Solar Collector
Revision as of 00:12, 14 January 2017 by HistidineBot (talk | contribs) (Page auto-updated with DotNetWikiBot)
The Solar Collector is an economic building and an early-game source of Energy in Zero-K.
| Solar Collector (armsolar) | |||||||
|---|---|---|---|---|---|---|---|
| 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.