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Command & Conquer 3: The Scrin

By R Schneider - 29th October 2009 - 00:58 AM

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The aliens, whom the humans call "Scrin", are intimately linked to the Tiberium catastrophe that has befallen Planet Earth. The massive detonation of Kane's liquid Tiberium reserves under Temple Prime alerted the Scrin to the fact that Earth was "ripe" for the harvest. Indeed, it is strongly suggested that the Scrin contaminate planets with Tiberium, wait for the contamination to encompass the entire planet, and then move in to harvest the results, though we do not know whether they are only after the Tiberium, or whether they intend to colonize such "terraformed" planets, or whether their designs are something different altogether. The construction of a number of Threshold Towers in the most thoroughly contaminated areas seems to be a common part of the Scrin's scheme, though.

The Scrin bring with them a number of fighting ground units (one would hesitate to call them "infantry"), resembling large spider-like or insectoid creatures, and apparently all based on Tiberium, but their true power unfolds when they unleash their terrifying air power.

For a full list of support powers and unit upgrades, please refer to the tech tree.

Structures

All structures are built at the Drone Platform. Additionally, structures can be built in a simultaneous build queue at every Foundry, but Foundries cannot build defensive structures (Buzzer Hive, Photon Cannon, Plasma Missile Battery, Storm Column), super weapons (the Rift Generator), other Foundries, or Explorers. Structures are produced into two separate, independent build queues, one for main structures (Foundry, Reactor, Extractor, Portal, Stasis Chamber, Warp Sphere, Nerve Center, Gravity Stabilizer, Technology Assembler, Signal Transmitter) and one for support structures (Growth Accelerator, Buzzer Hive, Photon Cannon, Plasma Missile Battery, Storm Column, Rift Generator).

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Production Structure.
Cost: 3500
Hitpoints: 20000
Prerequisites: cannot be built, deployed from Drone Ship

Enables Radar
Provides structure production queues

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Production Structure.
Cost: 1500
Hitpoints: 2300
Prerequisites: cannot be built, deployed from Explorer

Provides additional Ground Control

Armor: sniper: 1%, cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%.


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Production Structure.
Cost: 1500
Hitpoints: 3000
Prerequisites: none

Provides an extra structure production queue

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Tech Structure.
Cost: 600
Hitpoints: 4000
Prerequisites: none

Provides Power

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Resource Structure.
Cost: 2000
Hitpoints: 10000
Prerequisites: none

Comes with a Harvester to allow the gathering of resources
Processes and stores Tiberium

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Advanced Resource Structure.
Cost: 1500
Hitpoints: 3000
Prerequisites: Extractor

Place in the middle of a Tiberium Field
Abilities:
     » Increases Tiberium Field Regeneration

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Tech Structure.
Cost: 1500
Hitpoints: 5000
Prerequisites: Reactor and Extractor

Unlocks advanced units and structures
Provides Support Powers:
     » The Swarm
     » Lightning Spike
     » Tiberium Vibration Scan

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Tech Structure.
Cost: 4000
Hitpoints: 10000
Prerequisites: Nerve Center

Unlocks high tech units and structures
Researches Upgrades:
     » Shock Trooper Blink Packs
     » Shock Trooper Plasma Disc Launchers
     » Forcefield Generators
Unlocks Upgrades:
     » Reactor Fusion Core
Provides Support Powers:
     » Phase Field

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Tech Structure.
Cost: 3000
Hitpoints: 3000
Prerequisites: Technology Assembler

Allows access to high technology
Provides Support Powers:
     » Deploy Mothership
     » Wormhole

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Tech Structure.
Cost: 1200
Hitpoints: 3000
Prerequisites: Portal

Advanced Infantry Support
Provides Support Powers:
     » Stasis Shield

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Production Structure.
Cost: 600
Hitpoints: 3000
Prerequisites: Reactor

Produces Alien Infantry

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Production Structure.
Cost: 2000
Hitpoints: 10000
Prerequisites: Reactor and Extractor

Deploys Alien Vehicles
Abilities
     » Repairs nearby vehicles
Provides Support Powers:
     » Reconstruction Drones

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Production Structure.
Cost: 1000
Hitpoints: 6000
Prerequisites: Nerve Center

Deploys Alien Aircraft

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Superweapon.
Cost: 5000
Hitpoints: 20000
Prerequisites: Technology Assembler

Charges the Rift Superweapon

Only one Rift Generator may be built at a time

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Base Defense. Strong vs. Infantry.
Cost: 600
Hitpoints: 1600
Prerequisites: Reactor

Detects Stealth

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Base Defense. Strong vs. Vehicles.
Cost: 1200
Hitpoints: 4000
Prerequisites: Portal

Detects Stealth

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Base Defense. Strong vs. Aircraft.
Cost: 800
Hitpoints: 7000
Prerequisites: Nerve Center

Detects Stealth

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Advanced Base Defense. Strong vs. Vehicles, Aircraft.
Cost: 3000
Hitpoints: 6400
Prerequisites: Technology Assembler

Detects Stealth

Armor: sniper: 1%, cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%.


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Base Defense. Strong vs. Infantry.
Cost: 1000
Hitpoints: 3000
Prerequisites: Nerve Center

Support Power Base Defense

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.