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

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{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
{{Header Nav|game=Command & Conquer 3: Tiberium Wars}}
==Decoy Army==
==Decoy Army==
{{CnC unit|image=CnC_decoy.png|imagesize=45px|ptype=Intelligence Power|cost=500|requirements=Operations Centre}}
{{CnC unit|image=CnC_decoy.png|imagesize=45px|ptype=Intelligence Power|cost=500|requirements=Operations Center}}
The Decoy Army power first has you select a target area, and then a second target area. Any targets in the first will be falsely duplicated on the second target area. While these new units do no damage (but appear to attack if possible) and die in a single hit, they still visually look like hostile units on your enemy's screen and on their radar. This makes for interesting diversion tactics, a chance to draw fire from your own units, or even for scouting out uncharted territory. Overall not often used, however.
The Decoy Army power first has you select a target area, and then a second target area. Any targets in the first will be falsely duplicated on the second target area. While these new units do no damage (but appear to attack if possible) and die in a single hit, they still visually look like hostile units on your enemy's screen and on their radar. This makes for interesting diversion tactics, a chance to draw fire from your own units, or even for scouting out uncharted territory. Overall not often used, however.
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==Radar Jamming Missile==
==Radar Jamming Missile==
{{CnC unit|image=CnC_radarjam.png|imagesize=45px|ptype=Intelligence Power|cost=750|requirements=Operations Centre}}
{{CnC unit|image=CnC_radarjam.png|imagesize=45px|ptype=Intelligence Power|cost=750|requirements=Operations Center}}
The Radar Jamming Missile does create a misile from your operations centre,and completely jams your opponent's minimap, preventing them from seeing anything outside their own screen. It is the perfect power when you simply want to annoy someone and put them on the defensive for about 10 seconds - the uncertainty that they face will likely be more than enough for you to get some breathing space and is a great precursor to an attack...or to bluff your way into thinking you're attacking your base when really you're not.
The Radar Jamming Missile creates a missile from your operations centre and completely jams your opponent's minimap, preventing them from seeing anything outside their own screen. It is the perfect power when you simply want to annoy someone and put them on the defensive for about 10 seconds - the uncertainty that they face will likely be more than enough for you to get some breathing space and is a great precursor to an attack...or to bluff your way into thinking you're attacking your base when really you're not.
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==Cloaking Field==
==Cloaking Field==
{{CnC unit|image=CnC_cloaking.png|imagesize=45px|ptype=Utility Power|cost=3000 (1500 in pre-1.05)|requirements=Operations Centre}}
{{CnC unit|image=CnC_cloaking.png|imagesize=45px|ptype=Utility Power|cost=3000 (1500 in pre-1.05)|requirements=Operations Center}}
Although most Nod vehicles can cloak themselves, quite a few cannot. Using this power on them renders them invisible except when attacking, just like an ordinary Stealth Tank. Needless to say, this is an extremely useful power. It is perfect for sneaking a few Flame Tanks through a back door of your opponent's base to roast their conyard.
Although most Nod vehicles can cloak themselves, quite a few cannot. Using this power on them renders them invisible except when attacking, just like an ordinary Stealth Tank. Needless to say, this is an extremely useful power. It is perfect for sneaking a few Flame Tanks through a back door of your opponent's base to roast their conyard.


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==Seed Tiberium==
==Seed Tiberium==
{{CnC unit|image=CnC_seedtib.png|imagesize=45px|ptype=Resource Power|cost=500|requirements=Tiberium Chemical Plant}}
{{CnC unit|image=CnC_seedtib.png|imagesize=45px|ptype=Resource Power|cost=500|requirements=Tiberium Chemical Plant}}
Unfortunately, this power is generally considered useless. An Armageddon bomber (see above) flies over the target area and creates a patch of Tiberium at the target location, making it an easy harvest. However, because the power costs 500 credits to begin with, it ultimately isn't worth the cost, and like the Vapour bomb, the bomber can be shot down en-route to its target.
This skill is used to boost your resources. An Armageddon bomber (see above) flies over the target area and creates a patch of Tiberium at the target location, making it an easy harvest. $3150 worth of tiberium will be created, netting a $2650 profit when harvested. Like the Vapour bomb, the bomber can be shot down en-route to its target.


The most interesting manoeuvre to pull with the Seed Tiberium ability is to deploy it in the middle of the enemy base, then use the devastating Catalyst Missile on the newly created field to eliminate any nearby enemies.
An interesting manoeuvre to pull with the Seed Tiberium ability is to deploy it in the middle of the enemy base, then use the devastating Catalyst Missile on the newly created field to eliminate any nearby enemies.
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==Catalyst Missile==
==Catalyst Missile==
{{CnC unit|image=CnC_catalyst.png|imagesize=45px|ptype=Offensive Power|cost=1500|requirements=Tiberium Chemical Plant}}
{{CnC unit|image=CnC_catalyst.png|imagesize=45px|ptype=Offensive Power|cost=2000|requirements=Tiberium Chemical Plant}}
Without a doubt one of the most devastating support powers in the game, the Catalyst missile targets anything with Tiberium in it, triggering a violent reaction that devastates the target. This means that any target with tiberium in it - silos, refineries, harvesters, or even entire armies crossing a Tiberium field - are all fair game. More often than not, however, the target will be the enemy refineries and, hopefully, their harvesters. Destroying the enemy economy is a great way of softening up your adversaries for a future easy kill.
Without a doubt one of the most devastating support powers in the game, the Catalyst missile targets anything with Tiberium in it, triggering a violent reaction that devastates the target. This means that any target with tiberium in it - silos, refineries, harvesters, or even entire armies crossing a Tiberium field - are all fair game. More often than not, however, the target will be the enemy refineries and, hopefully, their harvesters. Destroying the enemy economy is a great way of softening up your adversaries for a future easy kill.
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