weapons =  
 
{{ Infobox zkweapon
 
{{ Infobox zkweapon
| name = Pulsed Particle Projector
+
| name = Shield Gun
| type = Cannon
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| type = LightningCannon
| damage = 1500
+
| damage = 94
| reloadtime = 17
+
| reloadtime = 0.13
| dps = 88
+
| dps = 707
| range = 700
+
| range = 435
| projectilespeed = 850
+
| customlabel1 = Shield drain (HP/shot)
 +
| customdata1 = 75
 +
| special1 = Instantly hits
 
}}
 
}}
 
| abilities =  
 
| abilities =  
{{ Infobox zkability cloak
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{{ Infobox zkability shield
| upkeepidle = 1
+
| name = Energy Shield
| upkeepmobile = 5
+
| strength = 1800
| decloakradius = 155
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| regen = 21
 +
| regencost = 0
 +
| radius = 120
 
}}
 
}}
 
{{ Infobox zkability line
 
{{ Infobox zkability line
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}}
 
}}
 
}}==Description==
 
}}==Description==
The Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however the shaped explosion of its projectile betrays the direction from which a shot was made. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.
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The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.
 +
 
 +
=Tactics And Strategy=
 +
Use Felons with Thugs so the Thugs can tank damage for the Felon while also helping the Felon recharge its shields, although the Thugs' weaker shields cannot fully recharge the Felons' shields.
 +
 
 +
Felons are good anti-skirmishers due to the Felon's instant hit projectiles, so letting a Felon get close enough to discharge itself onto the enemy skirmishers is a good tactic.
 +
 
 +
Felons are the single strongest unit in the Shieldbot factory in terms of damage and HP. However, they are also the most expensive, meaning that the Felon must be defended.
 +
 
 +
Beware if the enemy sends swarms of high health but cheap units towards the Felon; the Felon will drain its shields and be an easy target and because the Felon drains its own shield whilst firing means that the Felon will be unable to fire consistently, drastically reducing the amount of damage a shieldball can do.
  
= Tactics and Strategy =
 
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.
 
  
Since Phantoms have a low rate of fire and high damage per shot, you might want to set them to hold fire mode (or return fire mode) if you want to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Phantoms stopping in front of unidentified targets.
 
  
 
{{Navbox units}}
 
{{Navbox units}}

Revision as of 09:09, 9 May 2024

The Felon is a shielded riot/skirmisher bot from the Shieldbot Factory.

Felon
(shieldfelon)
Shielded Riot/Skirmisher Bot
shieldfelon.pngwalkersupport
Stats
Cost 620
Hit Points 1600
Movement Speed (elmo/s) 45
Turn Rate (deg/s) 198
Vision Radius (elmo) 520
Transportable Medium
Abilities
Energy Shield
Strength (HP) 1800
Regen (HP/s) 21
Regen cost (E/s) 0
Radius (elmo) 120
Can ignore unidentified targets
Weapons
Shield Gun
Damage 94
Reload Time (s) 0.13
Damage per Second 707
Range (elmo) 435
Shield drain (HP/shot) 75
Instantly hits

Description

The Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.

Tactics And Strategy

Use Felons with Thugs so the Thugs can tank damage for the Felon while also helping the Felon recharge its shields, although the Thugs' weaker shields cannot fully recharge the Felons' shields.

Felons are good anti-skirmishers due to the Felon's instant hit projectiles, so letting a Felon get close enough to discharge itself onto the enemy skirmishers is a good tactic.

Felons are the single strongest unit in the Shieldbot factory in terms of damage and HP. However, they are also the most expensive, meaning that the Felon must be defended.

Beware if the enemy sends swarms of high health but cheap units towards the Felon; the Felon will drain its shields and be an easy target and because the Felon drains its own shield whilst firing means that the Felon will be unable to fire consistently, drastically reducing the amount of damage a shieldball can do.