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Firestorm wall section
Background[edit | edit source]
Used in conjunction with the Firestorm Defense Generator, these emitters are placed like a wall and control the placement of the Firestorm Defense shield. These emitters can be used to completely encircle a base or can be used at key defensive positions.
When activated, the wall sections project a barrier capable of disintegrating enemy projectiles and destroying enemy units. Any units that crash into a Firestorm shield would be instantly destroyed. As such, GDI bases protected by Firestorm walls, such as Hammerfest, were considered impenetrable.
In-game[edit | edit source]
Firestorm wall sections can be built once a Firestorm generator has been constructed. Similar to concrete walls, placing two wall sections within four grids on a straight line will cause them to automatically connect.
In its inactive state, Firestorm wall sections are harmless. Both friendly and hostile units can simply walk over them, and they can be destroyed by weapons fire. However, once the Firestorm defense ability has been activated, all Firestorm wall sections will begin emitting an impenetrable force field. Any units above Firestorm wall sections when it was activated will be instantly destroyed, including aircraft flying over them.
Each individual wall section consumes power, even when not in use.
Changelog[edit | edit source]
- Tiberian Sun patch 1.13:
- multiple sections can now be built, like the laser fences.
- Firestorm defence no longer stays up indefinitely when power goes low.
References[edit | edit source]
- Stojsavljević, Rade, and O'Miley Ryan. Command & Conquer: Tiberian Sun: Operations Manual. Las Vegas, Nevada: Westwood Studios, 1999.
- Westwood Studios, Command & Conquer: Tiberian Sun. Nod mission 12a: "A New Beginning".
- Westwood Studios, Command & Conquer: Tiberian Sun. Nod mission 11: "Capture Jake McNeil".