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THE ALLIED NATIONS

Allied Information
Allied Structures
Allied Infantry
Allied Units
Allied Tech Tree
THE SOVIET UNION

Soviet Information
Soviet Structures
Soviet Infantry
Soviet Units
Soviet Tech Tree
THE EPSILON ARMY

Epsilon Information
Epsilon Structures
Epsilon Infantry
Epsilon Units
Epsilon Tech Tree
THE FOEHN REVOLT

Foehn Information
Foehn Structures
Foehn Infantry
Foehn Units
Foehn Tech Tree
Stolen Tech Units
Neutral Structures


NEUTRAL STRUCTURES

Tech Oil Derrick
  • Cost: -
  • Power: 0
  • Hitpoints: 1400
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Income
  • Armor Class: Heavy Structure





In addition to the harvestable ore, you will always see Tech Oil Derricks on the battlefield. Capturing these structures is the go-to option to gather additional funds for the war efforts on the field. Not only do the Oil Derricks provide a continuous flow of cash to your base - becoming its first owner gives a bonus amount of instant resources as well. The more Oil Derricks you capture, the more cash you will receive over time.


Tech Oil Derrick

Additional Information:
  • Provides $500 for the first player to capture a neutral one.
  • Provides $20 every 100 frames (approximately 6 ingame seconds).
  • In 'Oil Control' it's the primary source of income and is indestructible.


Tech Deposit Bank
  • Cost: -
  • Power: 0
  • Hitpoints: 1600
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Income
  • Armor Class: Big Heavy Structure





The Tech Deposit Bank functions much like the Tech Oil Derrick, but provides double the cash over time and the initial capture bonus. This makes the Deposit Banks structures sought after by all commanders.


Tech Deposit Bank

Additional Information:
  • Provides $1000 for the first player to capture a neutral one.
  • Provides $40 every 100 frames (approximately 6 ingame seconds).


Tech Base Expansion Post
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Base Expansion, Active Unit Repair
  • Armor Class: Heavy Structure





Tech Base Expansion Posts are small structures placed at strategic locations on the battlefield, allowing the construction of new military structures in their vicinity. Each Post additionally repairs any nearby ground vehicles within its range. It is important to remember, that the Base Expansion Post is the only tech structure you can use to expand your base building area further without using an MCV.


Tech Base Expansion Post



Tech Power Plant
  • Cost: -
  • Power: +250
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Power
  • Armor Class: Heavy Structure





Tech Power Plants provide additional power for their owner. They also come with their own security features to prevent sabotage, making them much more secure sources of power for your base.


Tech Power Plant

Additional Information:
  • Cannot be infiltrated by an agent to shut the power down.
  • The amount of power provided by this building in 'Fortress' mode may vary.


Tech Nuclear Plant
  • Cost: -
  • Power: +1000
  • Hitpoints: 1100
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Power
  • Armor Class: Heavy Structure





Tech Nuclear Plants provide even more power for their owner. Just like the Tech Power Plants, they come with their own security features to prevent sabotage, making them secure sources of power. If destroyed, they explode just like the Soviet Nuclear Reactor, however the explosion is much less devastating.


Tech Nuclear Plant

Additional Information:
  • Explodes when destroyed.
  • Cannot be infiltrated by an agent to shut the power down.
  • The amount of power provided by this building in 'Fortress' mode may vary.


Tech Ore Refinery
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Resource Gathering
  • Armor Class: Big Heavy Structure





In places where neither a Tech Base Expansion Post is available nor is an MCV relocation possible, you might sometimes find Tech Ore Refineries to capture. These buildings act as remote resource destinations for your miners. Additional security measures prevent agents from entering them to steal your money.


Tech Ore Refinery

Additional Information:
  • Cannot be infiltrated by an agent to steal money.


Tech Satellite Hack Center
  • Cost: -
  • Power: 0
  • Hitpoints: 1500
  • Prerequisite: 1 Engineer to capture
  • Purpose: Base
  • Armor Class: Big Heavy Structure





Capturing the Tech Satellite Hack Center allows you to gain access to the brand new Global Positioning System satellite network, in order to acquire a complete view of the battlefield. Keep in mind that the GPS is not complete, and losing the building after its capture deletes the data, reshrouding the map fully.


Tech Satellite Hack Center



Tech Secret Lab
  • Cost: -
  • Power: 0
  • Hitpoints: 1100
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Technology
  • Armor Class: Big Heavy Structure





The Tech Secret Lab contains unique technological concepts, designed by various weapon development groups, who sought independence from the warring nations' influence. Once captured, this building will grant you access to these engineers' latest invention - the support repair aircraft Rejuvenator.


