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C&C Tiberian History: hints & tips #11

nod artillery

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#1 Madin

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Posted 31 March 2009 - 08:16 PM

*M110 was removed in release 7!*

 

Name: Nod Artillery
Era: Tiberian Dawn
Base Asset: Iostx public asset release
Cost: $1000
Requires: Operation centre
Upgrades: Blue tiberium mix


M110_Info02.jpg

Blurb
Along with the death of general Townes, the disappearance of the Nod beam cannon was not greeted with the widespread grieving that some outside observers assumed would happen.
The dimensional rift had replaced the Beam cannon with the Tiberian Dawn era M110 artillery.
One of the most 'futuristic' concept artillery pieces was replaced with by far the most archaic. Nod generals were delighted! The Beam cannon never really caught on with Nod tacticians. The concept of an 'artillery' piece that could be 'blocked' by a mountain range, did not cut it with most generals.
It was only Townes strangle hold on the current R&D hierarchy that allowed the Beam cannon to ever see the light of day. It would never have made it past concept stage in the Tiberian Sun era, and would've been shelved after a couple of prototype test runs in this current war, if it wasn't for Townes.
The painfully simple concept of lobbing a projectile a few miles/meters onto enemy heads is a concept that has delighted generals for centuries.

So how was the M110 received? immediate mass deployment! Nod had thousands of rounds of ammunition, and could easily produce thousands more. The completely unfussy nature of the M110 means that Nod should be able to deploy it much sooner than GDI's 'Juggernaut' or the Scrin's 'Devastator'.
The low cost, coupled with the speed of deployment should mean that Nod commanders can overwhelm through sheer numbers, any M110 loses can be quickly replaced.
The accuracy is competitive in comparison to the enemies long range platforms.
Commanders are expected to use their Op' centres to coordinate artillery movement and to relay target coordinates.
Tacticians should note that the initial warhead roll out is merely of the 'high explosive' type. Restrict targets to infantry groups, buildings and stationary light vehicles.

The world famous scientists that form the Tiberium Research Division, have come up with a vicious warhead that can be utilised by the M110. The warhead is derived from the waste product that occurs during the processing of the rare blue tiberium (blue tiberiums explosive qualities are well documented, although the immense value of blue tiberium, the most valuable substance on earth, means that using raw tiberium would be unthinkable). This is combined with a special cocktail of chemicals that produces the most powerful non-nuclear man-made artillery warhead.

Apart from the massive explosive power, the toxic tiberium waste base means that exposure to the fallout of an exploded blue tiberium warhead will kill most life forms. Waste tiberium shards are immensely dense and will penetrate all standard forms of heavy armour when dispersed from the warheads detonation.
Lastly the corrosive effect of the waste material will insure that most lightly armoured vehicles in a wide range will be destroyed instantly!
GDI's ethical inflexibility means that they're unable to use tiberium derived warheads. Each shell is very expensive, but the shock & awe effect it has on GDI/Scrin armies means that it is more than worth it!

Gameplay
The Nod artillery replaces the Beam cannon. It is a tier 2 artillery piece (the only one), that fires a projectile a long distance.

The damage type is grenade, so the standard round will be of no use against mass tanks.

The health of the Nod artillery is awful, by far the worst out of the 3 sides.
Use the round primarily against buildings, especially base defences. Mass infantry can be decimated by this round, although smaller squads will find it very easy to avoid your round unless you use the element of surprise.

Blue tiberium mix
2wck1fr.jpg


This upgrade is available at the Tiberium research centre. It greatly increases the radius and switches the damage type to 'CANNON', which means that the artillery is effective against tanks!
It is recommended that you purchase this upgrade if you are one of the many Nod users who build the Tiberium research facility for its insane support powers.
A secondary 'SNIPER' damage nugget takes care of the advanced infantry that typically have massive resistance to 'CANNON' damage.

1zxttw7.jpg


The Nod artillery has a large minimum range, if a fast vehicle gets within this range, and your artillery is unprotected, than there is little you can do in response. It can run over infantry though!, but in all cases a large escort will be required to protect the M110, especially from fast units.
What you use to protect it depends on your playing style.

Skilled Kane's wrath 'Spectre' users will already be used to 'leading' their shots, in order to catch moving vehicles.
If you can protect it, and target something appropriate to your warhead type, then you can rank up very quickly (this is combination of the 'radius' damage and the cheap cost of the M110 which gives it lower experience point requirements).

Finally some stats:
General Weapon:
Firing duration = 4s
Scatter radius = 25
Weapon speed = 250
Minimum attack range = 100
Weapon Range = 500

Default shell
Damage = 1000
Damage radius = 50
Damage type = GRENADE
Ratings:
Primary use: Anti-structure
Anti-structure rating = Very good. Good damage dealt outside of the range of all static defences.
Secondary use: Anti-infantry
Anti-infantry rating = Good. Will kill most infantry squads in one hit, however it is very easy to avoid the shell if they know it is coming.
Blue Tiberium shell
Damage = 1500
Damage radius = 100
Damage type = CANNON + SNIPER (notes: Does 1000 sniper damage!)
Ratings:
Primary use: Anti-structure
Anti-structure rating = Very good. Good damage dealt outside of the range of all static defences.
Secondary use: Anti-infantry
Anti-infantry rating = Very good. Will kill most infantry squads in one hit, the greatly increased damage radius makes it harder to avoid.
Vehicle Stats
Vision = 580
Shroud clearing = 300
Health = 2000
Speed = 55

 

Happy Shelling!

 

 

Update for release 2
Range increased from 500 -> 575
Armour changed to standard light vehicle armour (same has Stealth tank)
Speed increased from 55 -> 60
Removed Heroic Cluster munition shell!

 

Update for Release 5

Minimum range increased from 100 -> 150

Blue Tiberium warhead damaged VS 'STRUCTURES' increased 125%

 

*M110 was removed in release 7!*


Edited by Madin, 11 August 2015 - 03:20 PM.


#2 Mighty BOB!

Mighty BOB!

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Posted 02 April 2009 - 10:59 PM

Woah, I completely missed your Hints & Tips features. This is what I get for rarely leaving the CNC3 Editing section. Nice work you've done. :p

I was wondering if we would ever see the fruits of your labor from all the questions you ask and here it was under my nose the whole time!
WOL nick: migtybob

We are living in a post-common sense society.


#3 Madin

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Posted 04 April 2009 - 11:35 AM

Woah, I completely missed your Hints & Tips features. This is what I get for rarely leaving the CNC3 Editing section. Nice work you've done. :p

I was wondering if we would ever see the fruits of your labor from all the questions you ask and here it was under my nose the whole time!


Yep!
I'm planning a small release soon.




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