GDI Weapons Factory

From RenegadeWiki

Jump to: navigation, search

Contents

[edit] Introduction

WarF.gif

Accessing GDI record file...done. Downloading info...done. Retrieving data...done.

Welcome Commander

This topic is classified as A19I of the GDI Global Database. Also known as the Weapons Factory topic. What you are about to read is for GDI players only, do not distribute this information to any civilian.

[edit] Important notes

This article was written and edited by only a few people. Please feel free to add anything you think will be useful in order to make this topic better.

[edit] Building Functions

The Weapons Factory has the same purpose as the Brotherhood of Nod's Airstrip. It provides GDI with the option to build 5 different vehicles on normal maps with an additional 2 vehicles added to Flying Maps. It also automatically builds a GDI Harvester if the one currently in use is destroyed.

If the Weapons Factory is destroyed, GDI will no longer be able to produce vehicles, including harvesters. If GDI loses their harvester in this situation they will lose a large a large amount of income that the harvester would normally bring in.

[edit] Structural Design

[edit] Non-Flying maps

The Weapons Factory consists out of 1 main building with a smaller building attached. The main building holds the Master Control Terminal and all the Purchase Terminals while the smaller building is the assembly garage.

From the front entrance located on the garage side, you will find 2 Purchase Terminals located to the left and right side. Further down and located to the right is the Master Control Terminal followed by another Purchase Terminal located to the left of the MCT and another door to the right of the last PT.

Gdi wf.jpg

[edit] Flying Maps

The Weapons Factory contains a single ramp located to the right of the front entrance and leads to the first part of the roof. There are two more small ramps located here, the first ramp is located stright ahead of the end of the ramp and leads further up to a small area. The other ramp is located to the left and leads down to another small area.

[edit] Defending and Attacking

[edit] Defending

The Weapons Factory is best defended against infantry by mines. Placing Proximity C4 at each entrance ensure that infantry will not be able to enter without being detected. It is often a good idea to have a unit or two guard the Weapons Factory as an extra precaution.

Vehicles are another issue. There should always be a few engineers or a Hotwire nearby to repair if it comes under heavy bombardment. This is the case on many maps where the Weapons Factory is located at the front of the base or in a location where it can be easily hit from a distance.

Nuclear Strike beacons are much more difficult to deal with. Due to the size of the weapons factory, it can be difficult to find them. This is especially true on Flying maps where there are ramps and beacons can be places on the roof. You should always mine the ramp for this reason. Be expecally careful of SBHs(Stealth Black Hands) sneaking up the ramp and placing a beacon.

[edit] Attacking

The Weapons Factory is easy to attack due to it's size. Infantry can easily walk in if there are no mines. Furthermore, due to the position of the Master Control Terminal it is slightly easier to attack and destroy compared to other structures.

Vehicles can also attack the structure easily due to it's size and placement on maps.

Nuclear Strike beacons are the biggest threat due to the number of location it can be placed. On some maps such as C&C_Walls_Flying.mix, snipers can cover a rooftop Nuclear Strike beacon from the mesa in the middle of the map.

It should be noted that it is only a good idea to destroy the Weapons Factory if the Barracks has already been destroyed or if tanks are the biggest threat. If the Barracks is alive, GDI will often camp their base with advanced infantry and stop almost any attempt to destroy their remaining structures.

Wf GDI.jpg

Personal tools