Tech Secret Lab

Additional Information:
  • In missions this structure might be used to provide units other than the Rejuvenator.
Rejuvenator
  • Cost: $1500
  • Speed: 22 (Flying)
  • Hitpoints: 320
  • Armor Class: Medium Aircraft
  • Prerequisite: Any War Factory + Secret Lab
  • Purpose: Advanced Unit Repair
  • Equipment: Repair Beam (x2)
  • Range: 9






Constructed with advanced technology of unknown origins, by independent weapon developers who value their anonymity, but will support you for the right price, the Rejuvenator is an advanced repair airship available at the Secret Lab. The one-of-a-kind support unit, it is an asset that all of the warring factions would appreciate as a mainstay of their arsenal, but somehow can't design on their own.


Tech Rejuvenator

Additional Information:
  • Automatically repairs itself.



Tech Academy
  • Cost: -
  • Power: 0
  • Hitpoints: 1300
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Infantry
  • Armor Class: Big Heavy Structure





Tech Academy provides additional training for your recruits before they arrive on the battlefield. Any infantry trained from barracks or cloned, with this building under your control, will start as a veteran.


Tech Academy



Tech Heavy Machinery
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Vehicles
  • Armor Class: Big Heavy Structure





Tech Heavy Machinery provides additional equipment for your vehicles before they come out from the factory. Any ground vehicles constructed, with this building under your control, will start as a veteran.


Tech Heavy Machinery



Tech Aeronautics
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Air Force
  • Armor Class: Big Heavy Structure





Tech Aeronautics provides additional equipment for your aircraft before they are released on the battlefield. Any flying units constructed, with this building under your control, will start as a veteran.


Tech Aeronautics



Tech Defense Bureau
  • Cost: -
  • Power: 0
  • Hitpoints: 1300
  • Prerequisite: 1 Engineer to capture
  • Purpose: Upgraded Defenses
  • Armor Class: Big Heavy Structure





Tech Defense Bureau provides additional equipment for your defenses before they are placed on the battlefield. Any defenses constructed, with this building under your control, will gain an initial upgrade.


Tech Defense Bureau



Tech Military Docks
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Upgraded Ships
  • Armor Class: Big Heavy Structure





Tech Military Docks provide additional equipment for your ships, and other aquatic units, before they are released into the waters. Any naval units constructed, with this building under your control, will start as a veteran. Despite how it looks, this building is not placed on water.


Tech Military Docks



Tech Airfield
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Aircraft Production, Paratroopers
  • Armor Class: Big Heavy Structure





Capturing a Tech Airfield grants access to paradrop reinforcements, which compose of the factions' basic anti-personnel and anti-armor infantry. Additionally, the building can house and reload up to 4 jet units.


Tech Airfield


SUPPORT POWER: Paradrop
  • Cost: $1200
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to drop a group of paratroopers with a Cargo Plane anywhere on the battlefield, their team sets being as follows: 6 GIs with 2 Guardian GIs as the Allies, 8 Conscripts with 4 Flak Troopers as the Soviets, 6 Initiates with 2 Archers as the Epsilon and 3 Knightframes with 1 Lancer as the Foehn.


Tech Reinforcement Pad
  • Cost: -
  • Power: -
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Reinforcement
  • Armor Class: Big Heavy Structure





Tech Reinforcement Pad is a unique strategic building, which, once captured, will provide you with additional armored forces through a paradrop every few minutes. Unlike the Airfield, the delivery of reinforcements is automatic and free, but will only happen near the Reinforcement Pad itself.


Tech Reinforcement Pad


SUPPORT POWER: Reinforcement
  • Cost: -
  • Recharge Time: 5:00
  • Requires Power: Yes





An automatic drop of several vehicles with a Cargo Plane at the location of the captured Reinforcement Pad, their team sets comprising of several basic units, different depending on the owner's subfaction.


Tech Missile Bunker
  • Cost: -
  • Power: -100
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Missile Strike
  • Armor Class: Big Heavy Structure





The Tech Missile Bunker houses a tactical missile, and is a strong weapon against both enemy structures and units. Capturing it allows a player to ready and fire a missile anywhere on the battlefield, for a price.


Tech Missile Bunker


SUPPORT POWER: Missile Strike
  • Cost: $1000
  • Recharge Time: 7:30
  • Requires Power: Yes





Use this to launch a powerful tactical missile, which will heavily damage everything in its area of effect.


