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{{Games|TS|FS}}
 
{{Games|TS|FS}}
 
{{UnitBox
 
{{UnitBox
|name = Field Medic
+
|name = Engineer
|cameo = TS_Medic_Cameo.gif
+
|cameo = <gallery>
  +
TS_GDI_Engineer_Cameo.gif|GDI
|image = Medic.png
 
  +
TS_Nod_Engineer_Cameo.gif|Nod
|imgdesc =
 
  +
</gallery>
|internalname = MEDIC
 
|faction = {{Subfaction|GDI|TS}}
+
|image = TS_Engineer.png
 
|internalname = ENGINEER
 
|faction =
  +
* {{Subfaction|GDI|TS}}
  +
* {{Subfaction|Nod|TS}}
 
|baseunit =
 
|role = Support infantry
 
|role = Support infantry
|useguns =
+
|useguns = Tools
|usearmor = [[GDI combat uniform (Tiberian Sun)|Combat suit]]
+
|usearmor =
  +
* [[GDI combat uniform (Tiberian Sun)|GDI combat suit]]
|hp = 125
 
  +
* [[Combat armor|Nod combat armour]]
|shield =
 
|energy =
+
|produced =
 
* [[Barracks (Tiberian Sun)|Barracks]]
|timedlife =
 
  +
* [[Hand of Nod (Tiberian Sun)|Hand of Nod]]
 
|armortype = None
 
|armortype = None
|trans =
+
|hp = 100
|tier = 1
+
|cost = $500
|techlvl = 4
+
|techlvl = 2
 
|groundattack =
|cost = $600
 
|time =
 
|produced = [[Barracks (Tiberian Sun)|Barracks]]
 
|req =
 
|hotkey =
 
|squadsize =
 
|groundattack = -50 (Organic)
 
|airattack =
 
|cooldown = 80
 
|airspeed =
 
 
|landspeed = 4
 
|landspeed = 4
|seaspeed =
+
|range =
|range = 2.83
+
|sight = 4
|sight = 6
 
|ability = Healing
 
 
|notes =
 
|notes =
  +
* Can capture buildings
  +
* Immune to veins
 
}}
 
}}
{{Quote|Among the chaos of battle, the Medic is solely responsible for treating the injured and getting downed soldiers back in the fight. Left on his own, the medic will automatically heal any nearby friendly soldiers. Medics can also be targeted to treat a specific soldier.|Tiberian Sun manual|Command & Conquer: Tiberian Sun manual}}
+
{{Quote|Slow and unarmed, the Engineer is, nonetheless, deadly in his own right. The only unit able to capture enemy structures; tactical use of engineers is considered an art among many commanders.|Tiberian Sun manual|Command & Conquer: Tiberian Sun manual}}
   
'''Medics''' are unarmed [[GDI]] support infantry, whose sole role is providing medical aid to other soldiers. They appeared during the [[Second Tiberium War]] and the [[Firestorm Conflict]].
+
'''Engineers''' are non-combatant infantry used by both [[GDI]] and [[Nod]] during the [[Second Tiberium War]] and the [[Firestorm Conflict]].
   
==Background==
+
==Game unit==
  +
Engineers can be used to capture enemy structures. For this, an Engineer is trained to be familiar with the standardized computer equipment present in most structures, particularly the [[Master control terminal|Master Control Terminal]]. The most highly trained engineers memorized blue prints of the structures, and then used small explosive charges to break their way in. During the [[First Tiberium War]], it would take five Engineers to break into a fully armoured enemy structure, but if it were damaged, it could take less. By the [[Second Tiberium War]], this was overcome by superior training and better explosive charges. These engineers are capable of taking over enemy structures almost instantly, but there is a price tag attached: these engineers cost over 4 times the price of a [[Light infantry (Tiberian Sun)|basic infantry unit]]. The Engineer is required to stay at the MCT and operate the structure from that point onward, but this does not prevent rival engineers from attempting to recapture the structure. The vast majority of the time, the Engineer is busy operating the structure, and does not notice if a rival engineer sneaks up on him and removes him from the picture, then operating the structure himself.
Medics possess advanced medical training in order to effectively treat their fellow soldiers. They are equipped with regular GDI combat suits with a characteristically painted helmet and a well equipped medkit in order to treat even the most terrible wounds.
 
