All Information regarding Twisted Insurrection's Nod Structures.
Posted by Aro on Apr 3rd, 2014
This is a complete list of the GDI Structures assigned to your command during Twisted Insurrection. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.
The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into aConstruction Yard. In other missions, the Construction Yard has already been placed.
Nod Tiberium Reactors are the basic source of power for the Brotherhood of Nod in order to keep their bases and outposts up and running at all times. The Tiberium Reactors also double as a Tiberium Silo for additional Tiberium storage.
The Advanced Tiberium Reactor functions exactly like a regular Tiberium Reactor in that it generates power and supplies it to a base. Though it does not have the ability to store extra Tiberium, however, due to its greater size and efficiency, an Advanced Tiberium Reactor generates more than twice as much power as a regular Tiberium Reactor.
The Hand of Nod is the basic training area for all of the Brotherhoods Infantry. When In control of the hand of Nod, particular infantry can be trained on command.
The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.
The Fist of Nod also goes by a common name 'The War Factory'. The Fist of Nod is what supplies the brotherhood with all armored vehicles on the battle field. The Fist of Nod acts like an underground bunker, underneath the structure is a large tunnel network of which the units travel under, once a unit has been requested to be on the battle fileld, the Fist of Nod rises up to ground level safely getting the vehicles onto the battle field.
The Nod Radar is like a second pair of eyes for Nod Commanders allowing them to view scouted parts of the battlefield, enemy and friendly units on a small computer screen. The Nod Radar also has the ability to detect enemy subterranean units and stealth units, once the Nod radar has detected an enemy, a light will flash on one of it's many antennae in the direction of which the enemy unit is approaching.
Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the service bay.
These structures are the primary re-arming point for all of Nod's attack aircraft.
The Hall of Faith is an advanced Hand of Nod which is where the construction of advanced cyborg technology takes place.
These structures provide additional technology to Brotherhood Commanders granting them access to more advanced units, infantry and structures.
These large heliports are where all supplies necessary to construct the Brotherhood of Nod's Banshee Bombers are held. Without at least one facility located in a Nod base, construction of the huge bombers is impossible.
The Brotherhood are notorious for their subterranean technology and sneak attacks, and the Seismic Projector is the latest in said technology. Seismic projectors are capable of focusing a powerful earthquake at a very specific location, capable of trapping infantry, vehicles and bringing even the tallest structures crashing to the ground.
The Temple of Nod is an architectonic wonder, a monolithic structure that enemies fear. It functions as a high-class technology research center, providing plans and equipment needed for highly powered and technologically advanced units and structures. The Temple itself is heavily armored, capable of withstanding an immense amount of damage. The structure also has a secondary function; it houses a superweapon known as the Apocalypse Missile. Like the name suggests, it can level entire battlefields with one strike.
This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.
Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons fire and explosions from making craters in your base. In addition, units on Pavement will move faster compared to normal terrain. Unlike placing other structures, Pavement can still be placed down when any parts of its placement bib are red. Only the squares that are white at the time will be paved. Pavement can not be placed on slopes or over existing roads
This basic base defence structure is effective in stopping both infantry and vehicles. Only certain units can fire over Nod walls.
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
The Laser is Nod's main base defence, primarily used for anti-infantry purposes. Like its larger cousin, the Obelisk of Light, the laser fires a focused laser beam at enemy units.
These powerful anti-aircraft defense structures fire out multiple heat-seeking projectiles at once making short work of most enemy aircraft. Whilst very effective, these Bunkers are a heavy drain on the Brotherhood of Nod's power source and take up more space than any other basic defence structure.
The Obelisk of Light has been used by Nod for decades. The Obelisk is designed to eliminate any form of ground opposition with great ease using an extremely powerful laser beam. Due-to the large quantities of power required to keep a single Obelisk of Light online, it is not equipped with anti-air weaponry.
Designed for the purpose of lightning fast base protection, Web Spiders are capable of deploying energy beams extremely dangerous to all forms of infantry and vehicles making them completely impassible. Alongside their mobility attributes, Web Spiders are able to travel underground in order to reach their appointed destinations at a much faster pace. In order for a Web Spider to function correctly, there must be a minimum of two deployed parallel to each other at all times.
The Stealth Generator can cloak all units and structures in a large area. The base will remain cloaked until the stealth generator is turned off, the base becomes underpowered or the stealth generator is destroyed. Base defences and units underthe effect will uncloak only when firing or leaving the area of effect. It should be noted that units exiting from a War Factory or Hand of Nod and Harvesters exiting a refinery will be visible briefly before the stealth generator adjusts and cloaks them.