EMP Cannon: Difference between revisions
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{{Infobox | {{Infobox building | ||
| | |name = EMP Cannon | ||
|image = | |icon = | ||
| | |image = TCH_BU_EMPCannon.png | ||
| | |imgsize = 300px | ||
|imgdesc = | |||
| | <!-- General characteristics --> | ||
| | |is_tech = 1 | ||
|role = Advanced defense disabler | |||
}} | }} | ||
'''EMP Cannons''' are capturable [[Buildings#Tech_buildings|Tech Buildings]]. | |||
== Appearance == | |||
==Appearance== | |||
The EMP Cannon features a large cannon connected by several tubes and standing on a support structure; the capturable [[Master Control Terminal]] is located on the front side of the building. | The EMP Cannon features a large cannon connected by several tubes and standing on a support structure; the capturable [[Master Control Terminal]] is located on the front side of the building. | ||
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EMP Cannons have no interiors. | EMP Cannons have no interiors. | ||
==Function== | == Function == | ||
The EMP Cannon fires an EMP bolt that disables the opponent team's main defense building ([[Advanced Guard Tower]] for the [[Global Defense Initiative]], [[Obelisk of Light]] for the [[Brotherhood of Nod]]) for several seconds upon impact. It takes some time for the cannon to charge its EMP and recharge after it has fired. | The EMP Cannon fires an EMP bolt that disables the opponent team's main defense building ([[Advanced Guard Tower]] for the [[Global Defense Initiative]], [[Obelisk of Light]] for the [[Brotherhood of Nod]]) for several seconds upon impact. It takes some time for the cannon to charge its EMP and recharge after it has fired. | ||
Near the [[Master Control Terminal]], there are two lights: if the red light is on, the EMP Cannon is recharging and cannot be employed; if the green light is on, the EMP Cannon is ready to fire. Hold use (E by default) in front of the MCT to activate the EMP Cannon. The EMP Cannon has a cooldown of 4 minutes. | Near the [[Master Control Terminal]], there are two lights: if the red light is on, the EMP Cannon is recharging and cannot be employed; if the green light is on, the EMP Cannon is ready to fire. Hold use (E by default) in front of the MCT to activate the EMP Cannon. The EMP Cannon has a cooldown of 4 minutes. | ||
==Strategy== | == Strategy == | ||
=== Capturing === | === Capturing === | ||
Only [[Engineer |Engineers]] and [[Advanced Engineer | Advanced Engineers]] can capture EMP Cannons. [[Repair Tool]]s will not last enough to capture it in one magazine; they will need to be recharged once to do so. Note that when the cannon is captured or neutralized, a message will be broadcasted to everyone, enemy team included, and thus the player capturing the cannon must exercise caution as an opponent might come to get them. | Only [[Engineer |Engineers]] and [[Advanced Engineer | Advanced Engineers]] can capture EMP Cannons. [[Repair Tool]]s will not last enough to capture it in one magazine; they will need to be recharged once to do so. Note that when the cannon is captured or neutralized, a message will be broadcasted to everyone, enemy team included, and thus the player capturing the cannon must exercise caution as an opponent might come to get them. | ||
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* The EMP Cannon resembles the one that can be built in ''Command and Conquer: Tiberian Sun''; albeit the former is used offensively, and the latter defensively. | * The EMP Cannon resembles the one that can be built in ''Command and Conquer: Tiberian Sun''; albeit the former is used offensively, and the latter defensively. | ||
* Continuously activating the EMP Cannon without the team's notice or being prepared to rush/sneak in is frowned upon, considered an act of [[teamhampering|team hampering]], and means to get the offending player kicked. | * Continuously activating the EMP Cannon without the team's notice or being prepared to rush/sneak in is frowned upon, considered an act of [[teamhampering|team hampering]], and means to get the offending player kicked. | ||
{{ | {{Buildings}} | ||
[[Category:Tech buildings]] |
Revision as of 14:51, 7 September 2020
EMP Cannon | |
---|---|
Tech Building | |
Role | Advanced defense disabler |
EMP Cannons are capturable Tech Buildings.
Appearance
The EMP Cannon features a large cannon connected by several tubes and standing on a support structure; the capturable Master Control Terminal is located on the front side of the building.
Upon capture, section of the support structure will change colors: the section will be painted grey when it is neutral, yellow/gold if GDI acquires it, and red if Nod acquires it.
EMP Cannons have no interiors.
Function
The EMP Cannon fires an EMP bolt that disables the opponent team's main defense building (Advanced Guard Tower for the Global Defense Initiative, Obelisk of Light for the Brotherhood of Nod) for several seconds upon impact. It takes some time for the cannon to charge its EMP and recharge after it has fired.
Near the Master Control Terminal, there are two lights: if the red light is on, the EMP Cannon is recharging and cannot be employed; if the green light is on, the EMP Cannon is ready to fire. Hold use (E by default) in front of the MCT to activate the EMP Cannon. The EMP Cannon has a cooldown of 4 minutes.
Strategy
Capturing
Only Engineers and Advanced Engineers can capture EMP Cannons. Repair Tools will not last enough to capture it in one magazine; they will need to be recharged once to do so. Note that when the cannon is captured or neutralized, a message will be broadcasted to everyone, enemy team included, and thus the player capturing the cannon must exercise caution as an opponent might come to get them.
It is advised to seek cover and keep moving when capturing the EMP Cannon; for example capturing its MCT from standing around the edges of the building allows the player to quickly run behind the building to dodge incoming fire.
Defending
EMP Cannon allows for the team to disable the opponent's main defense building, which will prove vital in either infiltrating inside the opponent base or mounting a full-scale assualt without being hindered by the automated defenses; therefore, it is advised to keep a stationary force around it to keep it well defended from enemy incursions. Defending EMP Cannons will be much easier if it is located on a vehicle path, since tank fire will keep it covered from enemy engineers.
The team that has control of the EMP Cannon should signal all their members when the cannon is ready to fire and to get ready to sneak in/siege the base when the EMP neutralizes the opponent defense building.
The team which main defense building is struck by the EMP Cannon should prepare for an incoming rush and double their patrols to locate infiltrators.
Some players might lob some Remote C4s near the EMP Cannon's MCT, and wait for an opponent to come in order to blow them. It is not advisable to plant Proximity C4 to protect the cannon even if there are unused mines, because enemy repair guns may hit the MCT from afar or disarm the mines.
Trivia
- The EMP Cannon resembles the one that can be built in Command and Conquer: Tiberian Sun; albeit the former is used offensively, and the latter defensively.
- Continuously activating the EMP Cannon without the team's notice or being prepared to rush/sneak in is frowned upon, considered an act of team hampering, and means to get the offending player kicked.