   
  +
Engineers also repair bridges. This skill was endorsed by the time of the Second Tiberium War. Engineers realized that they would have to repair bridges - floods and other problems, as well as enemy forces' destruction of the bridges, often was problematic. Fortunately, most bridges store all of the tools for their own repair in huts at both ends, except for a few the engineer carries, which allows him to repair bridges very quickly. Unfortunately, the Engineer uses up most of his supplies and tools in this way. Rather than journey out onto the battlefield without tools, and therefore without the ability to repair or capture structures, engineers wisely decided to stay inside the bridge repair hut - ostensibly to make sure that the bridges would not be damaged again, although in practice they were helpless to intervene should the bridge be destroyed - it would take another engineer to fix it again.
Unfortunately, they are unable to defend themselves, as they are completely unarmed, and their body armour is lacking.
 
   
  +
They also repair their sides' own buildings. Again, the Engineer enters the building in question and uses similar tools to the bridge repair hut to fix the structure. Again, these tools and supplies are used up in the process, and the Engineer wisely chooses to stay in the structure.
===Legacy===
 
Due to the burden they have, Medics were employed in [[Armory|armouries]] by the time of the [[Third Tiberium War]]. Medical supplies that can be administered immediately are now distributed freely to the experienced soldier in the battlefield. Medics can now treat even wounds dealt by [[Scrin]] weaponry.
 
   
  +
Although Engineers possess decent armour, they are normally unarmed, relying on commanders to clear the battlefield for them, or more likely, to be transported.
==Game unit==
 
  +
Medics function mostly identically to their [[Medic (Red Alert 1)|counterparts]] in the first ''[[Command & Conquer: Red Alert|Red Alert]]''. They can target a single friendly infantry unit to restore most of its health. The healing ability is fairly short-ranged and generally does not take place quickly enough to keep a soldier alive in the middle of combat, so the medic is mostly used to heal infantry after combat and reduce attrition from damage. Since infantry in ''Tiberian Sun'' are more durable and generally more effective than in Red Alert, this also makes the medic more useful. The ''Tiberian Sun'' medic also has the ability to regenerate up to half its health.
 
  +
[[Engineer (Tiberium Wars)|Engineers]] continued to be used by GDI, but Nod replaced them with [[Saboteur (Tiberium Wars)|Saboteurs]].
  +
 
=== AI behavior ===
  +
Engineers controlled by the AI have the following attack patterns:
  +
 
==== Easy ====
  +
  +
* 1x targeting Tiberium Refinery; loaded inside an Amphibious APC/Subterranean APC with 2 Light Infantry and 2 Disc Throwers/Rocket Infantry
  +
** This task force will only be sent if the enemy owns 5000 credits or more
  +
  +
* 1x targeting anything; loaded inside an Amphibious APC/Subterranean APC with 2 Light Infantry and 2 Disc Throwers/Rocket Infantry then unloaded near a Construction Yard
  +
  +
==== Medium/Hard ====
   
  +
* 3x targeting Tiberium Refinery; loaded inside an Amphibious APC/Subterranean APC with 2 Disc Throwers/Rocket Infantry
A unique ability of the medic is its "guard" ability; when a medic has been ordered to guard an area, any wounded infantry that come within a certain range of the medic will cause it to move toward the wounded soldier(s), sometimes even following them if they do not stop. The ability is done by either double clicking the medic or using the force attack command on an area.
 
  +
** This task force will only be sent if the enemy owns a certain amount of credits (4000 for Medium, 3000 for Hard)
  +
* 5x targeting anything; loaded inside an Amphibious APC/Subterranean APC then unloaded near a Construction Yard
   
  +
==Changelog==
==== AI behavior ====
 
  +
* [[Tiberian Sun patch 1.13|''Tiberian Sun'' patch 1.13]]: the crash caused when an engineer captures a [[Construction yard (Tiberian Sun)|construction yard]] while the building placement cursor is active is fixed.
Unused by the AI.
 
  +
* [[Tiberian Sun patch 1.17|''Tiberian Sun'' patch 1.17]]: "Multi Engineer" logic added.
  +
* [[Tiberian Sun patch 2.02|''Tiberian Sun'' patch 2.02]]: [[Technician (Tiberian Sun)|technicians]] are no longer incorrectly substituted for engineers in various circumstances in non-English versions of ''[[Command & Conquer: Tiberian Sun - Firestorm|Firestorm]]''.
   
 
==Quotes==
 
==Quotes==
 
===When selected===
 
===When selected===
* ''Medic reporting!''
+
*''Engineering!''
* ''Yes, sir?''
+
*''Yes sir?''
* ''Awaiting orders!''
+
*''Awaiting orders!''
   
 
===When moving===
 
===When moving===
* ''Affirmative!''
+
*''Affirmative!''
* ''Acknowledged!''
+
*''No problem!''
* ''Movin' out!''
 
