Homeworld: Deserts of Kharak

Homeworld: Deserts of Kharak

View Stats:
Sinistro Jun 24, 2016 @ 5:11pm
DoK Tips and Tricks
Hello everyone, with the influx of new players due to steam sales I think it is a good idea to mirror this thread from the BBI forums here.

The original post was made by Tren (http://forums.blackbirdinteractive.com/forum/multiplayer-and-balance/4945-tips-and-tricks-for-micro) and it contains some good informations regarding gameplay that can be useful for anyone that is starting:

Using the key "V" to visualize ground height

Probably the biggest piece of advice I can give any player of DoK is the 'V' key is your friend, probably your best friend.

Most of you are aware that Using V or the move command allows you to adjust unit facing, however it has an additional use.

After pressing V you will get a detailed sensor reading on terrain emanating from the selected unit, this highlights terrain, a dull blue for terrain in the same height band, light blue for terrain above and dark yellow for terrain below.
By manipulating this you can get a far better read on map topography, allowing you to better judge spots for cover and find good vantage points for rails.

Image: http://i.imgur.com/9NR3Sc7.jpg

Further to this is the effect the height bonus has on strikecraft combat.
It drastically increases their damage out put to the point LAVs can hold their own against Skimmers simply by holding the top of a dune.

When dealing with Baserunners sitting on top of turrets you can use the Ctrl + drag over the Baserunner and it's turret, your units will prioritise the turret making them easier to eliminate.

Control Groups!

CTRL+[num] ensure you set a control group for your Strikecraft, Baserunner(s) and one for each expansion(the carrier is already hotkeyed to F1) consider a control group for guard units
Control groups allow you to instantly select and jump to the selected control group, this makes managing your macro, Harassment and general forces more efficient.
It will improve your capacity to react and reduce errors such as mis-clicks. It also allows you to get a good idea as to your current combat situation.


Concerning attack orders and attack priority:

Units acting under a move order prefer to attack the closest valid enemy, they will usually change target to a suitable enemy should their current target move out of LoS
Units with limited firing arcs; sometimes fail to turn properly and will be unable to shoot, giving a free move order seems to fix this.

Halting Skimmers and LAVs micro

This one was something the player QuickSilver thought me and other players during our last tournament. If issued an regular attack command your light units (sandskimmers and LAVs) will start dancing around and attacking their targets.

While it makes sense due to the size of the units and the mobnility advantage they have in order to avoid damage. When facing other light units it may not be desired, so the best way is to issue a hold command "H" in order to avoid wasting time (dps) while the units auto micro around their target.

These ones are the tips I have for now, feel free to share more if you know, and a huge thanks to Tren for discovering such things (the last one is my personal addition to the topic).

:Baserunner:
< >
Showing 1-15 of 22 comments
TheOrangeBox Jun 24, 2016 @ 11:51pm 
Awesome info - Thanks for posting
Last Rites Jun 25, 2016 @ 8:01am 
I find that it is very useful to manage rally points and make use of shift-click to easily update your control groups on the fly.

For example I always have my Production Cruisers on control group 4. That way I can select all of them and set a common rally point on the front lines. Then, whenever I have uniits of a certain type built, I can easily grab them, and shift click them into the appropriate group.

I also find that you can work with only 2 or 3 control groups for combat units. Issue an order to the entire group, then micro individual units as needed.

For a micro intensive game like DoK, small things like this can streamline your control and make it easier.

Great post Sin. :15:
Ned Jun 25, 2016 @ 9:35am 
Thank you for the tips. Will come in handy :steamhappy:
Last Rites Jun 28, 2016 @ 10:44am 
Another thing I find quite handy is to make minor adjustments to the camera angle frequently. I do it constantly throughout the game, since the zoom distance is pretty close. It helps finding good vantage points during engagements, and can ensure you maintain situational awareness without having to go into Sensors Manager during a fight when you need to be actively managing your units.

Thankfully, DoK has some of the most fluid and intuitive camera controls ever, so its easy to do.
TheOrangeBox Jun 29, 2016 @ 8:52pm 
If you guys have more tips and tricks we could include them in the Guides section.

Keep them coming in this thread ...
Tren Jun 30, 2016 @ 6:43am 
Manage your rally points.

Each production units(carrier/production cruiser) can have 2 rally points active, a worker rally point and a unit rally point.

worker rally points can be set to resource deposits and wreck sites while unit rallys can be set anywhere.
Hot key for rally points is Y

use this to cut down on your early game macro by setting rally points for salvagers to get straight to work.
Tren Jun 30, 2016 @ 6:52am 
BE AGGRESSIVE!

