|
 |
| 20 resource points |
| 10000 |
| none |
| The structure from which the commander works. Press use (default e key) to get in. All structures and items are built or dropped via the CC. Only one commander at a time. |
| CC, The Chair, Comm Chair |
 |
| 20 resource points |
| Spawns 1 marine every 10 seconds. |
| 2500 |
| Must be built within range of Command Chair. Will continue to function if CC is destroyed . |
| Spawns marine players with a light machine gun, pistol, and knife. |
| IP, Spawn Point |
|
| 15/30 resource points |
ELECTRIFIED - Upgrade Cost : 30; Upgrade Time : 30 seconds; Damage: 20 |
| 6000/ |
| none/Turret Factory |
Dropped to harvest resource points from resource nozzles located the map. Harvests 1 resource point every 4 seconds (also referred to as a 'tick'). Resource points are used to buy equipment, upgrades, supplies (ammo and med packs), and structures.
When electrified, the RT will glow blue and defend itself by shocking any alien that comes within range. |
| Node, RT |
 |
| 10 resource points |
| 2400 |
| none |
Dispenses free ammo and health, hold use (e by default) on it. Shotguns, welders, and mines can be dropped within range of it. You can also research hand grenades for your marines here.
|
| Ammo Dump, Ammo Box, Ammo Dispenser |
 |
| 25 resource points |
ARMOR 1 - Cost : 20 ; Research Time : 60 seconds
ARMOR 2 - Cost : 30 ; Research Time : 90 seconds
ARMOR 3 - Cost : 40 ; Research Time : 120 seconds
WEAPON 1 - Cost : 20 ; Research Time : 60 seconds
WEAPON 2 - Cost : 30 ; Research Time : 90 seconds
WEAPON 3 - Cost : 40 ; Research Time : 120 second
|
| 2200 |
| Armory |
| Upgrade passive upgrades (weapon and armor upgrades) for your marines. Your marines spawn for free with these upgrades as long as your Arms Lab is up. Can also upgrade the ability to drop Catalyst Packs . |
| AL, arms, |
|
| 10 resource points |
Build Distance : 400 units (sentry or siege turrets canot be built outside this distance)
ADVANCED- Upgrade Cost : 15 Upgrade Time : 15 seconds
ELECTRIFIED - Upgrade Cost : 30; Upgrade Time : 30 seconds; Damage: 20 |
| 3000 |
| none |
| Powers turrets and siege turrets which must be built within its radius. If the turret factory is destroyed all turrets become non-functional until another Turret Factory is built. |
| tfac, TF |
 |
| 10 resource points |
Damage: 10
Rate of Fire: 1.43/sec
Range: 800 units |
| 1300 |
| Turret Factory |
Used to shoot uncloaked aliens, primarily. Does 1/2 damage to onos.
Must be built in range of the turret factory, ceases to function if no built turret factory is within 400 units. |
| turret, t's |
 |
| 15 resource points |
Damage: 330
Rate of Fire: .25/sec
Range: 1100 units |
| 2000 |
| Advanced Turret Factory |
Targets only alien structures. Can shoot through walls as well, but must be spotted either by the commander scanning the area with an observatory or a marine spotting.
Must be built in range of the turret factory, with the siege upgrade (also called an advanced turret factory). Ceases to function if no built turret factory with siege upgrade is within 400 units. |
| siege |
 |
| 20 resource points |
Total Scan Energy: 100
Energy/Scan: 25 energy points
Scan Duration: 10 sec
Scan Radius: 800 units
Observatory Passive Detection Radius: 900 units
PHASE GATE TECHNOLOGY - Cost : 15; Research Time : 45 seconds
MOTION TRACKING UPGRADE - Allows marines to see moving aliens through the wall, as well as on the minimap. Allows commanders to see all alien movement on the comm minimap as well. |
| 1700 |
| Armory |
You can research the ability to drop Phase Gates, give your marines Motion Tracking, spend resources (15) to Distress Beacon your marines back to base, or scan an area.
Scanning can be used to allow Siege Turrets to fire on their target or uncloak cloaked aliens and their structures. Scanning takes energy, which the observatory slowly regenerates. It also auto detects anything within a 900 unit radius from where it's built.
Distress beacon brings all marines, dead or alive, back to marine start. However, it will not bring back those marines within 600 units of marine start.
|
| obs |
 |
| 15 resource points |
| Upgrade Cost (at Observatory) : 15 |
| 3000 |
| Observatory, Phase Gate Technology Researched |
| Used to instantly transport a marine who uses it to the next phase gate in sequence (according to when it was built). |
| PG, gate, phase |
 |
| 40 resource points |
Upgrade Heavy Armor : 40
Upgrade Jetpacks : 35 |
| 4000 |
| Advanced Armory, Arms Lab |
| Needed to be able to buy heavy armor and jetpacks for your marines. Both pieces of equipment must be dropped within range of this structure |
| proto |
 |
Combat:N/A
Classic: N/A |
When capped, gives 1 resource point/4 seconds. |
| Indestructible |
| N/A |
When capped with a resource tower, gives the marines resource points. Can be capped by either side.
|
| RN, resource node |
|
|