Difference between revisions of "Typical game progression"

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(Created page with "This is a guide explaining how a typical game progresses, after a typical opening.")
 
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This is a guide explaining how a typical game progresses, after a [[typical opening]].
 
This is a guide explaining how a typical game progresses, after a [[typical opening]].
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The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals.
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*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!
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*From a 1v1 perspective
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==Raider phase==
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The raider phase is the first phase in a typical game. It is defined by a few characteristics:
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*Most of the map is untaken by either player.
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*No defenses covering most areas.
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Due to this, the mobility that raiders have tends to make them the dominant unit class.
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===Expansion===
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===Raider Usage===
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===Why not other unit classes?===
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====Riots====
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It may seem intuitive to make riot units in this phase of the game. They are good against raiders aren't they?
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====Any other class====
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Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.
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==Midgame phase==
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In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following.
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===Skirmishers===
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===Air switch===
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==Lategame==
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===Eco===
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===Heavies===
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==Late-late game==
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In this phase you will see striders and some of the more exotic tools available to the player.

Revision as of 08:44, 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.

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?

Any other class

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

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.