In DoK it is very easy to mount an assault in the first minute or 2 of a match, Gaalsien have hp regen allowing them to raid and fall back returnign to full health to wear down their oppoents while Coal have better range on their LAVs and access to power turrets from their base runners.

Being aggressive allows you to force your opponent into spending resources they want to invest else where into countering such aggression, failing to do so will likely cost them salvagers or support cruisers.

Scout!

Gaalsien base runner scanners, Coalition LAVs and UAVs...Khaan have to use their face

keep in mind the gaalsien interceptor has amazing view range as well, the Coal logistics modules also function as a detection post as do Soban armed logistics modules with enough power in turret systems.

Missile Ships and Missile Batteries also offer good view range, however they lack mobility, they are still great for hiding behind dunes providing intel and harassing with their arty abilities.

Never dedicate a substantial force into an area when you have no idea what is there, you should always have access to atlast a few skimmers or LAVs to recon ahead of your forces, it is far better to lose a handful of them than lose half a dozen rails to enemies you didn't realise where even there.
Last edited by Tren; Jun 30, 2016 @ 7:07am
Tren Jun 30, 2016 @ 7:12am 
Strikecraft - LAVs and Sandskimmers

I know they are the first combat unit and they die quite easily, but never under estimate their value.

You should have a group of strikecraft at all times, they are a great way to put excess CUs to use and they provide a fast moving response force.
Defensively they will help you buy time and fill gaps in your lines,
Offensively they will allow you to flank vulnerable railguns and hit enemy salvagers.
Furthermore they are excellent for screening your forces from rail fire as rails only have about 50% to hit them.

LAVs in particular are good thanks to their view range and ability to shoot at airborne targets, they can effectively destroy strikefighters and interceptors particularly with the damage upgrades.
Sinistro Jun 30, 2016 @ 9:39am 
Doing Sajuuk's work Tren!
Necroledo Jun 30, 2016 @ 12:10pm 
Thank you very much! I certainly didn't know about the V key. Gotta start using it from now on!

Btw, I'm one of those Steam sales new players, and I'm enjoying DoK a lot! :)
Tren Jul 1, 2016 @ 3:49am 
Economy and expansion!

Expanding can be a costly and risky affair in the first few minutes, however maximising income vs investment is vital.

One cheap way to improve your initial income is after maxing your intial resource points, invest in 2 extra salvagers to start at your first wreck, have them focus on CUs and long haul back to the carrier.
To maximise the effectiveness use a V move order to position your carrier so one end is an inch or so from the starting blue resource point, just close enough the salvagers do not need to move to deposit resources and the other end pointing towards your expansion.

Something like
:-- [Carrier]--------- :

The 200cu investment pays off quickly and can help get that support cruiser on the field without sacrificing as much of your field presense.

This is far easier and safer for Gaalsien to pull off however Coal can definately benefit, just beware of immediate harrassment.
Last edited by Tren; Jul 1, 2016 @ 3:50am
Ned Jul 1, 2016 @ 8:13am 
Harrassment takes skill and alot of (clicks or moves or keybineds per minute) it isnt easy to learn these or set them up on a keyboard.
Best way to learn the skill is vs people not vs AI that goes for every RTS I know of.
Join some of the DOK groups or just some of the people in this thread i'll be happy to play and you can beat up on me cuz my MP skills are not to good lol.
Also i'm in the Uber group so we can talk while playing. ALong with weekly group setup matches to keep peoples skills up. Join me on Uber or just friend me or the others in here. The community is very nice and happy to help. :steamhappy:
Tren Jul 2, 2016 @ 6:35am 
Carrier Management!

Your carrier is the toughest unit in your fleet and with good power management it does the damage too.

Get use to powering your systems ASAP, I recommend range for Coal and Gaal, turrets for Soban and Mobility for Khaan.

Always be prepared to switch power round when you need to adapt to the situation!
Sinistro Jul 2, 2016 @ 6:42am 
Or go nuts like I do with the Khaaneph carrier, put full power on the missile system and rush your opponent with blast drones and your carrier. :D
Tren Jul 2, 2016 @ 7:00am 
Even with only one power in the missile system, as long as you constantly launch missiles it is the most effective anto carrier weapon in the game.
< >
Showing 1-15 of 22 comments
Per page: 1530 50