The Brotherhood of Nod has deployed their new Tiberium Refinery's to the battlefield, with Nod's knowledge of Tiberium they have created a Refinery with superior refinement & containment techniques to their last design.
GDI intelligence has intercepted the specifications for their new Tiberium Harvester which are attached, not much is known as of yet about the Harvester's abilities we'll update our findings as more intelligence is gathered on these new developments.
The Global Defense Initiative has commissioned a Mobile EMP vehicle platform that has been in research & development, in our efforts to catch up to the Brotherhood's development of the EM-Pulse Cannon. This has the advantage of mobility and being a self powered unit however its area of effect is less then that of the Brotherhoods EM Pulse Cannon. These can be deployed in a number of ways, defensively they can be used to disable enemy attacks and while more difficult if used successfully offensively disabling the enemy's Power Supply or Defense Grid is a good strategic use of this technology.
The last successful field test was performed today, confirming the Mobile EMP can clear fields of Limpet Drone's and scramble the navigation systems of Subterrain vehicles forcing them to surface until there system's come back online.
Further Intelligence Reports will follow as they develop,
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Is the Mobile EMP generator shut down by its own attack, or is it immune to EMP?
If it does get shut down by its own attack, might I recommend an upgrade that makes them and perhaps a couple other units only shut down half as long? It could be called Backup Generator or something.
As for unburrowing subterranean units, would there be a way to set it in a special guard mode under the ability tab so that it triggers automatically whenever a detected sub-t unit meanders within the radius?
That ended up being the only real reason I never touched them in TS.
when it use its emp, all the energy it use is gone, so it have to regenerate before it can attack or move again.
The Mobile EMP itself is impervious to EMP attacks, allowing it to "attack" head on and retreat in time if it was used successfully. Lessening its effect against allied units sounds like a good idea, the friendly fire was a real downside on it in FS; we'll discuss the idea.
We're trying to make some of the units easier accessible, like Sub-T units also having a guard mode, so the MEMP will probably be given one too.
Does the MEMP work like Raider Buggy EMP Coils, or like the techstructure with a targeted attack?
... I believe that it will really be like the C&C3 Raider Buggy.
The MEMP triggers the EMP at its own location so the only use of a targeted ability like the one used on the techstructure would be to automatically issue a move order - you can do the same by using [ALT] for the waypoint-mode while also allowing to trigger it instantly with just the press of a button instead of *requiring* the player to specify a location.
Yay!!! The greatly anticipated update is finally here! And what and update! Everything looks amazing! Big up mod team!!!!
Update soon???.....plz xD