Difference between revisions of "Jump Command"

From Zero-K
Jump to navigation Jump to search
(Filled up the page. Death to red links, ya-ho.)
 
m (Added Dirbag to units with jump. D-uh.)
Line 1: Line 1:
The '''Jump''' command allows selected few units to traverse terrain by  temporarily entering air-space. Most of [[Jumpbot Factory|Jumpbots]] and [[Commander|Recon Commander]] are able to jump (also, [[Lobster]]s attack has mechanics which work in a similar way). Default key is "J".
+
The '''Jump''' command allows selected few units to traverse terrain by  temporarily entering air-space. Most of [[Jumpbot Factory|Jumpbots]], [[Dirtbag]]s and [[Commander|Recon Commander]] are able to jump (also, [[Lobster]]s attack has mechanics which work in a similar way). Default key is "J".
  
 
Jump provides big tactical advantage, for both traversing terrain, retreating, atacking from unexpected angles and more. [[Jugglenaut]] can use its jump to directly inflict damage. Beware, that while jumping units have several vulnerabilities, such as being targeted by Anti-Air Defences, easily read landing location and inability to change course, weakness to physics-based weapons like [[Newton]] turrets.
 
Jump provides big tactical advantage, for both traversing terrain, retreating, atacking from unexpected angles and more. [[Jugglenaut]] can use its jump to directly inflict damage. Beware, that while jumping units have several vulnerabilities, such as being targeted by Anti-Air Defences, easily read landing location and inability to change course, weakness to physics-based weapons like [[Newton]] turrets.

Revision as of 00:25, 14 April 2020

The Jump command allows selected few units to traverse terrain by temporarily entering air-space. Most of Jumpbots, Dirtbags and Recon Commander are able to jump (also, Lobsters attack has mechanics which work in a similar way). Default key is "J".

Jump provides big tactical advantage, for both traversing terrain, retreating, atacking from unexpected angles and more. Jugglenaut can use its jump to directly inflict damage. Beware, that while jumping units have several vulnerabilities, such as being targeted by Anti-Air Defences, easily read landing location and inability to change course, weakness to physics-based weapons like Newton turrets.