GDI Refinery
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[edit] Introduction
Welcome fellow Renegade player. You wish to know more about the GDI's Refinery? It's strengths and it's weaknesses? Well look no further cause in this topic we will discuss almost everything that you need to know about this building. For a wise man once said: know thy enemy better then thy known thy self
And what better way to know the enemy then to know everything about there base???
[edit] A few important notes
Even though this topic will have lot's of information about the Refinery, it is impossible to put in everything that is known about tricks, structural, attacking and defending of the Ref. As of this i ask that if one knows something which isn't added in this topic, please feel free to write it down.
Also feel free to brows the other Structural guides of buildings in Renegade.
A second note is, that this topic will use Nod screen shots as they apply for both reffs.
[edit] Building Functions
GDI's Refinery, pretty simple said it just generates credits for you and your team. Not much one thinks? Wrong!! The Refinery is actually the Heart of any base! Without a Refinery one can't buy new items.
Now some will say, "I can still buy weapons cause I have killed enemy's" and so forth and so forth. One may not underestimate the value of the Ref. It does only has one function that is correct, but no team can survive long without one! Especially if the Ref is killed within the first payload of the Harvy.
Every player (especially in the beginning of the game), will try to keep the Harvester alive for it's payload wich is delivered at the ref. But if the enemy team can kill your ref before that first crucial payload, you won't have extra cash, nor will you have any income. The result of this lose is not only that you will have no way of getting credits per time. But you need an alternative, these are:
1) Attacking the enemy (very risky if they have there ref still!) 2) Defending (what happens in more then 70% of the cases unless the game is already past half it's time then it can change according to score and such) 3) Backup (repairing tanks and the likes)
But of course, this depends on how well your team is. If alot of them are real Renegade's don't expect that you will be able to get some cash reserve! So keeping the ref alive is very crucial especially in the beginning of the game. Loose it and you'll find yourself between a hard rock. Unless there are a few point whores who have some reserve they could help there team out.
One good point is (if defending) the Harvy won't be bugging tanks by pushing them outside there base.
[edit] Structural Design
The Refinery as we all know in the game, are exactly alike expect for where the TP's are. Well, even tough I will still use 2 topics in order to help people around.
[edit] On Non Flying maps
A long stretched cube forms the base of the Refinery, outside of this form is also a somewhat round Silo attached to it by 1 big tube (probebly for storing the Tiberium). If you face the building from the North side, you'l immediately see a cap in the center of the Ref. This is where the Harvy makes it's payload! Try not to get in that place when the Harvy is making it's payload...
9/10 times the person (if enemy will be crushed) will get stuck between the harvy, and the harvy can't make it's payload = your trapped! A second thing we see, is the door on the right which will lead us inside the building. But before we enter, we also see a sort of flat roof on the left side, this I will explain later and also a large pump for pumping the Tiberium from under the Ref towards the silo.
Once we enter inside the GDI's ref, we will see a dead end if we would proceed going infront of us. Instead after a few steps, we go left! Once you have turned the 90°, you will see a 2 PT in front of you... The PT in front of you can be accessed by stepping towards it. Once you arrive there, turn 90° to your right, you'll see another door. This is the backdoor of the Refinery closest to the MCT.
Once you are at the Door don't go outside yet and turn another 90° to your right. Now we see the MCT of the building. If not known to others yet, try to repair that MCT if the building is under attack! It will repair 100% faster then hitting a wall or any other part of the refinery.
[edit] On Flying maps
Nothing much has changed on Flying maps. Except that if we watch again from the front side of the building, we will now notice the ramp which has settled itself at the Left side of the refinery, which leads to the now accessible roof of the building.
Since we now have a roof, snipers like to use it to protect the building from enemy aircraft. Since one can shoot almost 360° from where they stand without having an object in their sight.
[edit] Defending and Attacking
As with the GDI Weapons Factory, the Refinery has 2 doors making attacking and defending easy and hard at the same time! Here you'll see some usefully tips and info about how to defend this building!
[edit] Defending
As said in the above (see top topic), the Ref needs to be alive if you want a steady income. The Ref is easy to defend if one knows how it looks and where possible attack spots are! At the most important thing is mining! A good mined Ref is harder to assault then one which has no mines at all!
We take the front door, if you look outside of the building, you'll notice this:
This mine tactic can be used on any building, but the Ref's are the most handy at this, cuase of the short walk space an enemy has when entering (and the mines will stick nicely!) Ok, on the picture above, you can't see the sides very wel cuase it's black. But they are there, now mine these 2 and a few mines on the ground and you'l end up with this(can also be done with the backdoor):
This is a very handy trick to do, becuase outside of the ref one can't spot the mines (except those on the ground!) And sine the path to the front door is so narrow, one will always be damaged.
Now back to the real defending, the room at wich the MCT is placed, is rather big! This is perfect for repairing. But 1 drawback occurs. And that is the backdoor! If a unit is repairing to close to this door, it will open thus making it very easy for an enemy to hit inside the GDI's ref. To avoid this, go to the PT in the small hallway next to the MCT this is the safest place to be, becuase of the Harvy's unloading area!
The plate wich drops when the harvy is unloading can't be damaged! it doesn't even let damage get treu (altough when one fires there) thus making it inpenetrable for an enemy attack and one can from there repair the ref without much damage. if you do get hit the PT next to you can be accesed fast and swift.
[edit] Attacking
Attacking the GDI's ref is a totaly different matter! As said above, the engies can hide pretty good away from most damage! But as said if a unit is near the door it will open... Then why not do that? An Artillery that is nearby can fire inside the open door (killing almost anything inside wich issn't friendly) while an engie can disar the mines layed there.
Once these are gone, they can easily get to the MCT, but all enemy's that are still alive will trow (literally) everything at you!
But if you wish to completely take down the ref, a nice Ion can do the job. But where must one place it? If the Harvy is dead (or away for the while) place it inside the dock area! If you got a little cover, Nod' can't disarm it. Or between the ref and the silo, a very nice place to hit it aswell tough that is the place one will almost always louk first! But since there are so many small spots (becuase of the detailed objects stickking out of the ref) one has around 10 places where to place the Nuke. Each with ups and downs offcours.
A bug wich is very nice to have if your attacking is the "Docking bug" as I call it... If the harvy is killed while dropping it's load there is a good change that the protection plate (wich drops when harvy is near) will stay down! This means that if one fires there it WILL do damage and thus hitting around 80% of the ref's inside. If done by a few Arty's or another group of tanks, this can be devasting for GDI and there ref will surely fall.
