Command & Conquer 3: Tiberium Wars/Nod buildings: Difference between revisions
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Command & Conquer 3: Tiberium Wars/Nod buildings (edit)
Revision as of 22:14, 5 August 2008
, 5 August 2008Text changed. Gonna finish defences later.
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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. | ||
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== | ==Operations Centres== | ||
{{CnC unit|image=CnC3_CommandPost.png|cost=1500|build=15 seconds|power=-7|requirements=Refinery|upgrades=<font color=red> | {{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 | 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. | ||
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== | ==Air Tower== | ||
{{CnC unit|image=CnC3_Airfield.png|cost=1000|build=10 seconds|power=-8|requirements=Command Post|upgrades=<font color=red> | {{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}} | ||
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, | In Kane's Wrath, various upgrades have been moved to this building. | ||
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==Tech Centre== | ==Tech Centre== | ||
{{CnC unit|image=CnC3_GDITechCentre.png|cost=4000|build=40 seconds|power=-15|upgrades=<font color=red> | {{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 | 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 | In Kane's Wrath, the Signal Generator upgrade was moved to the air tower (see above). | ||
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== | ==Liquid Tiberium Plant== | ||
{{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 | 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. | ||
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== | ==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}} | ||
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. | |||
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