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Laser turret (Tiberium Wars)

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TW gameiconKW gameicon
TW gameiconKW gameicon
Disambig
For the Nod defensive structure in Tiberian Sun, see laser turret (Tiberian Sun). For the Generals defensive structure, see Laser turret (Generals).
Laser Turret
  • Basic
  • Upgrade with Quad Turrets
Unit
Affiliation

CNC3 Nod Logo Nod
CNCKW Black Hand Logo Black Hand
CNCKW Marked of Kane logo Marked of Kane

Role

Base Defense (laser)

Tier

1

Properties
Hit points

3600 for the hub, 1000 for each turret

Armour type

Light (75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper)

Production
Cost

$1200

Build time

0:12

Produced by

Nod Construction Yard

Requires

Hand of Nod

Hotkey

F2

Combat
Ground attack

140 (Cannon), 50% scalar versus infantry, for one turret

Cooldown

1.1 seconds, 3 seconds every 2 shots

Attack range

350

Function
Upgrades

CNCKW Quad Turrets Cameo Quad turrets (KW)

Power

-10

Abilities

Detects stealth units

CNCTW Laser Turret Cameo
TW Laser Turret Icons

The self-powered laser turret is the basic anti-vehicle emplacement of the Brotherhood of Nod in Tiberium Wars.

Overview

These turrets, armed with a pair of lasers, are hidden in underground armoured compartments and deployed when the situation calls for it. Three of these turrets are linked to a single hub, and each turret is capable of self repair as long as the hub remains intact. They are weak against infantry but effective against vehicles. They are also unable to target aircraft.

While the individual laser turrets are less durable and do less damage then the GDI guardian cannon or Scrins photon cannon, the turrets made this up with sheer numbers and the ability to regenerate. The hub could be protected behind other structures or obstacles, forcing most targets to be peppered by more defenses or the original turrets. All three turrets did as much, if not more, damage then the GDI and Scrin bases defenses of the same tier.

Even though the three turrets can be destroyed, but as long as the hub is intact, they slowly rebuild before redeploying.

Like all other hub-based nod defenses, if the central hub is destroyed, all three linked turrets are destroyed in the process.

Upgrades

CNCKW Quad Turrets Cameo Quad turrets This upgrade places a fourth small turret directly on the hub, adding 33% more firepower (Ctrl+S). Purchasable at any Operations Center for $1000 and takes 0:30 to research.
CNCTW Laser Capacitors Cameo
Spitfire laser capacitors This Upgrade significally improves damage. Purchasable at any Tech lab (Tiberium Wars). Kane's Wrath only.

Assessment

Pros

  • Effective against vehicles.
  • Detects stealth units.
  • The Quad turrets upgrade gives the hub an extra turret thus increasing damage output.
  • Automatically regenerates destroyed turrets.

Cons

  • Dangerously weak against infantry.
  • Defenseless against air units.
  • Shuts down with insufficient power, leaving the base defenseless.
  • Less durable and deals less damage than GDI's guardian cannon and the Scrin's Photon Cannon.
  • If the hub is lost, all turrets will be destroyed.

Trivia

  • It appears the individual Laser Turrets have the smallest build space silhouette, meaning they are able to be placed in the tinier cracks that most other buildings cannot be be built upon.
  • Due to game mechanics, the Laser turret is noticeably weaker against enemy infantry than its predecessor.

See also

CNC3 Nod Logo Brotherhood of Nod Third Tiberium War Arsenal CNC3 Nod Logo

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