Difference between revisions of "Solar Collector"
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}}==Description== | }}==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 | + | {{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 == | == Tactics and Strategy == |
Revision as of 14:08, 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 | |||||
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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, 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.