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=== Constructor repair === | === Constructor repair === | ||
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− | 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 [[Airpad|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. | + | 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 [[Airpad|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. |
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=== Passive repair === | === Passive repair === | ||
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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 takes only | + | * Repair takes only 75% of the time compared to construction |
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower | * Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of 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 | ||
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* Present while the unit is in the armored state. | * Present while the unit is in the armored state. | ||
− | * | + | * Only present on Gauss at 20 HP/s. |
= Lists of units with passive regeneration = | = Lists of units with passive regeneration = | ||
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||[[Glaive]]||20||5 | ||[[Glaive]]||20||5 | ||
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− | ||[[Locust]]|| | + | ||[[Locust]]||10||5 |
|- | |- | ||
− | ||[[Kodachi]]|| | + | ||[[Kodachi]]||10||10 |
|- | |- | ||
||[[Reaver]]||20||5 | ||[[Reaver]]||20||5 | ||
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|[[Athena]]||20 | |[[Athena]]||20 | ||
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− | + | |[[Detriment]]||30 | |
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− | |[[Detriment]]|| | ||
|- | |- | ||
|[[Commander|Strike Commander level 1<br/>Strike Commander level 2<br/>Other Commanders]]||5 | |[[Commander|Strike Commander level 1<br/>Strike Commander level 2<br/>Other Commanders]]||5 | ||
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|[[Duck]]||5||40 | |[[Duck]]||5||40 | ||
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− | |[[Archer]]|| | + | |[[Archer]]||40||40 |
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|- | |- | ||
|[[Buoy]]||60||30 | |[[Buoy]]||60||30 | ||
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|[[Angler]]||20||40 | |[[Angler]]||20||40 | ||
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|- | |- | ||
|[[Djinn]]||30||40 | |[[Djinn]]||30||40 | ||
|- | |- | ||
|} | |} | ||
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{{Navbox manual}} | {{Navbox manual}} |