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 |...")
 
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| special1 = Forced for 8s when damaged
 
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}}The '''Solar Extractor''' is an economic building and an early-game source of [[Energy]] in Zero-K.
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}}The '''Solar Collector''' is an economic building and an early-game source of [[Energy]] in Zero-K.
  
 
== Description ==
 
== Description ==

Revision as of 05:41, 25 September 2016

Solar Collector
armsolar.png
Stats
Cost 75
Hit Points 500
Mass 101
Energy (E/s) +2
Vision Radius (elmo) 273
Grid link range (elmo) 100
Abilities
Armored Form
Reduction (%) 75
Forced for 8s when damaged
Weapons
None

The Solar Collector is an economic building and an early-game source of Energy in Zero-K.

Description

Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers 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 mex to set up Overdrive. More information can be found on the Energy page.