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The Tech Airport is a worthwhile tech structure to capture. It provides paratroopers every six minutes.
ParadropPrereq: Tech Airport
Recharge Time: 6 Minutes
Upon capturing a Tech Airport, players have access to a paradrop support superweapon. It is ready every six minutes and will drops six GIs as the Allies and nine Conscripts as the Soviets.
The Oil Derrick is a handy tech structure. It provides additional credits every few frames
and it grants 1000 credits upon being captured. The Oil Derrick also has a nasty habit of
exploding violently when destroyed, causing a chain reaction if other oil derricks are nearby.
Graphical Enhancement: Uses an unused smoke animation when damaged.
Functioning like the Allied Repair Depot and the Soviet Service Depot, the Outpost provides a means of repairing vehicles in the field, away from the main base and it's even able to defend itself, packing a missile battery on the top.
The Tech Power Plant provides power like player-built plants. As such, it now provides 400 units of power, making it the most cost effective basic power plant since it only requires an Engineer.
The Secret Lab has undergone changes with how it is handled. It no longer provides access to country specific units, but now provides access to special high-tech units for the Allies, Soviets and the PsiCorps.
When under the player's control, the Machine Shop repairs all vehicles across the
battlefield. Because it is so effective, no changes have been made.
Undocumented Feature: The Machine Shop bonus stacks for each one owned.
The Tech Hospital works in a similar way to the Machine Shop, except that it heals
infantry across the battlefield rather than vehicles. The Hospital, as well, has not
changed.
Undocumented Feature: The Hospital bonus stacks for each one owned.
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