Command and conquer tiberium wars scrin11/27/2023 ![]() The Mastermind also has the ability to teleport friendly units within 50 distance units (anywhere on the battlefield in the Scrin campaign) to a location within 250 distance units of itself. The Mastermind is one of the few Scrin infantry that can enter structures, which can be used to avoid enemy fire. Also, commando units, epic units, and base defenses are immune to this power, so care should be taken to avoid them. However, it should be noted that the manipulator device ability has a very long cooldown time, so the Mastermind will be left vulnerable after mind controlling a unit or structure, so it is important to pick the target carefully. Mind controlled units will fight for you, while mind controlled structures, in addition to performing its original functions such as unit production, can be sold just like owned structures, allowing the Mastermind to destroy enemy structures like its GDI and Nod counterparts, with the added benefit of gaining some credits and spawning a squad of infantry under your command. The Mastermind is not equipped with any offensive weapons, but has two very useful abilities, its manipulator device ability can take control of most enemy units and structures. This ability has a 20 second cooldown (Ctrl+A). Abilities Ī Mastermind can use its psychic power to teleport any allied unit(s) within a 50 unit radius to a location within 250 of the Mastermind. Unlike the standard Mastermind, this particular one was not equipped with manipulator device, but instead armed with a long range disintegrator beam deadly against infantry and effective against aircraft. This Mastermind proved to be a dangerous opponent, as it used a nearby stasis chamber to protect itself and hid behind a chasm defended by several plasma missile batteries, making it difficult to approach, and continuously harassed GDI forces by teleporting Scrin units across the chasm. ![]() GDI forces encountered another Mastermind in Rome. This allowed Scrin reinforcements to arrive and destroy GDI's Munich base, taking over the entire city. The Mastermind then planted a manipulator device on a GDI barracks and mind controlled an engineer into shutting down the city's defenses. ![]() In order to recover the data nodes, Foreman 371 guided a Mastermind and two Devourer tanks through the city's outer defenses, turning the GDI defenders against one another using the Mastermind. The first known use of the Mastermind was at Munich, where two Scrin scout ships carrying vital data on Threshold construction were shot down by GDI forces, causing them to crash in the city. ![]() Reaper-17 did not use Masterminds, while Traveler-59 used a more advanced variant of the Mastermind known as the Prodigy.Īs the momentum behind the Scrin's diversionary attacks on major population centers began to fade, the Mothership AI accompanying Scrin Foreman 371 realized that the use of brute force was no longer sufficient and authorized the deployment of Mastermind units, the AI then instructed the Foreman to infiltrate behind enemy lines and disrupt the military operations of the humans using the Masterminds' teleportation and manipulation abilities. Mastermind units were considered expensive, which was most likely the reason why each Scrin Foreman was only allowed to deploy one of them at a time. How they achieve this is not yet well-understood. Masterminds could even take direct control of human vehicles, buildings, and infantry. They could sometimes be found at the heart of concentrated attack forces, and seemed to be capable of teleporting Scrin forces from place to place. Reports of Masterminds on the battlefield were scarce, partly because of the low survival rates against these elite units. "Mastermind" was the GDI designation for what appeared to be the commando unit of the Scrin.
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