Welcome to the Command & Conquer Wiki! Log in and join the community.

We are currently performing an upgrade to our software. This upgrade will bring MediaWiki from version 1.31 to 1.33. While the upgrade is being performed on your wiki it will be in read-only mode. For more information check here.

Artillery (Tiberian Sun)

From Command & Conquer Wiki
Jump to: navigation, search
TS gameicon.png FS Gameicon.png
25px-Disambig.png For other uses, see Artillery.
TS Artillery Icons.png
Artillery
Mobile (circle) and deployed (center) artillery
Mobile (circle) and deployed (center) artillery
Unit
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

Armour 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 Crisis, continuing the Brotherhood's extensive use of mobile artillery from the First Tiberium War.

Overview[edit | edit source]

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[edit | edit source]

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

In-game[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

Videos[edit | edit source]

A GDI EMP cannon disabling Nod artillery
Join the cause of Nod! Brotherhood of Nod Second Tiberium War Arsenal Ascend!
Cabal 2.jpg CABAL Firestorm Conflict Arsenal Cabal 2.jpg
TiberiumAlliances Forgotten.png Forgotten Second Tiberium War Arsenal TiberiumAlliances Forgotten.png