Command & Conquer 3: Tiberium Wars/Nod buildings: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Text changed. Gonna finish defences later.
(removed double HN/FN)
(Text changed. Gonna finish defences later.)
Line 60: Line 60:
They do, however, provide access to Shadow Teams, both the unit and the support power.
They do, however, provide access to Shadow Teams, both the unit and the support power.
{{-}}
{{-}}
==Command Post==
==Operations Centres==
{{CnC unit|image=CnC3_CommandPost.png|cost=1500|build=15 seconds|power=-7|requirements=Refinery|upgrades=<font color=red>Scanner Packs, AP Ammo, Sensor Pods</font>|role=Expands construction options}}
{{CnC unit|image=CnC3_CommandPost.png|cost=1500|build=15 seconds|power=-7|requirements=Refinery|upgrades=<font color=red>Dozer Blades, Quad Turrets</font>|role=Expands construction options}}
A necessity for higher tech levels, the Command Post is a versatile and much-needed building. It unlocks the Radar Scan ability, which is very useful at this point in the game to see what the enemy is up to. It also unlocks the ability to produce Grenadiers, a necessity for clearing enemy garrisons.
A necessity for higher tech levels, the Operations Centre is a versatile and much-needed building. It allows the construction of garrison-clearing flame tanks and Black Hand. Operations Centres also allow the deployment of Fanatics, a powerful anti-infantry unit.
{{-}}
{{-}}


==Airfield==
==Air Tower==
{{CnC unit|image=CnC3_Airfield.png|cost=1000|build=10 seconds|power=-8|requirements=Command Post|upgrades=<font color=red>Weapon Hardpoints, Stratofighter Boosters, Ceramic Armour</font>|role=Upgrades, rearms, and repairs aircraft}}
{{CnC unit|image=CnC3_Airfield.png|cost=1000|build=10 seconds|power=-8|requirements=Command Post|upgrades=<font color=red>Signal Gneerator, Disruption Pods</font>|role=Upgrades, rearms, and repairs aircraft}}
Airfields can sustain up to four Orcas and Firehawks. As such, they are a necessity for those attempting to get some air support. Airfields also allow most units to Call for Transport, allowing them to reach the front lines quicker or to get to an otherwise impassible area. Since only a handful of units can attack airbourne adversaries, Orcas and Firehawks can be used to good effect against vehicles, buildings, and air.
Air Towers allow the construction of Venoms. They also sustain Vertigo bombers, but you need a Tech Centre as well in order to build those. Vertigos are the only ones who have to fly back for reloads, but Venoms can stay airbourne for an indefinite amount of time, and do not have to fly back to reload. They can always fly back for repairs, however.


In Kane's Wrath, the Airfield can construct Hammerhead gunships as well.
In Kane's Wrath, various upgrades have been moved to this building.
{{-}}
{{-}}
==Tech Centre==
==Tech Centre==
{{CnC unit|image=CnC3_GDITechCentre.png|cost=4000|build=40 seconds|power=-15|upgrades=<font color=red>Tungsten AA,</font> Mortar, Railguns, <font color=green>Stratofighter Boosters, Sensor Pods</font>|role=Expands construction options}}
{{CnC unit|image=CnC3_GDITechCentre.png|cost=4000|build=40 seconds|power=-15|upgrades=<font color=red>Charged Particle Beams, Supercharged Particle Beams, </font>Laser Capacitors, EMP Coils, <font color=green>Signal Generator</font>|role=Expands construction options}}
The Tech Centre is a vulnerable, expensive, and much-needed structure. It unlocks the most advanced GDI units in the game, including the iconic Mammoth Tank, Juggernaught artillery, Zone troopers, and (together with the Armoury) the Commando. It also provides some much needed upgrades. The Tungsten AA upgrade vastly improves the effectiveness of GDI anti-aircraft, bringing it up to pair with that of the other sides. The Pitbull's Mortar allows for rapid clearing of large squads of infantry, and the Stratofighter Boosters are a must-buy if you intend to use Firehawks.
The Tech Centre is a vulnerable, expensive, and much-needed structure. It allows the production of high-end units and structures, such as Avatars, Purifiers, and Stealth Tanks. They also allow great firepower upgrades, such as particle beams and lasers. The addition of EMP Coils can really help against the GDI Mammoth Tank spam.


