Difference between revisions of "Unit Management"

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Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.
 
Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target.
 
There are a few quirks about using artillery however.
 
There are a few quirks about using artillery however.
** UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.
+
* UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.
** Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the wolverine, impaler, or sling.
+
* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the wolverine, impaler, or sling.
** Unit Ai will shoot at units and not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defence turret, the arty will prioritize shooting that unit, but will probably never kill it. You can get around this by manually setting targets for your artillery.
+
* Unit Ai will shoot at units and not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defence turret, the arty will prioritize shooting that unit, but will probably never kill it. You can get around this by manually setting targets for your artillery.
  
 
==Micromanagement==
 
==Micromanagement==
 +
A cool feature of Zero-K is that units are all reasonable effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to.
 
===Line move===
 
===Line move===
 
Using line move is essential to maximize unit efficiency.
 
Using line move is essential to maximize unit efficiency.
** It allows you to maximize
+
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.
 +
* Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets.
 +
 
 
===Retreat micro===
 
===Retreat micro===
 
A very common tactic utilized by players, especially in raider micro, is "retreat micro". This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.
 
A very common tactic utilized by players, especially in raider micro, is "retreat micro". This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit.
 
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.
 
For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1.
 
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.
 
This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.

Revision as of 13:30, 25 May 2018

How to control your units. (wip)

Using Unit AI

The easiest way to to use the attack command. This utilizes the unit AI and is probably most effective when used with raiders and skirmishers.

Skirmishers

For skirmishers, this will cause them to try to keep their target at maximum range. This is most effective against units that are slower than the skirmisher, say for example a ronin fighting a thug.

Raiders

Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles.

Assaults

Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum ammount of damage and screen for your lowe hp units like skirmishers or raiders.

Artillery

Unit AI is generally effective for artillery units. They will stay at maximum range and hammer away at their target. There are a few quirks about using artillery however.

  • UNIT AI requires vision of its target. If you don't have vision or radar of a defensive tower, the artillery could walk into its range and die.
  • Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the wolverine, impaler, or sling.
  • Unit Ai will shoot at units and not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defence turret, the arty will prioritize shooting that unit, but will probably never kill it. You can get around this by manually setting targets for your artillery.

Micromanagement

A cool feature of Zero-K is that units are all reasonable effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to.

Line move

Using line move is essential to maximize unit efficiency.

  • It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good.
  • Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets.

Retreat micro

A very common tactic utilized by players, especially in raider micro, is "retreat micro". This type of micro utilizes the feature that units running away tend to hit more than those chasing that unit. For example, in a scenario in which a glaive is chasing a glaive, the glaive that is running away and being followed will almost always kill the glaive that is following it. This effect is so extreme that you might be able to kill 3-4 glaives with just 1. This is a defensive tactic, as ovbiously you are retreating, but it allows you disengage when you think a fight will not go favorably.