Difference between revisions of "Solar Collector"
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− | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ | + | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{Autoinfobox zkunit |
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| defname = energysolar | | defname = energysolar | ||
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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 '') will curl up into an armored form for 8 seconds, reducing incoming damage and offering excellent protection against raiders. | {{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. |
Revision as of 02:41, 18 May 2024
The Solar Collector is a basic, early-game source of energy in Zero-K.
Solar Collector (energysolar) | |||||
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Small Powerplant | |||||
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.