Difference between revisions of "Solar Collector"

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{{ Infobox zkunit
 
{{ Infobox zkunit
 
| name = Solar Collector
 
| name = Solar Collector
| defname = armsolar
+
| defname = energysolar
 
| description = Small Powerplant (+2)
 
| description = Small Powerplant (+2)
| image = http://manual.zero-k.info/unitpics/armsolar.png
+
| image = http://manual.zero-k.info/unitpics/energysolar.png
 +
| icontype = energy_med
 
| cost = 70
 
| cost = 70
 
| hitpoints = 500
 
| hitpoints = 500

Revision as of 04:37, 5 August 2017

The Solar Collector is an economic building and an early-game source of Energy in Zero-K.


Solar Collector (energysolar)
Small Powerplant (+2)
energysolar.png
Stats
Cost 70
Hit Points 500
Energy (E/s) 2
Vision Radius (elmo) 273
Grid link range (elmo) 100
Abilities
Armored Form
Reduction (%) 75%
Forced for 8s on damage
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.