Difference between revisions of "Gameplay dos and don'ts"
(Added some bits on combined arms, force overconcentration, and energy buildings) |
(A few edits here and there, as well as correcting "defenses" to "defences". Know your homophones, guys.) |
||
Line 5: | Line 5: | ||
[[File:Ibeam.png|32px|frameless]] | [[File:Ibeam.png|32px|frameless]] | ||
− | '''Metal''' is needed to get just about anything done in the game, and you want as much of it as you can get. Build | + | '''Metal''' is needed to get just about anything done in the game, and you want as much of it as you can get. Build [[Metal Extractor]]s and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same. |
=== Do use your units === | === Do use your units === | ||
Line 16: | Line 16: | ||
=== Do build energy resources === | === Do build energy resources === | ||
− | Unlike metal, energy is consumed a lot more, especially if you have shields/cloaking units, so the best thing to do is to make a lot of energy | + | Unlike metal, energy is consumed a lot more, especially if you have shields/cloaking units, so the best thing to do is to make a lot of energy structures, next to [[Metal Extractor]]s or linked into your [[Overdrive]] grid. You should always have more energy than metal, or more than you can spend. Excess energy is used to [[Overdrive]] metal extractors. Because Overdrive loses efficiency as more power is pumped into a Metal Extractor, it is best to have more mexes on Overdrive than to have few mexes with more Overdrive. |
− | === Do have mobile | + | === Do have mobile defences === |
Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units. | Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units. | ||
+ | |||
+ | === Do use unique unit abilities === | ||
+ | Some units have special abilities and weapons, activated with the D key. [[Swift]]s have a fast burst of speed, useful for scouting or rapid interception of enemy air units. The [[Dante]] has an incendiary missile barrage, good for attacking a shielded and clustered enemy. [[Scorpion]]s have multi-stunner, good for usage against an opposing heavy unit. Some others units have these "D-guns", so find them all! | ||
== Don't == | == Don't == | ||
Line 25: | Line 28: | ||
http://licho.eu/alba/Zero-K_Manual/bypassenemies.sized.jpg | http://licho.eu/alba/Zero-K_Manual/bypassenemies.sized.jpg | ||
− | The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere | + | The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere for defence in depth, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking). |
=== Don't send your units in one by one === | === Don't send your units in one by one === | ||
Line 36: | Line 39: | ||
===Don't build volatile energy structures in a large cluster=== | ===Don't build volatile energy structures in a large cluster=== | ||
− | Building explosive energy structures such as [[Fusion Reactor|Fusion Reactors]] too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if | + | Building explosive energy structures such as [[Fusion Reactor|Fusion Reactors]] too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if your energy buildings are too closely packed. |
===Don't build volatile energy structures next to anything important=== | ===Don't build volatile energy structures next to anything important=== | ||
− | An explosion from a large energy building could severely damage anything nearby. Having, for example, a | + | An explosion from a large energy building could severely damage anything nearby. Having, for example, a Strider next to an energy building cluster could be a disaster in the making. |
=== Don't make lots of storages === | === Don't make lots of storages === | ||
− | You want to be spending your metal and energy as fast as you can, not stockpiling them. [[Storage]]s should only be made under very specific circumstances, usually in FFA matches. | + | You want to be spending your metal and energy as fast as you can, not stockpiling them. [[Storage]]s should only be made under very specific circumstances, usually in FFA matches. |
+ | |||
+ | Also, relying on storages gives your enemy a place to directly destroy your resources and hamper your economy. A cluster of storages could be wiped out by a bomber strike. | ||
=== Don't make more Caretakers than you need === | === Don't make more Caretakers than you need === | ||
[[Caretaker]]s can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three. | [[Caretaker]]s can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three. | ||
− | As a rule, you shouldn't build new | + | As a rule, you shouldn't build new Caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need. |
− | === Don't make heavy | + | === Don't make heavy defences behind the front line === |
− | Building a [[Desolator]] where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy | + | Building a [[Desolator]] where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defences directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defences further from the frontline if the front is starting to fail as a means of stopping a complete collapse. |
=== Don't use terraforming more than necessary === | === Don't use terraforming more than necessary === | ||
− | Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one | + | Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one [[Big Bertha]]. If you need to terraform a platform for something, hold click when placing it and use that tool to help you. |
=== Don't stall the game after you can't win === | === Don't stall the game after you can't win === | ||
+ | That's just impolite, so resign like any other decent player. | ||
''DO have fun, respect your teammates, and enjoy all that the game has to offer.'' | ''DO have fun, respect your teammates, and enjoy all that the game has to offer.'' | ||
{{Navbox manual}} | {{Navbox manual}} |
Revision as of 03:18, 9 November 2019
Contents
- 1 Do
- 2 Don't
- 2.1 Don't make lots of defences in one place
- 2.2 Don't send your units in one by one
- 2.3 Don't overconcentrate your units
- 2.4 Don't build volatile energy structures in a large cluster
- 2.5 Don't build volatile energy structures next to anything important
- 2.6 Don't make lots of storages
- 2.7 Don't make more Caretakers than you need
- 2.8 Don't make heavy defences behind the front line
- 2.9 Don't use terraforming more than necessary
- 2.10 Don't stall the game after you can't win
Do
Do get all the metal you can
Metal is needed to get just about anything done in the game, and you want as much of it as you can get. Build Metal Extractors and reclaim wreckage from the battlefield like your life depends on it (because it does), and do your best to keep your enemy from doing the same.
