GDI Power Plant
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[edit] Introduction
Welcomme GDI commander to our gloriues PowerPlant guide. You wish to learn more? Well then sit back and enjoy. For after this you'l know more then you bargained for! This small topic will handle information about the GDI's PP, it can be you'l learn a few things, or maybe you won't...
[edit] Important notes
This topic will handle as much info as it can possibly hold. If you find something wrong, or find a thing you wish to add, go ahead! All the usefull (and correct) info will be a happy addition to this topic.
[edit] Building Functions
The function of the PowerPlant is porviding power to the entire base! It gives power, to everything except for Repairpads, Turrets, Guard Towers, Tanks and infantry. Everything els will need power to be 100% functional.
Many people try to keep this building alive and for good reasons! Loosing it will have dire consiquences...
1) Your base defenses will be down! 2)Everything is 100% more expensive 3) The ref only generates at 50% anymore. (Hacking your income in half tough the harvy drop is not affected by this.)
While these 3 things happen, the enemy will surely try to benifit from you by killing all your expensive units, use SHB rushes and nukes (if there where any defenses on the map!) and well, Nod will swarm across you entire base if you don't do anything. So loosing your PP is not very good!
The most annoying thing is that everything is more expensive! Normally one would need only 500 creds for a normal sniper. But now that prize is the same as a Havoc would costs. And a Havoc, well let's say that 2000 credits for that unit is way to much for me to spent on that.
[edit] Structural Design
As with the Nod/GDI ref, the PP's are both exactly the same except for there interior. o that is why we will still have 2 guides (so that you can't get confused!)
[edit] On non-Flying maps
If you see at it crudely, you'l see (from above) that the ground shape is a circle cut in half. It has 2 doors where the wall is flat. One cooling tower wich is placed nicely between the 2 doors (tough nothing of the tower can be seen inside the building!).
We will start by taking the left door. Once we enter it and have passed trough a small hall where we find 2 PT's, we come in the only room in the PP. It has the same shape as the ouside (half a circle.) And the only controls can be spotted from here wich in some way "defend" the MCT. We turn 90° right and we will see 1 PT infront of you, and the MCT will be letf from you if you move closer to this last PT.
Nothing more can be told actually about the design.
[edit] Flying Maps
On flying maps, the PP wil get a ramp. This ramp can be accessed be going from the right door turning 90° (before you enter the PP offcours) and then you can walk right on it and onto the roof.
The Flying varient makes a dangeroues call for Nukes. Nod can easily let it be guarded by a Sakura, and becuase the path on the roof is so small a sak can easily kill any incomming infantry.
[edit] Defending and Attacking
[edit] Defending
Defending GDI's PP depends on wich map you play. But even so, it is best that if it is attacked, one has place mines at both doors! (same trick as in the ref can be used) If both doors are mined, one can easily defend the PP if the engees don't stand to close to the door. Try to stand in the middle of the room to have lass inpact of the shells Nod will fire.
If they do breach your mines, you can use the small wall to your advantage in the room by trowing C4 right behind the enemy. the will fall back, but can't get away cuase of the small wall insie of the PP. Then the damage done by your C4 can be maxed.
Another way to defend, tough very drastic, is by placing a tank infront of the both doors. Then you'l not only give extra firepower towards the PP (sort of speaking) but you will also hamper any unit trying to get inside!
[edit] Attacking
Trying to defeat the GDI PP can be hard if there team has few hotwires. But every defens can be broken no matter how strong! If you try to attack the enemy PP be sure to difuse any mines they have inside the building. Many have died trying to get in only to find a few mines and then boom they die. It is best to have a a high lvl Nod infantry with you for if there are mines.
If you rather want tank, try to attack the right door! for that one is open (and in most cases it will be!) one can attack the inside and do some heavy damage to the ones inside. Or atleast keep them away from the MCT until there are a few other units of your team ready to give that final hit!
Attacking the round side where the MCT is is also a handy place to attack, since Nod will then be forced to fall back from the PT located at the MCT. This is perhaps a very samll difference, but it will make a huge difference if Nod is sieging the building!
"Tiberium is the way and the life"! One can Nuke the PP from all sides without having to worry alot especially if there are a few friendly's in the proximity.
Attack the red zone and it's surroundings to do maximum damage at engiees trying to be at there MCT.
