Difference between revisions of "Repair"

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= Repair basics =
 
= Repair basics =
 
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions. All kinds of repair stack.
 
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions. All kinds of repair stack.
 +
  
 
== Constructor repair ==
 
== Constructor repair ==
 +
 
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on air repair pads to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.
 
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on air repair pads to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.
  
 
== Passive repair ==
 
== Passive repair ==
 +
 
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: Glaive, Banshee, Scythe and Kodachi have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. Amphibious Bots will regenerate health when in water. Gauss turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire.
 
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: Glaive, Banshee, Scythe and Kodachi have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. Amphibious Bots will regenerate health when in water. Gauss turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire.
  
 
= Advanced mechanics =
 
= Advanced mechanics =
 +
 
== Active repair ==
 
== Active repair ==
* Total cost of full repair is half the original energy cost; it does not use metal.
+
 
* Repair happens twice as fast as construction.
+
* Total cost of full repair is half the original energy cost; it does not use metal
* Energy drain per second is equal to buildpower.
+
* Repair happens twice as fast as construction
* Health regained per buildpower is proportional to the unit's health/cost.
+
* Energy drain per second is equal to buildpower
* The in-combat penalty is x0.25 repair rate and lasts for 10 seconds after taking damage.
+
* Health regained per buildpower is proportional to the unit's health/cost
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant.
+
* The in-combat penalty is x0.25 repair rate and lasts for 10 seconds after taking damage
* Status effects such as slow, disarm or EMP do not affect repair in any way other than the buildpower reduction.
+
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant
* Constructors cannot repair themselves.
+
* Status effects such as slow, disarm or EMP do not affect repair in any way other than the buildpower reduction
 +
* Constructors cannot repair themselves
  
 
== Airpad repair ==
 
== Airpad repair ==
* Units can have multiple pads; each pad can service one aircraft.
+
 
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.
+
* Units can have multiple pads; each pad can service one aircraft.
* Airpads also rearm bombers. Rearm takes 5 seconds and during that time, a bomber will not be repaired by the pad.
+
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.
* Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
+
* Airpads also rearm bombers. Rearm takes 5 seconds and during that time, a bomber will not be repaired by the pad.
* All traits of constructor repair are also present.
+
* Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
* Drones cannot land on airpads.
+
* All traits of constructor repair are also present.
 +
* Drones cannot land on airpads.
  
 
== Idle regeneration ==
 
== Idle regeneration ==
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage.
+
 
* some units have 0s timer, which means they regenerate even in combat.
+
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage.
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.
+
* some units have 0s timer, which means they regenerate even in combat.
 +
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.
  
 
== Amphibious regeneration ==
 
== Amphibious regeneration ==
* Full regeneration rate is achieved linearly at some depth.
+
 
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.
+
* Full regeneration rate is achieved linearly at some depth.
 +
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.
  
 
== Armored regeneration ==
 
== Armored regeneration ==
  
* Present while the unit is in the armored state.
+
* Present while the unit is in the armored state.
* Only present on Gauss at 20 HP/s.
+
* Only present on Gauss at 20 HP/s.
  
 
All forms of idle regeneration are stopped by EMP/Disarm and reduced by Slow status effects.
 
All forms of idle regeneration are stopped by EMP/Disarm and reduced by Slow status effects.

Revision as of 19:56, 1 September 2016

Repair basics

All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions. All kinds of repair stack.


Constructor repair

All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on air repair pads to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.

Passive repair

Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: Glaive, Banshee, Scythe and Kodachi have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. Amphibious Bots will regenerate health when in water. Gauss turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire.

Advanced mechanics

Active repair

  • Total cost of full repair is half the original energy cost; it does not use metal
  • Repair happens twice as fast as construction
  • Energy drain per second is equal to buildpower
  • Health regained per buildpower is proportional to the unit's health/cost
  • The in-combat penalty is x0.25 repair rate and lasts for 10 seconds after taking damage
  • The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant
  • Status effects such as slow, disarm or EMP do not affect repair in any way other than the buildpower reduction
  • Constructors cannot repair themselves

Airpad repair

  • Units can have multiple pads; each pad can service one aircraft.
  • Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.
  • Airpads also rearm bombers. Rearm takes 5 seconds and during that time, a bomber will not be repaired by the pad.
  • Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
  • All traits of constructor repair are also present.
  • Drones cannot land on airpads.

Idle regeneration

  • Default idle regeneration is 5 HP/s, and starts 60s after taking damage.
  • some units have 0s timer, which means they regenerate even in combat.
  • EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.

Amphibious regeneration

  • Full regeneration rate is achieved linearly at some depth.
  • Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.

Armored regeneration

  • Present while the unit is in the armored state.
  • Only present on Gauss at 20 HP/s.

All forms of idle regeneration are stopped by EMP/Disarm and reduced by Slow status effects.

Lists of units with passive regeneration

Idle regeneration

Name Regen [HP/s] Timer [s]
Glaive 20 5
Banshee 10 5
Kodachi 10 5
Warrior 30 5
Scythe 20 10
Claw 10 10
Chickens 20 10
Everything else 5 60

Combat regeneration

Name Regen [HP/s]
Ultimatum 5
Athena 20
Detriment 30
Strike Commander levels 1-2,Other Commanders 5
Strike Comm level
3
4
5
6+
12.5
20
27.5
35
Comm Autorepair Module +10 each

Amphibious regeneration

Name Regen [HP/s] Depth
Conch 10 40
Duck 5 40
Archer 40 40
Buoy 60 30
Scallop 10 40
Grizzly 40 40
Angler 20 40
Djinn 30 40

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