Difference between revisions of "Solar Collector"
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(Created page with "{{ Infobox zkunit | name = Solar Collector | description = | image = http://packages.springrts.com/zkmanual/unitpics/armsolar.png | cost = 75 | hitpoints = 500 | mass = 101 |...") |
(Damage reduction no longer 75%) |
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− | {{ Infobox zkunit | + | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit |
| name = Solar Collector | | name = Solar Collector | ||
− | | description = | + | | defname = energysolar |
− | | image = http:// | + | | description = Small Powerplant (+2) |
− | | | + | | image = http://manual.zero-k.info/unitpics/energysolar.png |
− | | | + | | icontype = energy_med |
− | | | + | | cost = 70 |
− | | energy = | + | | hitpoints = 600 |
+ | | energy = 2 | ||
| sight = 273 | | sight = 273 | ||
| gridlink = 100 | | gridlink = 100 | ||
− | | abilities = {{ Infobox zkability armored | + | | abilities = |
− | | reduction = | + | {{ Infobox zkability armored |
− | + | | reduction = 67% | |
− | }} | + | }} |
− | }} | + | }}==Description== |
+ | {{PAGENAME}}s are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, {{PAGENAME}}s (''solars '') will curl up into an armored form for 8 seconds, reducing incoming damage and offering excellent protection against raiders. | ||
− | == | + | == Tactics and Strategy == |
− | + | {{PAGENAME}}s are a safe and stable source of [[Energy]] in the early game. Build chains of solars between your [[Metal Extractor|mex]]es to set up [[Overdrive]]. | |
− | + | The [[Wind/Tidal Generator]] can be better than the {{PAGENAME}} in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 for the math), though the Solar Collector is far sturdier and can take far more punishment. | |
− | |||
{{Navbox buildings}} | {{Navbox buildings}} | ||
+ | [[Category:Energy]] |
Revision as of 15:08, 3 August 2023
The Solar Collector is a basic, early-game source of energy in Zero-K.
Solar Collector (energysolar) | |||||
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Small Powerplant (+2) | |||||
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Stats | |||||
Cost | 70 | ||||
Hit Points | 600 | ||||
Energy (E/s) | 2 | ||||
Vision Radius (elmo) | 273 | ||||
Grid link range (elmo) | 100 | ||||
Abilities | |||||
| |||||
Weapons | |||||
None |
Description
Solar Collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, Solar Collectors (solars ) will curl up into an armored form for 8 seconds, reducing incoming damage and offering excellent protection against raiders.
Tactics and Strategy
Solar Collectors are a safe and stable source of Energy in the early game. Build chains of solars between your mexes to set up Overdrive.
The Wind/Tidal Generator can be better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 for the math), though the Solar Collector is far sturdier and can take far more punishment.