Tech Maintenance Facility
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Advanced Building Repairs
  • Armor Class: Big Heavy Structure





The Tech Maintenance Facility provides a highly effective building maintenance-and-repair crew, that can quickly repair in a large radius any structural damage anywhere on the battlefield, at regular intervals.


Tech Maintenance Facility


SUPPORT POWER: Maintenance
  • Cost: -
  • Recharge Time: 5:00
  • Requires Power: Yes





For a short period of time, all structures within this support power's radius will receive rapid repairs.


Tech Machine Shop
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Active Unit Repairs
  • Armor Class: Big Heavy Structure





The Tech Machine Shop provides all of ground, naval, and air units owned by its commander with automatic repairs. The more Tech Machine Shops you capture, the faster your units are repaired.


Tech Machine Shop



Tech (Field) Hospital
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Active Infantry Healing
  • Armor Class: Big Heavy Structure





The Tech (Field) Hospital provides all of the infantry units owned by its the commander with automatic healing. The more Tech (Field) Hospitals you capture, the faster your units are healed.


Tech Field Hospital / Tech Hospital



Tech HMG Tower
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Range: 10
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Vesuvius' HMG






The Tech HMG Tower is a powerful anti-infantry defense. With a large range and capability to fire over walls due to its height, it makes for a potent defense, without requiring any power.


Tech HMG Tower

Additional Information:
  • Minimum Range: 2
  • Can gain experience.


Tech Turret
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Range: 8
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Armor Defense
  • Armor Class: Defensive Structure
  • Weapon: 120mm Cannon






An anti-armor turret used to destroy vehicles. A cheap, maintainable defense, which requires no power.


Tech Turret

Additional Information:
  • Can gain experience.


Tech SAM Site
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Range: 12.5
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Redeye Missiles






A simple SAM Site for anti-air defense. Unlike its bigger, more powerful variant, it uses no power.


Tech SAM Site

Additional Information:
  • Can gain experience.


Tech Cannon Bunker
  • Cost: -
  • Power: -50
  • Hitpoints: 1750
  • Range: 8.5
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Armor Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 150mm Cannon






The Tech Cannon Bunker makes for a powerful anti-armor defense at the cost of some power. Its only weakness is its minimum range, a blind spot which can be used by the enemy units, if they get close.


Tech Cannon Bunker

Additional Information:
  • Minimum Range: 2
  • Can gain experience.


Tech Artillery Bunker
  • Cost: -
  • Power: -100
  • Hitpoints: 1750
  • Range: 18
  • Prerequisite: 1 Engineer to capture
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 220mm Cannon






The Tech Artillery Bunker has a powerful long-range artillery cannon, that can devastate incoming enemy forces. Unfortunately, it has a big minimum range and requires plenty of base power in order to operate.


Tech Artillery Bunker

Additional Information:
  • Minimum Range: 5
  • Can gain experience.


Tech SAM Bunker
  • Cost: -
  • Power: -50
  • Hitpoints: 1750
  • Range: 14
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Air Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 'Mauler' Missiles (x6)






Tech SAM Bunkers are massive anti-air defenses, which can easily take down almost any aerial threat at great ranges. This powerful defensive structure's only weakness is that it requires quite a bit of power.


Tech SAM Bunker

Additional Information:
  • Can gain experience.


Tech Protector
  • Cost: -
  • Power: -50
  • Hitpoints: 1000
  • Range: 10
  • Prerequisite: 1 Engineer to capture
  • Purpose: Active Unit Shield
  • Armor Class: Big Defensive Structure
  • Equipment: Shield Generator






The Tech Protectors are advanced devices scattered throughout the battlefield at key locations, with the capability to reinforce the armor of units in its range, with an active shield, at the cost of some power.


Tech Protector

Additional Information:
  • Increases strength of vehicles in its vicinity by 40%.


Tech Concrete Bunker
  • Cost: -
  • Power: 0
  • Hitpoints: 2000
  • Prerequisite: Garrison with infantry
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure





Bunkers are important fortifications for the infantry to shelter in, and fire from. These special Concrete Bunkers have been constructed to withstand quite a lot of damage of any kind, and can even be repaired.


Tech Concrete Bunkers

Additional Information:
  • Can be garrisoned by 8 infantry units.


Tech Concrete Fortress
  • Cost: -
  • Power: 0
  • Hitpoints: 4000
  • Prerequisite: Garrison with infantry
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure





An immense fortification, the Concrete Fortress is capable of housing an entire infantry battalion. Impressive in size and durability, they are often a vital defense at strategic locations and choke points.


Tech Concrete Fortress

Additional Information:
  • Can be garrisoned by 20 infantry units.



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