Power Node | |
Frontiersmen | |
Health 2000 |
Armor 1000 |
Abilities and Upgrades | |
Abilities: Power Grid, Warning Beacon |
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Miscellaneous | |
Tech Requirements: Cannot rebuild during blackout |
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Build Time: | 10 seconds |
Builds From: | Power Node |
Introduction
Power Nodes are wall mounted, static structures that are responsible for activating and maintaining the Power Grid in the room they reside in.
Usage
Power Nodes are required to power Marine structures and are therefore the equivalent of the Aliens Infestation.
Tactics
If a Power Node is destroyed, all structures in the affected room will lose power and become inoperable until power is restored:
- Infantry Portals will not respawn Marines.
- Arms Labs will deactivate causing Marines to lose their enhanced Armor and Weapons levels immediately.
- Observatories and their Scan and Beacon abilities will be disabled.
- Armories and Advanced Armories will not dispense Health and Ammo nor will they be able to supply weapons.
- All active research on structures that lose power will be cancelled.
- Prototype Labs will not supply Jetpacks nor Exosuits
- Sentry Batteries and Sentries will continue to function normally without power.
Tactical Summary - Power Nodes
- Defend Power Nodes at all cost, allowing them to be destroyed can quickly lose the game.
- Don't build a Power Node if it isn't required.
- As an Alien, when attacking a Marine base, targeting the Power Node is often better than trying to destroy individual structures. Communicate with your team and agree on what you are going to attack!
Player - Marine (Assault Rifle • Pistol • Switch-Axe)
Mechanics - Marine Commander • Power Nodes • Resource Model
Build - Command Station • Extractor • Infantry Portal • Armory • Robotics Factory (ARC • MAC) • Arms Lab
Game Information - Options • Maps • Console Commands • Patches
In Game - Damage Types • Status Icons • Ranking System • Badges