Artillery (Tiberian Sun)

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TS gameicon.png FS Gameicon.png
25px-Disambig.png For other uses, see Artillery.
TS Artillery Icons.png
Artillery
TS Mobile Artillery.png
Mobile (circle) and deployed (center) artillery
Unit
Internal name ART2 (mobile)
GAARTY (deployed)
Affiliation TS Nod logo transparent.png Nod
TiberiumAlliances Forgotten.png Forgotten
CABAL TS.png CABAL
Role Self-propelled artillery
Armament 155mm HE artillery cannon
Tier 2
Tech level 6
Properties
Hit points 300
Armor type Light
Production
Cost $975
Produced by Nod war factory
Requires Nod radar station
Combat
Ground attack 150 (ARTYHE)
Cooldown 110
Speed 5
Attack range 18 (minimum 5)
Sight range 9
Function
Abilities Deploys to fire
Elite upgrade Seft healing

Deployable artillery was used by Nod, CABAL and the Forgotten during the Second Tiberium War and the Firestorm Conflict, continuing the Brotherhood's extensive use of mobile artillery from the First Tiberium War.

Background

The new, advanced artillery unit deploys stabilizers and becomes stationary before firing, to accommodate the massive recoil. In return, it has an awesome range and its shells are effective at reducing fortifications and advancing enemy forces to dust, as the cannon is surprisingly very accurate even against moving targets.

Legacy

The artillery design proved to be very influential, as new generations were developed, most notably the stealthed Specter of the Third Tiberium War.

Game unit

In vanilla Tiberian Sun, the artillery is the Brotherhood's most powerful conventional unit, with extreme range, accuracy and power, which make it excellent in both siege and defense roles. What makes the artillery more horrifying is its status as a low-tech-level unit; a player may build it with only a combination of a war factory and a Nod radar; not even a tech center is required. When five or more are deployed, GDI Titans (in limited numbers) will be shredded by concentrated fire without even getting close.

Airpower is the most effective way to deal with artillery, as experienced players with skillful micromanagement can destroy several clustered artillery in a single bombing run with Orca bombers, so artillery users have to pay extreme attention to mobile air defense, which is most often provided by large group of rocket soldiers or Attack cycles. Stealth tanks are not an ideal option for mobile air defense because they will not attack actively and have to decloak before firing, which takes time. One of the setbacks associated with the mobile artillery is the fact that artillery shells may create large crater near the user's base if used for defensive purposes, rendering the terrain unsuitable for building construction.

The Artillery was nerfed in Firestorm, having its precision reduced significantly. This change is hardcoded in the game's executable, requiring a complete unit and weapon cloning if it is to be reverted. This does not affect vanilla Tiberian Sun that is run from the same executable.

Changelog

  • Tiberian Sun patch 1.13:
    • rate of fire decreased
    • damage decreased by approximately 20%
    • less effective against infantry
  • Tiberian Sun patch 2.00 (Firestorm only): precision reduced (hardcoded, does not appear in INI files; undocumented).

Gallery

Videos

A GDI EMP cannon disabling Nod artillery

See also

Join the cause of Nod! Brotherhood of Nod Second Tiberium War Arsenal Ascend!
CABAL TS.png CABAL Firestorm Conflict Arsenal CABAL TS.png
TiberiumAlliances Forgotten.png Forgotten Second Tiberium War Arsenal TiberiumAlliances Forgotten.png