Difference between revisions of "Repair"
m (update values to most recent) |
(→Active repair: energy costs to repair increased from 50% -> 75% as of commit 312072a5f2c40427c333f14e469a9a6926b5a349) |
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=== Active repair === | === Active repair === | ||
− | * Total cost of full repair is | + | * Total cost of full repair is 75% the original energy cost; it does not use metal |
− | * Repair happens | + | * Repair happens 75% as fast as construction |
* Energy drain per second is equal to buildpower | * Energy drain per second is equal to buildpower | ||
* Health regained per buildpower is proportional to the unit's health/cost | * Health regained per buildpower is proportional to the unit's health/cost |
Revision as of 10:06, 16 February 2020
Repair basics
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.
Constructor repair
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on air repair pads to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a "Land At" state to do that automatically and bombers automatically return for repairs after each run.
Passive repair
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: Glaive, Locust, Scythe and Kodachi have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. Amphibious Bots will regenerate health when in water. The Gauss turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.
Advanced mechanics
Active repair
- Total cost of full repair is 75% the original energy cost; it does not use metal
- Repair happens 75% as fast as construction
- Energy drain per second is equal to buildpower
- Health regained per buildpower is proportional to the unit's health/cost
- Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed.
- The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant
- Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction
- Constructors cannot repair themselves, but can repair each other.
Airpad repair
- Units can have multiple pads; each pad can service one aircraft.
- Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.
- Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.
- Air units have a "Land At" unit state to control when they want to land. Bombers will land automatically when needing rearm.
- All traits of constructor repair are also present.
- Drones cannot land on airpads.
Idle regeneration
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.
- Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.
- EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.
- Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).
Amphibious regeneration
- Full regeneration rate is achieved linearly at some depth.
- Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.
Armored regeneration
- Present while the unit is in the armored state.
- Only present on Gauss at 20 HP/s.
Lists of units with passive regeneration
Idle regeneration
Name | Regen [HP/s] | Timer [s] |
---|---|---|
Glaive | 20 | 5 |
Locust | 10 | 5 |
Kodachi | 10 | 10 |
Reaver | 20 | 5 |
Scythe | 10 | 10 |
Claw | 10 | 10 |
Chickens | 20 | 10 |
Everything else | 5 | 60 |
Combat regeneration
Name | Regen [HP/s] |
---|---|
Ultimatum | 5 |
Athena | 20 |
Detriment | 30 |
Strike Commander level 1 Strike Commander level 2 Other Commanders |
5 |
Strike Commander level 3 | 12.5 |
Strike Commander level 4 | 20 |
Strike Commander level 5 | 27.5 |
Strike Commander level 6+ | 35 |
Comm Autorepair Module | +10 each |
Amphibious regeneration
Name | Regen [HP/s] | Depth |
---|---|---|
Conch | 10 | 40 |
Duck | 5 | 40 |
Archer | 40 | 40 |
Buoy | 60 | 30 |
Scallop | 10 | 40 |
Grizzly | 40 | 40 |
Angler | 20 | 40 |
Djinn | 30 | 40 |
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