Difference between revisions of "Solar Collector"
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| defname = armsolar | | defname = armsolar | ||
| description = Small Powerplant (+2) | | description = Small Powerplant (+2) | ||
− | | image = http:// | + | | image = http://manual.zero-k.info/unitpics/armsolar.png |
| cost = 70 | | cost = 70 | ||
| hitpoints = 500 | | hitpoints = 500 |
Revision as of 03:35, 28 January 2017
The Solar Collector is an economic building and an early-game source of Energy in Zero-K.
Solar Collector (armsolar) | |||||||
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Small Powerplant (+2) | |||||||
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Stats | |||||||
Cost | 70 | ||||||
Hit Points | 500 | ||||||
Energy (E/s) | 2 | ||||||
Vision Radius (elmo) | 273 | ||||||
Grid link range (elmo) | 100 | ||||||
Abilities | |||||||
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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, 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.