Difference between revisions of "Solar Collector"
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| − | The ''' | + | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit |
| − | {{ Infobox zkunit | ||
| name = Solar Collector | | name = Solar Collector | ||
| defname = energysolar | | defname = energysolar | ||
Revision as of 02:52, 22 October 2017
The Solar Collector is a basic, early-game source of energy in Zero-K.
| Solar Collector (energysolar) | |||||||
|---|---|---|---|---|---|---|---|
| Small Powerplant (+2) | |||||||
| |||||||
| Stats | |||||||
| Cost | 70 | ||||||
| Hit Points | 500 | ||||||
| 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, 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.