UNSC Field Armory: Difference between revisions

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The Field Armory allows the player to purchase upgrades in five areas. One upgrade reduces the amount of time needed to requisition combat units. Another increases the actual population capacity by 10 units. Two turret upgrades, available sequentially, replace the standard M202 turret with larger multi-barrel configurations, visually similar to twin- or quad-.50s. A fourth upgrade gives a significant boost to all infantry types' running speeds. The last upgrades available for purchase are three sequential improvements to the selected hero unit's leader power: adding up to three additional MAC gun shots for Captain Cutter, nearly quadrupling the number of bombs and target area of Sergeant Forge's Carpet Bomb, and improving Professor Anders' Cryo Bomb, significantly lengthening its effect, and knocking more aircraft out of the sky during the initial freeze.
The Field Armory allows the player to purchase upgrades in five areas. One upgrade reduces the amount of time needed to requisition combat units. Another increases the actual population capacity by 10 units. Two turret upgrades, available sequentially, replace the standard M202 turret with larger multi-barrel configurations, visually similar to twin- or quad-.50s. A fourth upgrade gives a significant boost to all infantry types' running speeds. The last upgrades available for purchase are three sequential improvements to the selected hero unit's leader power: adding up to three additional MAC gun shots for Captain Cutter, nearly quadrupling the number of bombs and target area of Sergeant Forge's Carpet Bomb, and improving Professor Anders' Cryo Bomb, significantly lengthening its effect, and knocking more aircraft out of the sky during the initial freeze.


An excellent tactic to use with the Field Armory is to build one early on, quickly research any upgrades the player plans to utilize, and the scrap the building in place of a [[Vehicle Depot]], [[Air Pad]], or [[Barracks]], allowing for the highest possible number of [[Supply Pads]], while still leaving room for unit production.   It costs 150 resources and requires a tech level of 1.
An excellent tactic to use with the Field Armory is to build one early on, quickly research any upgrades the player plans to utilize, and then scrap the building in place of a [[Vehicle Depot]], [[Air Pad]], or [[Barracks]], allowing for the highest possible number of [[Supply Pads]], while still leaving room for unit production.   It costs 150 resources and requires a tech level of 1.


==Available Technologies==
==Available Technologies==
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