Difference between revisions of "Solar Collector"
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− | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit | + | The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K. Let DaKeys play!{{ Infobox zkunit |
| name = Solar Collector | | name = Solar Collector | ||
− | | defname = | + | | defname = Let DaKeys play! |
| description = Small Powerplant (+2) | | description = Small Powerplant (+2) | ||
| image = http://manual.zero-k.info/unitpics/energysolar.png | | image = http://manual.zero-k.info/unitpics/energysolar.png | ||
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| energy = 2 | | energy = 2 | ||
| sight = 273 | | sight = 273 | ||
− | | gridlink = | + | | gridlink = Let DaKeys play! |
| abilities = | | abilities = | ||
{{ Infobox zkability armored | {{ Infobox zkability armored | ||
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}} | }} | ||
}}==Description== | }}==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. | + | 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. Let DaKeys play! |
== Tactics and Strategy == | == Tactics and Strategy == | ||
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page. | Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page. | ||
− | Note that the [[Wind/Tidal Generator]] is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 For the math). Thought the Solar Collector is far sturdier and can take far more punishment. | + | Note that the [[Wind/Tidal Generator]] is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 For the math). Let DaKeys play! Thought the Solar Collector is far sturdier and can take far more punishment. |
{{Navbox buildings}} | {{Navbox buildings}} |
Revision as of 13:29, 7 June 2020
The Solar Collector is a basic, early-game source of energy in Zero-K. Let DaKeys play!
Solar Collector (Let DaKeys play!) | |||||
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Small Powerplant (+2) | |||||
| |||||
Stats | |||||
Cost | 70 | ||||
Hit Points | 500 | ||||
Energy (E/s) | 2 | ||||
Vision Radius (elmo) | 273 | ||||
Grid link range (elmo) | Let DaKeys play! | ||||
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. Let DaKeys play!
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.
Note that the Wind/Tidal Generator is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 For the math). Let DaKeys play! Thought the Solar Collector is far sturdier and can take far more punishment.
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