Tempest Rising: Complete Guide To Doctrines
Tempest Rising: A Comprehensive Guide to Doctrines
Mastering Tempest Rising requires understanding its many facets, especially Doctrines. These powerful upgrades significantly enhance your army's combat effectiveness. This guide provides a complete overview of Doctrines, covering their function, acquisition methods, and specific benefits for each faction.
What are Doctrines?
Doctrines are significant enhancements providing a competitive edge. Accessible in both single-player and multiplayer modes, their unlock methods differ:
- Single-player: Permanently unlocked using Doctrine Points earned after completing missions. While 18 Doctrines exist, only 11 missions provide points, limiting your choices. You can reset your Doctrines using special reset points earned after missions.
- Multiplayer: Unlocked by spending credits and waiting a short period. Cost and unlock time increase with Doctrine tier.
Doctrines are tailored to each faction's strengths. For example, the GDF's Comms Doctrine focuses on combat enhancements, while the Tempest Dynasty's Logistics Doctrine prioritizes economic growth.
Single-Player Campaign Doctrines
In single-player, Doctrine Points are earned after each mission and used to unlock Doctrines between missions. Strategic selection is crucial, as some Doctrines prove more valuable in the late game, especially on higher difficulties.
Multiplayer Doctrines
Unlocking Doctrines in multiplayer is simpler, requiring only credits and a short wait. Higher-tier Doctrines demand more credits and longer wait times.
GDF Doctrines
The GDF Doctrines offer a variety of buffs, enhancing range, health, unit awareness, stealth capabilities, ammunition, cooldowns, and intel gathering. They are particularly beneficial for players focusing on map control or stealth tactics.
Comms
This Doctrine tree boosts unit and building abilities, ideal for maximizing tactical awareness and stealth.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Boosted Comms | Increases comms range by 50%; units near marking units gain 30% range and weapon effect boosts. | 800 Credits | 40 Seconds |
Armored Communicators | Units/buildings providing comms have 40% increased health; barracks produce comms effects. | 800 Credits | 40 Seconds |
Manufacturing | Drones have 50% more health, rebuild 25% faster, and are networked. | 1,500 Credits | 60 Seconds |
Helmet Communicators | All infantry have comms (unless in low power mode). | 1,500 Credits | 60 Seconds |
Em Interference | Marked enemies are silenced. | 3,000 Credits | 80 Seconds |
Ambush Protocols | All drones are invisible until attacking; units with passive stealth are permanently stealthed until attacking; stealth cost reduced 30%. | 3,000 Credits | 80 Seconds |
Mobility
These Doctrines focus on map control and rapid responses to enemy incursions. Ideal for hit-and-run tactics or air dominance strategies.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Rapid Deployment | 20% faster structure build times; 50% extra return when sold. | 800 Credits | 40 Seconds |
Resistant Treads | Harvester move speed 15%, carry limit 20%, heals 5 health every 2 seconds. | 800 Credits | 40 Seconds |
Comms Rig Antenna | Deployed Comms Rigs apply a Build Radius. | 1,500 Credits | 60 Seconds |
Triangulation | Support Beacons last twice as long, have 50% more health; Specialist Units drop Marking Mines on death. | 1,500 Credits | 60 Seconds |
Aircraft Ascendance | Tempest Air Strikes add 2 extra jets; all aircraft have 50% more ammo and 20% faster reload speed. | 3,000 Credits | 80 Seconds |
Logistics Network | 25% cooldown and cost reduction to all Support Powers; Riot Drops add an additional Riot Van. | 3,000 Credits | 80 Seconds |
Intel
This Doctrine tree focuses on Intel acquisition, cost reduction, and late-game unit/building purchases.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Advanced Data Collection | Gain Intel even if a Mark expires on an enemy unit without it dying. | 800 Credits | 40 Seconds |
Pinpoint Weakness | 20% damage increase to laser weapons; tagged enemies count as Marked; Field Scouts gain Networked status. | 800 Credits | 40 Seconds |
Efficient Intel | Units with Intel abilities receive 20% cooldown reduction; build time for Intel-cost units reduced by 30%. | 1,500 Credits | 60 Seconds |
Virulent Scanners | Marked enemies attack 15% slower and take 15% extra damage. | 1,500 Credits | 60 Seconds |
Investment Durability | Intel-cost units/buildings receive 25% more health. | 3,000 Credits | 80 Seconds |
Regional Networking | Networked weapons gain 20% extra range and damage against Marked units; dying friendly units generate Intel. | 3,000 Credits | 80 Seconds |
Tempest Dynasty Doctrines
The Tempest Dynasty Doctrines emphasize overwhelming firepower and unit mass. They offer significant boosts to aggression, resource generation, and unit survivability.
Logistics
This tree focuses on rapid resource acquisition, crucial for the Dynasty's less technologically advanced units.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Harvester Manufacturing | Harvester health 30%, build speed 30%, heals 5 health every 2 seconds. | 800 Credits | 40 Seconds |
Power Management | All Plan effects increased by 30%. | 800 Credits | 40 Seconds |
Logistics Improvements | Salvage Centers transform back into Salvage Vans; repairing units gain 15% health increase. | 1,500 Credits | 60 Seconds |
Energetic Enhancements | Distribution Mode and Tempest Dynamo effects increased by 20%. | 1,500 Credits | 60 Seconds |
Manpower | Ground vehicles spawn infantry units on death (while under population cap and with at least one Plan active). | 3,000 Credits | 80 Seconds |
Planned Economics | Generate 150 credits every 5 seconds for each active Plan. | 3,000 Credits | 80 Seconds |
Aggression
These Doctrines reward offensive playstyles, boosting unit damage, ammo, and survivability.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Body Armor | Increases infantry health by 15%. | 800 Credits | 40 Seconds |
Training Regimen | Units achieve Veterancy 30% faster. | 800 Credits | 40 Seconds |
Stockpiles | Unit ammo 50%, damage 15%. | 1,500 Credits | 60 Seconds |
Empowered Dynamos | Tempest-powered Dynamos reduce enemy damage by 40% while active. | 1,500 Credits | 60 Seconds |
Officers | Specialists cost 30% less, deal 30% more damage, and have 30% cooldown reduction. | 3,000 Credits | 80 Seconds |
Leading The Charge | Vehicle health increased by 20%. | 3,000 Credits | 80 Seconds |
Security
These Doctrines support defensive strategies while also offering offensive options.
Doctrine | Description | Multiplayer Cost | Multiplayer Unlock Time |
---|---|---|---|
Ordnance Manufacturing | Explosion radius increased by 50%. | 800 Credits | 40 Seconds |
Extended Life Generators | Structures take 30% less damage in Distribution Mode; Power Plants have 30% increased health and Build Radius. | 800 Credits | 40 Seconds |
Minefields | Destroyed vehicles and turrets drop a mine on death. | 1,500 Credits | 60 Seconds |
Oversight | Air units gain 30% extra health and 20 sight range. | 1,500 Credits | 60 Seconds |
Defensive Operations | All buildings heal over time when not attacked; structures receive 25 more health and deploy infantry when sold or destroyed. | 3,000 Credits | 80 Seconds |
Frontline Construction | Salvage Van and MCV gain a 25% speed boost and cost reduction; Power Plants, Salvage Centers, and Construction Yards gain 50% Build Radius boost. | 3,000 Credits | 80 Seconds |
(Note: Images remain in their original format and positions.)
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