Difference between pages "Lance" and "Jack"

From Zero-K
(Difference between pages)
Jump to navigation Jump to search
m (Page auto-updated with DotNetWikiBot)
 
m (Migrated to autoinfobox with DotNetWikiBot)
 
Line 1: Line 1:
The '''{{PAGENAME}}''' is an anti-heavy artillery hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit
+
The '''{{PAGENAME}}''' is a melee assault jumper from the [[Jumpbot Factory]].{{Autoinfobox zkunit
| name = Lance
+
| defname = jumpassault
| defname = hoverarty
 
| description = Anti-Heavy Artillery Hovercraft
 
| image = http://manual.zero-k.info/unitpics/hoverarty.png
 
| icontype = mobiletachyon
 
| cost = 1000
 
| hitpoints = 1000
 
| movespeed = 50
 
| turnrate = 69
 
| sight = 660
 
| sonar = 660
 
| transportable = Medium
 
| weapons =
 
{{ Infobox zkweapon
 
| name = Tachyon Accelerator
 
| type = BeamLaser
 
| damage = 3000
 
| reloadtime = 20
 
| dps = 150
 
| range = 980
 
| special1 = Instantly hits
 
}}
 
| abilities =
 
{{ Infobox zkability line
 
| customdata1 = Can ignore unidentified targets
 
}}
 
 
}}==Description==
 
}}==Description==
The {{PAGENAME}}'s weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high-armor units, but keep it behind the front lines—it has light armor and is too slow to be able to run from danger.
+
The Jack is a melee assault walker with jumpjets. A few Jacks can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.
  
 
== Tactics and Strategy ==
 
== Tactics and Strategy ==
Since {{PAGENAME}}s have such a low rate of fire, and very high damage per shot, it is good to set them to ''hold fire'' mode (or ''return fire'' mode) to conserve their shots for use against enemy [[Strider Hub|Strider]]s and assault units. 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 when used in conjunction with ''attack move'' orders, it might also result in the {{PAGENAME}}s stopping in front of unidentified targets. It is good to spread out your {{PAGENAME}}s, as there is a tendency for {{PAGENAME}}s to sometimes hit each other when moving around and firing.
+
The Jack is another one of multi-use units in [[Jumpbot Factory]] roster. Jacks are both tanks, damage dealers and sometimes even raiders in their own right.
  
{{PAGENAME}} does not deal all of its damage instantly (it instead does 100 damage 30 times over the course of a second). This means that it cannot pierce through a shield as easily as it might appear, though {{PAGENAME}} remains useful to slowly drain enemy shields at a very safe range. On the plus side, this means a {{PAGENAME}}'s beam can pierce through multiple enemy units, thus reducing its overkill potential when used in a target-rich environment.
+
The Jack can take quite a punishment, allowing them to tank in front of less sturdy units like [[Moderator]]s or [[Firewalker]]s. Their large healthpool and their jump ability also allows them to cross defence lines with ease, making it easy to send several Jacks behind enemy lines to wreak havoc.
  
 +
The Jack has a surprisingly strong damage, mainly coming from its fast attack rate. You always want to outrange and outrun them in a fight. The best way of dealing with them are disabling methods. Units such as [[Venom]], [[Bolas]] or [[Gnat]] will give your army a window to dispose of Jacks.
 +
 +
Jacks can also be utilized in a very specific tactic using [[Newton]] turrets and their [[Newton Firezones]] command. It can allow your opponent to quickly overrun your base of operations, so keep an eye out for that.
 +
 +
===Jack Drops===
 +
 +
This strategy requires the [[Gunship Plant]] to be performed. Queue some Jacks and an equal number of [[Charon]]s from the Gunship fac, the earlier the better, though late-game Jack drops can still be quite dangerous. Load the Jacks into the Charon and fly them to the enemy base, avoiding AA if relevant. The Charons can take the Jacks into the base of the enemy and kill a factory, intercept an exposed frontline commander and chase it down and kill it (Jacks are faster than all commanders, barring any speed morphs, so it's possible to chase them down), or target another high priority target. It may be prudent to queue a return trip for the Charons so they may be reused, or alternatively attempt to pick-up and return the Jacks to restock for another drop.
 +
 +
====Defending against it====
 +
 +
Unless the Charons are intercepted before they arrive with [[Swift]]s, [[Raptor]]s or anti-air defences, it's likely that the Jacks will get to their target. Normal methods of dealing with Jacks (like the aforementioned Venom, Bolas, or Gnat) be used once they have landed.
 
{{Navbox units}}
 
{{Navbox units}}

Revision as of 03:05, 18 May 2024

The Jack is a melee assault jumper from the Jumpbot Factory.

Jack
(jumpassault)
Melee Assault Jumper
Jack jumpjetassault
Stats
Cost 600
Hit Points 6000
Mass 422
Movement Speed (elmo/s) 54
Turn Rate (deg/s) 237
Vision Radius (elmo) 350
Transportable Medium
Abilities
Jumping
Range (elmo) 400
Reload (s) 10
Speed (elmo/s) 120
Midair jump Yes
Weapons
Spike
Damage 300
Reload Time (s) 1
Damage per Second 300
Range (elmo) 122
Instantly hits
Ignores shields
Water capable

Description

The Jack is a melee assault walker with jumpjets. A few Jacks can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.

Tactics and Strategy

The Jack is another one of multi-use units in Jumpbot Factory roster. Jacks are both tanks, damage dealers and sometimes even raiders in their own right.

The Jack can take quite a punishment, allowing them to tank in front of less sturdy units like Moderators or Firewalkers. Their large healthpool and their jump ability also allows them to cross defence lines with ease, making it easy to send several Jacks behind enemy lines to wreak havoc.

The Jack has a surprisingly strong damage, mainly coming from its fast attack rate. You always want to outrange and outrun them in a fight. The best way of dealing with them are disabling methods. Units such as Venom, Bolas or Gnat will give your army a window to dispose of Jacks.

Jacks can also be utilized in a very specific tactic using Newton turrets and their Newton Firezones command. It can allow your opponent to quickly overrun your base of operations, so keep an eye out for that.

Jack Drops

This strategy requires the Gunship Plant to be performed. Queue some Jacks and an equal number of Charons from the Gunship fac, the earlier the better, though late-game Jack drops can still be quite dangerous. Load the Jacks into the Charon and fly them to the enemy base, avoiding AA if relevant. The Charons can take the Jacks into the base of the enemy and kill a factory, intercept an exposed frontline commander and chase it down and kill it (Jacks are faster than all commanders, barring any speed morphs, so it's possible to chase them down), or target another high priority target. It may be prudent to queue a return trip for the Charons so they may be reused, or alternatively attempt to pick-up and return the Jacks to restock for another drop.

Defending against it

Unless the Charons are intercepted before they arrive with Swifts, Raptors or anti-air defences, it's likely that the Jacks will get to their target. Normal methods of dealing with Jacks (like the aforementioned Venom, Bolas, or Gnat) be used once they have landed.