In Kane's Wrath, the Stratofighter upgrade was moved to the airfield (see above).
In Kane's Wrath, the Signal Generator upgrade was moved to the air tower (see above).
{{-}}
{{-}}


==Foxhole==
==Liquid Tiberium Plant==
{{CnC unit|image=CnC3_Foxhole.png|cost=300|build=3 seconds|requirements=Riflemen squad|role=Disposable infantry garrison}}
The Foxhole is generally underused, but when riflemen are ordered to use their Dig in ability, they construct this building. Essentially a garrison for two, the Foxhole can take quite a bit of punishment and protects the Riflemen from anti-infantry fire. Foxholes themselves, however, are vulnerable to anti-structure and garrison-clearing attacks.
 
As of Patch 1.05, Riflemen produce a foxhole at their current location rather than at a specific targeted area.
 
Foxholes remain standing even when the Riflemen leave the area, so it is possible to build a foxhole, unload the riflemen, and put two missile squads inside for a powerful and effective anti-vehicle foxhole. However, foxholes act like any other garrisonable structure; they can be claimed by enemy infantry. Destroying your foxholes when you leave is rarely done but can be a good idea.
{{-}}
==Battle Base==
{{CnC unit|image=CnC3_BattleBase.png|cost=2000 (Rig)|build=20 seconds (rig)|requires=Rig|upgrades=<font color=red>Railguns</font>|role=Area defence, vehicle repair}}
Battle bases are not often used but extremely powerful. Deployed instantly from a Rig, battle bases sport a pair of Guardian cannons to ward off vehicluar attacks, and twin launchers for helping in air defence. Their most useful ability, however, is their ability to repair allied vehicles with the three repair drones; this essentially gives you a portable war factory without the ability to produce vehicles.
 
Battle bases are very vulnerable on their own, even with their railguns. Battle bases benefit from railguns only in Kane's Wrath.
{{-}}
==Space Command Uplink==
{{CnC unit|image=CnC3_SpaceCommandUplink.png|cost=3000|build=30 seconds|requires=Tech Centre|role=Provides Support Powers|power=-12}}
{{CnC unit|image=CnC3_SpaceCommandUplink.png|cost=3000|build=30 seconds|requires=Tech Centre|role=Provides Support Powers|power=-12}}
The Space Command Uplink does nothing on its own, but the support powers it provides include the devastating Shockwave Artillery and Zone Trooper Drop pods. The construction of the Space Command Uplink isn't as necessary as a Tech Centre or Command Post, but its construction can definitely allow you to target GDI's most powerful abilities against your adversaries.
The Liquid Tiberium Plant allows the deployment of advanced support powers - most notably the Catalyst missile and the Tiberium vapour bomb. It doesn't allow for any advanced units or upgrades, but the support powers it provides - especially the Catalyst missile - can tip the tide of battle in your favour.
{{-}}
{{-}}
==Ion Cannon Control Centre==
==Temple of Nod==
{{CnC unit|image=CnC3_GDIICControl.png|cost=5000|build=50 seconds|power=-20|role=Superweapon|requires=Tech Centre}}
{{CnC unit|image=CnC3_GDIICControl.png|cost=5000|build=50 seconds|abilities=EMP Countermeasures|power=-20|role=Superweapon|requires=Tech Centre}}
Without a doubt GDI's most devastating power, the Ion Cannon fires a series of beams followed by a single massive strike which obliterates any targets caught in the blast. Epic units and buildings are the only things that can survive a direct hit from the Ion Cannon; everything else is blown to bits. Because it can't destroy bases outright, the Ion Cannon is best used as a precursor to a mop-up attack. It can be deployed once every seven minutes.
Nod's superweapon, the nuclear missile, is deployed from this facility. Most notably, however, the Temple of Nod has backup generators that can be used to bring any and all underpowered units back online - allowing you to turn the tables on an enemy who thinks he can stop your units with an EMP.
{{-}}
{{-}}


11,271

edits