Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Solar Collector

From Fightorder
Revision as of 02:49, 18 May 2024 by zkunitinter>Histidine (Description override)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

The Solar Collector is a basic, early-game source of energy in Zero-K.

Solar Collector
(energysolar)
Small Powerplant (+2)
<img src="//www.fightorder.net/wiki/images/energysolar.png" alt="Solar Collector"> <img src="//manual.zero-k.info/icons/energy_med.png" height="48" alt="energy_med">
Stats
Cost70
Hit Points600
Energy (E/s)2
Vision Radius (elmo)273
Grid link range (elmo)100
Abilities
Armored Form
Reduction (%)66%
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, Solar Collectors (solars ) will curl up into an armored form for 8 seconds, reducing incoming damage and offering 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 mexes to set up Overdrive.

The Wind/Tidal Generator can be better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 for the math), though the Solar Collector is far sturdier and can take far more punishment.