#Fun: Unit Categories

1 messages · Page 1 of 1 (latest)

slim otter
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How about we try to figure out all of the unit categories there are so its a bit easier talking about them?

For category to count it needs to:

  • has units with similar advantages, disadvantages and fulfilled role
  • has more than 1 unit
  • used weapon only matters if it changes how unit is used in a major way
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Scouts: fast, cheap and fragile units with superior los.
Example: Rover, Tics, Rascals

Frontline: More durable than usual but still mobile enough to reposition and move with enough dps to be a threat.
Example: Stouts, Maces, Thugs, Brutes, Bull, Tiger

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Light/Raider: speedy units similar to scouts but with more dps. Usually have best dps per metal in their tier and unit type.
example:jaguars,grunts,pawns,blitz

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Superheavy: Big chonky units with little mobility, heavy damage and superior durability. Used as mobile walls, and burst against swarms of enemies.
Example: Tsar, Fatboy

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I dont know if Sumo count and I am pretty sure vehicle t2 arm doesnt have any of superheavy units

hollow peak
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I call my frontliners assaults but that's just a small diff

hollow peak
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Other than that I think there's also

Skirmishers: long ranged, direct fire. Usually slow/weak armor/low dmg. Good vs low-ranged army/statics on open ground
E.g. rocket bots, missile trucks when used for ground attack, and yes sheldons, also T2 direct-fire artillery like mausers/quakers, and even the starlight

Artillery: long-ranged, indirect fire. Usually low defense, slow, but high damage. Good vs static defense shooting into difficult terrain. Also tends to outrange skirmishers
E.g. T1 artillery, tremors, cortex T2 missile bot, T2 veh stealth rockets, not-sheldons

I used to think that anything with missiles cannot be considered artillery until I googled missile artillery.

Oh yes, there is also

Anti-spam: aoe dmg is their primary feature, might also have knockback. Deals with all spam, even T1 frontliner/assault spam. But short-ranged and very slow
E.g. pounder, janus, tzar, fatboy

Crawlers: any kind of spider lel
E.g. all spiders

AA: duh

Btw I also think of units in terms of mixed categories, e.g. Tigers are assault-raiders because of their superior speed say vs the bull. Jaguars are AA raiders. Welders are assault anti-spam (their anti-spam capabilities definitely less than say Tzar or Fatboy tho, prolly limited to light T1 spam max). Hounds are skirmishing/artillery raiders, depending on what mode they are on. And yes I consider T1 med tanks as assault raiders. Fiends are probably anti-spam raiders, with their anti-spam capabilities on the weaker side like welders.

And of course the juggy which fits all categories except raider, AA and scout lel

slim otter
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Honestly. I rarely see super heavy used anywhere and I rarely use them myself since arm veh doesn't have usual super heavy

hollow peak
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Super heavy seems to intersect with anti-spam

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I think for arm the bull is a mixed frontline+super heavy, or as I'll call it assault+anti-spam

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Compare its aoe range with the tiger

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But of course its nowhere like a tzar, so not a true super heavy

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Likely because the true arm veh super heavy is in T3, the thor

manic oyster
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I like these classes, more broad than what you have:

https://zero-k.info/mediawiki/Unit_classes

I especially borrow the raider and skirmisher definitions from here

Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.

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So assault = frontline and riot = anti-spam

slim otter
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Huh. The shared DNA with zero-k in BAR shows its head again