   
===When ordered to heal===
+
===When ordered to capture===
* ''Stat!''
+
*''No problem!''
* ''Clear!''
+
*''I can fix that!''
* ''Give me some room!''
 
   
 
==Gallery==
 
==Gallery==
 
<gallery>
 
<gallery>
TS_Medic_concept_fragment.jpg|Concept art fragment
+
TS_Engineer_Concept.jpg|Concept art leftover
  +
TS_Engineer_animation.gif|SHP sprite
 
</gallery>
 
</gallery>
   
 
==See also==
 
==See also==
* [[Engineer (Tiberian Sun)|Engineer]]
+
* [[Medic (Tiberian Sun)|Medic]]
  +
* [[Mutant hijacker]]
 
{{Tiberian Sun GDI Arsenal}}
 
{{Tiberian Sun GDI Arsenal}}
  +
{{Tiberian Sun Nod Arsenal}}
 
[[Category:Tiberian Sun infantry]]
 
[[Category:Tiberian Sun infantry]]

Revision as of 13:46, 29 May 2022

Slow and unarmed, the Engineer is, nonetheless, deadly in his own right. The only unit able to capture enemy structures; tactical use of engineers is considered an art among many commanders.
- Tiberian Sun manual(src)

Engineers are non-combatant infantry used by both GDI and Nod during the Second Tiberium War and the Firestorm Conflict.

Game unit

Engineers can be used to capture enemy structures. For this, an Engineer is trained to be familiar with the standardized computer equipment present in most structures, particularly the Master Control Terminal. The most highly trained engineers memorized blue prints of the structures, and then used small explosive charges to break their way in. During the First Tiberium War, it would take five Engineers to break into a fully armoured enemy structure, but if it were damaged, it could take less. By the Second Tiberium War, this was overcome by superior training and better explosive charges. These engineers are capable of taking over enemy structures almost instantly, but there is a price tag attached: these engineers cost over 4 times the price of a basic infantry unit. The Engineer is required to stay at the MCT and operate the structure from that point onward, but this does not prevent rival engineers from attempting to recapture the structure. The vast majority of the time, the Engineer is busy operating the structure, and does not notice if a rival engineer sneaks up on him and removes him from the picture, then operating the structure himself.

Engineers also repair bridges. This skill was endorsed by the time of the Second Tiberium War. Engineers realized that they would have to repair bridges - floods and other problems, as well as enemy forces' destruction of the bridges, often was problematic. Fortunately, most bridges store all of the tools for their own repair in huts at both ends, except for a few the engineer carries, which allows him to repair bridges very quickly. Unfortunately, the Engineer uses up most of his supplies and tools in this way. Rather than journey out onto the battlefield without tools, and therefore without the ability to repair or capture structures, engineers wisely decided to stay inside the bridge repair hut - ostensibly to make sure that the bridges would not be damaged again, although in practice they were helpless to intervene should the bridge be destroyed - it would take another engineer to fix it again.

They also repair their sides' own buildings. Again, the Engineer enters the building in question and uses similar tools to the bridge repair hut to fix the structure. Again, these tools and supplies are used up in the process, and the Engineer wisely chooses to stay in the structure.

Although Engineers possess decent armour, they are normally unarmed, relying on commanders to clear the battlefield for them, or more likely, to be transported.

Engineers continued to be used by GDI, but Nod replaced them with Saboteurs.

AI behavior

Engineers controlled by the AI have the following attack patterns:

Easy

  • 1x targeting Tiberium Refinery; loaded inside an Amphibious APC/Subterranean APC with 2 Light Infantry and 2 Disc Throwers/Rocket Infantry
    • This task force will only be sent if the enemy owns 5000 credits or more
  • 1x targeting anything; loaded inside an Amphibious APC/Subterranean APC with 2 Light Infantry and 2 Disc Throwers/Rocket Infantry then unloaded near a Construction Yard

Medium/Hard

  • 3x targeting Tiberium Refinery; loaded inside an Amphibious APC/Subterranean APC with 2 Disc Throwers/Rocket Infantry
    • This task force will only be sent if the enemy owns a certain amount of credits (4000 for Medium, 3000 for Hard)
  • 5x targeting anything; loaded inside an Amphibious APC/Subterranean APC then unloaded near a Construction Yard

Changelog

Quotes

When selected

  • Engineering!
  • Yes sir?
  • Awaiting orders!

When moving

  • Affirmative!
  • No problem!

When ordered to capture

  • No problem!
  • I can fix that!

Gallery

See also

TS GDI logo Global Defense Initiative Second Tiberium War Arsenal TS GDI logo
Join the cause of Nod! Brotherhood of Nod Second Tiberium War Arsenal Ascend!