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− | + | = 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. | + | 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. All kinds of repair stack. |
− | |||
− | + | == 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, Banshee, 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. Gauss turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. | |
− | = | + | = Advanced mechanics = |
− | * Total cost of full repair is | + | == Active repair == |
− | * Repair | + | |
− | * Energy drain per second is equal to | + | * Total cost of full repair is half the original energy cost; it does not use metal |
+ | * Repair happens twice as fast as construction | ||
+ | * 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 | ||
− | * | + | * The in-combat penalty is x0.25 repair rate and lasts for 10 seconds after taking damage |
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant | * 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 | + | * Status effects such as slow, disarm or EMP do not affect repair in any way other than the buildpower reduction |
− | * Constructors cannot repair themselves | + | * Constructors cannot repair themselves |
− | + | == Airpad repair == | |
* Units can have multiple pads; each pad can service one aircraft. | * 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. | * Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs. | ||
− | * Airpads also rearm bombers. Rearm takes 5 | + | * Airpads also rearm bombers. Rearm takes 5 seconds 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. | * 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. | * All traits of constructor repair are also present. | ||
* Drones cannot land on airpads. | * Drones cannot land on airpads. | ||
− | + | == Idle regeneration == | |
− | |||
− | * Default idle regeneration is 5 HP/s, and starts 60s after taking damage. | + | * Default idle regeneration is 5 HP/s, and starts 60s after taking damage. |
+ | * some units have 0s timer, which means they regenerate even in combat. | ||
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage. | * EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage. | ||
− | |||
− | + | == Amphibious regeneration == | |
* Full regeneration rate is achieved linearly at some depth. | * 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. | * 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. | * Present while the unit is in the armored state. | ||
− | * | + | * Only present on Gauss at 20 HP/s. |
+ | |||
+ | All forms of idle regeneration are stopped by EMP/Disarm and reduced by Slow status effects. | ||
= Lists of units with passive regeneration = | = Lists of units with passive regeneration = | ||
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!Name!!Regen [HP/s]!!Timer [s] | !Name!!Regen [HP/s]!!Timer [s] | ||
|- | |- | ||
− | || | + | ||Glaive||20||5 |
|- | |- | ||
− | || | + | ||Banshee||10||5 |
|- | |- | ||
− | || | + | ||Kodachi||10||5 |
|- | |- | ||
− | || | + | ||Warrior||30||5 |
|- | |- | ||
− | || | + | ||Scythe||20||10 |
|- | |- | ||
− | || | + | ||Claw||10||10 |
|- | |- | ||
− | || | + | ||Chickens||20||10 |
|- | |- | ||
||Everything else||5||60 | ||Everything else||5||60 | ||
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!Name!!Regen [HP/s] | !Name!!Regen [HP/s] | ||
|- | |- | ||
− | | | + | |Ultimatum||5 |
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|- | |- | ||
− | | | + | |Athena||20 |
|- | |- | ||
− | | | + | |Detriment||30 |
|- | |- | ||
− | + | |Strike Commander levels 1-2,Other Commanders||5 | |
|- | |- | ||
− | + | |Strike Comm level<br/>3<br/>4<br/>5<br/>6+||12.5<br/>20<br/>27.5<br/>35 | |
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|- | |- | ||
|Comm Autorepair Module||+10 each | |Comm Autorepair Module||+10 each | ||
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!Name!!Regen [HP/s]!!Depth | !Name!!Regen [HP/s]!!Depth | ||
|- | |- | ||
− | | | + | |Conch||10||40 |
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|- | |- | ||
− | | | + | |Duck||5||40 |
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− | | | + | |Archer||40||40 |
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− | | | + | |Buoy||60||30 |
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− | | | + | |Scallop||10||40 |
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− | | | + | |Grizzly||40||40 |
|- | |- | ||
− | | | + | |Angler||20||40 |
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− | | | + | |Djinn||30||40 |
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|- | |- | ||
|} | |} | ||
− | + | [[Manual|Back to Manual]] | |
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