Editing Unit Management
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==Using Unit AI== | ==Using Unit AI== | ||
− | The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the | + | The easiest way to to use your units is via the [[Attack_Move_Command|attack]] command. This utilizes the unit AI and is probably most effective when used with raiders and skirmishers. |
===Skirmishers=== | ===Skirmishers=== | ||
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===Raiders=== | ===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. Once they get in range, they will | + | |
+ | 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. Once they get in range, they will circle around the target. | ||
===Assaults=== | ===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 amount of damage and screen for your lower hp units like skirmishers or raiders. | |
===Artillery=== | ===Artillery=== | ||
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* 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 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 impaler or sling. | ||
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | * Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | ||
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==Micromanagement== | ==Micromanagement== | ||
− | A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. | + | A cool feature of Zero-K is that units are all reasonably effective with minimal oversight. However, there is still room to squeeze out extra performance out of your units if you want to. Its also quite fun! |
===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 minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good. | * 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. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! | + | * Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! |
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===Retreat micro=== | ===Retreat micro=== | ||
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# Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares). | # Projectiles do not inherit momentum from their shooter. They travel at a set speed not related to the current speed of the unit(this violates the conservation of momentum, but who cares). | ||
# Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit. | # Projectiles have a travel speed and are not instant. This means most projectiles from a chasing unit need to be aimed in front of a retreating unit if they want to hit, but this location may be out of range of the chasing unit. Meanwhile the chasing unit may be in-range of the retreating unit. | ||
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