Do use your units
If a combat unit isn't shooting, it isn't paying for itself. If an opportunity to profitably deal damage to the enemy arises, take it. If your team is engaged in combat somewhere, send your units to help out, but don't throw your units away needlessly.
Do use multiple unit types
Using only a single type of unit can result in your opponent replying with a countering unit type. A swarm of raiders could be met with riots, or a lot of assaults could be beaten with a raider force.
Having only one type of unit also restricts your options in battle, and can make some other options unprofitable. For example, using raiders to attack fortified areas will get them all destroyed, and dump a large amount of metal at your opponent's doorstep.
Do build energy resources
Unlike metal, energy is consumed a lot more, especially if you have shields/cloaking units, so the best thing to do is to make a lot of energy structures, next to Metal Extractors or linked into your Overdrive grid. You should always have more energy than metal, or more than you can spend. Excess energy is used to Overdrive metal extractors. Because Overdrive loses efficiency as more power is pumped into a Metal Extractor, it is best to have more mexes on Overdrive than to have few mexes with more Overdrive.
Do have mobile defences
Despite towers being cost efficient and powerful, they can't move, so they can't attack or move to a different location - artillery will make quick work of them. Make some units as a dedicated defence force, so any force entering your territory will be opposed quickly. Raiders are a good choice for response forces as their speed enables a fast response to an attack, as well as being strong against heavier enemy units.
Do use unique unit abilities
Some units have special abilities and weapons, activated with the D key. Swifts have a fast burst of speed, useful for scouting or rapid interception of enemy air units. The Dante has an incendiary missile barrage, good for attacking a shielded and clustered enemy. Scorpions have multi-stunner, good for usage against an opposing heavy unit. Some others units have these "D-guns", so find them all!
Don't
Don't make lots of defences in one place
The enemy will simply go around to where the defences aren't (like where your allies are), and to fortify all possible attack points simply isn't economically feasible. Seed moderate defences where necessary (e.g. at chokepoints), sprinkle light defences elsewhere for defence in depth, and use mobile units for the rest of your defensive needs (or better yet, use them to be the one doing the attacking).
Don't send your units in one by one
They'll just die one by one. You want to concentrate your forces wherever possible; see Lanchester's laws for why.
Don't overconcentrate your units
Concentrating your forces in one place means that an attacking enemy can bypass them at a different place and wreak havoc in your territory.
Don't build volatile energy structures in a large cluster
Building explosive energy structures such as Fusion Reactors too close together makes them more likely to chain explode when attacked. Half of your economy could be instantly destroyed (as well as anything nearby) by a few bombers if your energy buildings are too closely packed.
Don't build volatile energy structures next to anything important
An explosion from a large energy building could severely damage anything nearby. Having, for example, a Strider next to an energy building cluster could be a disaster in the making.
Don't make lots of storages
You want to be spending your metal and energy as fast as you can, not stockpiling them. Storages should only be made under very specific circumstances, usually in FFA matches.
Also, relying on storages gives your enemy a place to directly destroy your resources and hamper your economy. A cluster of storages could be wiped out by a bomber strike.
Don't make more Caretakers than you need
Caretakers can help your factories and constructors build faster, but only if there's metal that's actually available to spend. If you only have enough ingredients for three cakes, having ten ovens won't make them bake any faster than three.
As a rule, you shouldn't build new Caretakers if your current expenditure already exceeds your income. Each caretakers spends 10 metal per second at full speed, so you can easily determine how many you need.
Don't make heavy defences behind the front line
Building a Desolator where it will never encounter an enemy unit is not an effective use of your metal. Try to put heavy defences directly on the frontline or near the frontline where they can fire on enemy units. It is okay if you build heavy defences further from the frontline if the front is starting to fail as a means of stopping a complete collapse.
Don't use terraforming more than necessary
Terraforming isn't cheap. Try to be as stingy as possible with it. Don't terraform a huge plateau just for one Big Bertha. If you need to terraform a platform for something, hold click when placing it and use that tool to help you.
Don't stall the game after you can't win
That's just impolite, so resign like any other decent player.
DO have fun, respect your teammates, and enjoy all that the game has to offer.