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{{CnC unit|image=CnC3_APC.png|requirements=War Factory|role=Anti-infantry, anti-air, transport|abilities=Call for Transport, Deploy Mines|upgrades=<font color="red">AP Ammo</font>|build=7 seconds|dtype=Gun|cost=700}} | {{CnC unit|image=CnC3_APC.png|requirements=War Factory|role=Anti-infantry, anti-air, transport|abilities=Call for Transport, Deploy Mines|upgrades=<font color="red">AP Ammo</font>|build=7 seconds|dtype=Gun|cost=700}} | ||
====Description==== | ====Description==== | ||
APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC | APCs are capable of holding a single infantry squad. Units inside the APC can fire out, however, making the APC quite versatile. While their machine gun is of limited use against vehicles, a pair of rocket soldiers can easily remedy this. They also can work in tandem with the machine gun when attacking aircraft. | ||
APCs are | APCs are perhaps deadliest with an engineer. Players can execute an APC-Engineer rush by loading an engineer into an APC then charging them at an enemy's base. As soon as an APC is next to a structure, the Engineer can exit the vehicle and capture it. This greatly improves the engineer's survivability; however, since Kane's Wrath, Engineers take several seconds to capture a structure, making APC-Engineer rushes easier to stop. | ||
APC mines are identical to that of the Nod Mine Drop support power, but it costs less, covers less of an area, and obviously requires the presence of an APC. | APC mines are identical to that of the Nod Mine Drop support power, but it costs less, covers less of an area, and obviously requires the presence of an APC. |