Pitbulls can be upgraded with mortars to grant them better range to complement their fast speed, though Mortars cannot be used whilst the Pitbull is in motion.
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The APC can also lay a small minefield for 500. The mines are stealthed, and will either kill or severely damage infantry, deal heavy damage to light vehicles, and deal moderate damage to heavier vehicles. With so many mines being layed per use, tanks that cross over a minefield risk being destroyed before they could even get to do battle.
In Kane's Wrath, the APC can be upgraded with armor piercing bullets for more firepower.
The Wolverine can be upgraded with armor piercing bullets to bolster its firepower.
An AP upgraded Wolverine can take on a standard Seeker. This means that AP Wolverines can be used against all of Scrin's basic units.
Compared to the Nod Scorpion tank and the Scrin Seeker, the Predator has greater firepower and armor. A Predator can defeat a Scorpion tank with more than half it's health left, and have even greater effect faced against Seekers. However, it is the most expensive at 1100 compared to the 800 price tag of it's rivals.
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Predators can recieve Railgun from the Tech Center.
The Titans can be upgraded with Railguns for even more firepower. They can also be upgraded with the ability to use adaptive armor to both increase their armor and make them immune to EMP attacks, though at the cost of decreased rate of fire, but overall the armor boost is greater than the potential firepower lost, making in nearly always nesassary to have it engaged during battle
In Kane's Wrath, the Rig's Guardian Cannons can be upgraded with railguns to give them a bigger punch. They can also move faster.
Additionally, the Steel Talons' version of the Mammoth Tanks can be upgraded with the adaptive armor ability, which, when activated, increases the Mammoth Tanks' armor and makes them immune to EMP attacks, but at the cost of rate of fire.
An additional improvement over the Firestorm version is the ability for the Juggernauts to fire at any point on the map provided that a Sniper Team is near the target and is stationary (so that the spotter can paint targets for the Juggernauts to bombard from anywhere on the map).
Note: Like Nod's Avatars and the Scrin's Annihilator Tripods, once this unit is destroyed, it leaves a husk that can be captured by any faction's Engineers, Saboteurs, or Assimilators. Once captured, the unit recovers some HP, and is under the control of the faction that captured the husk.
Unfortunately, unlike the Juggernaut, the Behemoth is unable to strike anywhere on the map, even with the help of an allied/aquired Sniper team.
The Construction Yard is extremely vital to your infrastructure. Without it, structures and base defenses cannot be built, so it's imperative that you protect it at all costs. (Well, almost all costs.)
The MARV comes with four garrison slots, which can be permanently garrisoned (meaning that the garrisoned infantry can't leave the vehicle, but rather, become a permanent part of the vehicle instead). The MARV becomes the most powerful unit on land once it is fully equipped. The following infantry can garrison the MARV:
Rifleman Squad - provides an anti-infantry machinegun.
Missile Squad - provides anti-armor and anti-aircraft rockets.
Engineer or Combat Engineer - grants the MARV the ability to gradually heal. Garrisoning additional Engineers (or Combat Engineers) increases the healing rate.
Grenadier Squad - provides garrison-clearing grenades.
Sniper Team - provides a sniper nest, which is extremely effective against infantry.
Zone Troopers - provides railguns that are very effective against vehicles and structures.
Zone Raiders - provides sonic grenades that deal splash damage.
Nod
Scrin
Midwoofer The 7 carbon/paper-midwoofer comes with a 37mm voice coil. Adam audio f5.
(Redirected from Marv (disambiguation))
Marv may refer to:
Initialism[edit]
People[edit]
Sports figures[edit]
Fictional people[edit]
Other uses[edit]
See also[edit]
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