Difference between revisions of "Solar Collector"
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(Wind gens. aren't always better... especially when/where there is no actual wind.) |
HistidineBot (talk | contribs) m (Page auto-updated with DotNetWikiBot) |
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| icontype = energy_med | | icontype = energy_med | ||
| cost = 70 | | cost = 70 | ||
− | | hitpoints = | + | | hitpoints = 600 |
| energy = 2 | | energy = 2 | ||
| sight = 273 | | sight = 273 | ||
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| abilities = | | abilities = | ||
{{ Infobox zkability armored | {{ Infobox zkability armored | ||
− | | reduction = | + | | reduction = 67% |
}} | }} | ||
}}==Description== | }}==Description== |
Revision as of 02:45, 23 November 2021
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 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 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.