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- COMMAND & CONQUER PART 3
-
- retaliate by killing them.
-
- [2-2-17]: SSM Launcher
- -------------------------
-
- Phil Lochner (decker@megaweb.com)
- The SSM launcher is big and powerful. Though they take a terribly long
- time to reload, each missile they shot has a tremendous amount of damage
- potential. The flame which shoots from the missile toasts footsoldiers, and a
- direct SSM hit takes out practically any Nod unit. As far as I can tell, it's
- range is unsurpassed.
-
- Mike Mulligan (mulligan@netcom.com)
- OK the SSM's are one of the field weapons that you can build for the
- Nod!! There range is ever better then a Obelisk! What you do is to have say
- 2 or 3 SSM's and 2 mini tanks as a protecting force for the SSM's. Then just
- move in to attack! I had 3 SSM's take out two Obelisk in less then 30
- seconds! By the time the other guy realized that he couldn't hit me with
- anything he sent in his tanks and stuff...that's where my mini tanks came in.
- They would lag behind the SSM's and protect them, by doing this they buy time
- for the SSM's to get away. And if they try to press there attack I have more
- SSM's waiting for them!
-
- *2-2-18*: Chinook Transport Helicopter
- -----------------------------------------
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Like the APC the order of exit is the reverse of the order of entry i.e.
- the last units to enter are the first to exit.
-
- Phil Lochner (decker@megaweb.com)
- These slow moving troop transports are expensive and troublesome. They
- suffer from the same loading and unloading problems of the APCs, and have a
- tendency to circle aimlessly before landing in any area. They make easy
- targets for SAM sites, and their cost and low capacity makes them tough to
- justify. They'd be pretty neat if you could load ten or twenty footsoldiers
- into, or if you could airlift tanks and APCs, but for now, I'd stay clear.
- Note that they are not usually available to be built on computer missions.
- They also cannot be used to land in unexplored areas.
-
- Tan Tot Lit (isc30236@lenois.nus.sg)
- Two big advantage of the chopper over APC
- - Few units can shoot at you.
- - You don't appear on radar until you land.
-
- Josh Eckels (joshtgf@execpc.com)
- Transport helicopter strategy - Send in an Orca or Attack Helicopter a
- few seconds before the transport helicopter. Since your opponent can't
- change the targets of SAM sites or Advanced Guard Towers, they will continue
- to shoot down the first thing they saw. This gives your transport helicopter
- enough time to land, deploy its cargo of engineers, and possible get out.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- Despite the limitations of this craft (small capacity, slow movement,
- slow deployment) there are some cases when it is very effective. Often times
- an enemy base is vulnerable to attack from a certain angle or direction.
- This is especially true of bases built against a corner of the map. You can
- often then direct your Chinook to an undefended area (like the very corner)
- by making it hug the edge of the map. It can land in areas that other units
- can't get to if they opponent has built his base in such a way to prevent
- easy unit movement.
-
- [2-2-19]: Mobile HQ
- ----------------------
-
- These units only appear in multiplayer games of capture the flag, when
- bases are turned off. They are unarmed, and are weak units. You must protect
- your own mobile HQ while destroying your opponents' mobile HQs.
-
- Keep them surrounded by your units. Even a Hummer can destroy one in a
- few shots.
-
- [2-3]: Buildings
- ==========================
- Buildings lose effectiveness with damage. This is especially true of
- your powerplants.
-
- *2-3-1*: Construction Yard
- -----------------------------
- Selling your last construction yard is usually not recommended. If you
- do this, all is not lost, however. You do get an engineer in the bargain, and
- if you're skillful (or really lucky) you might be able to capture the
- opponent's construction yard.
-
- *2-3-2*: Powerplant
- ----------------------
- It's good to have a few backup powerplants to keep defenses running.
-
- *2-3-3*: Advanced Powerplant
- -------------------------------
-
- Andrew Griffin (buggy@adam.com.au)
- Building 2 power plants is more cost effective than building one
- advanced power plant (by $100), but makes your base larger.
-
- Andre Pang (ozone@zip.com.au)
- Seems that two power plants will generate the same amount of energy as
- an advanced power plant, for $100 cheaper. It might also be better to use
- normal ones since it ensures more equal distribution of power output (i.e.:
- if one of them is taken out by a nuke/ion/air strike, there's a lesser chance
- you'll be left without your guard towers firing!), and they're faster to
- build.
-
- In multiplayer situations: if playing against Nod, build Adv.Power
- plants. If playing against GDI, build normal Power Plants. The reason? Nukes
- can kill (many) normal Power Plants in one hit, they cannot however destroy
- the Advanced version. However, an Ion Strike will kill an Advanced Plant in
- one hit, so it's not worth it to build them.
-
- Protect these very well, and ALWAYS make sure you have *excess* power,
- in case one of them is taken out by an ion cannon, nuke or strike. Especially
- for Obelisks.
-
- *2-3-4*: Sandbag/Fence/Concrete
- ----------------------------------
- These have different levels of damage. After getting hit by a certain
- amount of hitpoints, they lose a level of damage and start to fall apart.
- Concrete walls have three different damage levels, fences have two, and
- sandbags have one.
-
- *2-3-5*: Silo
- ----------------
-
- Holds 1000 credits worth of refined Tiberium. See section on exploitable
- bugs for neat things to do with silos.
-
- *2-3-6*: Refinery
- --------------------
-
- Home base for Tiberium harvester. Holds 1000 credits worth of refined
- Tiberium. One harvester included in price. You can build a refinery much
- faster than you can build a harvester.
-
- *2-3-7*: Barracks
- ---------------------
-
- GDI Barracks can produce minigunners, grenadiers, bazookas, and
- engineers. Two Barracks builds infantry twice as fast.
-
- *2-3-8*: Hand of Nod
- ------------------------
-
- The Nod infantry creation building can produce minigunners, flame-
- throwers, bazookas, chem. warriors, engineers, and commandos. Two Hands of
- Nod builds infantry twice as fast.
-
- *2-3-9*: Weapons Factory
- ----------------------------
-
- GDI Weapon factories are easily destroyed by a single nuke. They are
- less than half as strong as Nod airstrips.
-
- *2-3-10*: Airstrip
- ---------------------
-
- In a multiplayer game, try to build your airstrip such that incoming and
- outgoing cargo flights do not fly over an enemy base and give away the
- presence of additional vehicle units.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- If possible, make sure to build your airstrip as close to the right edge
- of the map as possible. Since they C130 transport plan only goes from right
- to left, building it on the right edge of the map means your units arrive
- faster. The delay between unit completion and its arrival is a penalty for
- NOD that GDI does not have. This penalty can be reduced significantly if you
- build on the right edge of the map.
-
- Also, make sure to leave room around the top of the airstrip for the
- arriving units to deploy. Don't build an airstrip up against the top-left
- corner of the map.
-
- *2-3-11*: Communications center
- ---------------------------------
-
- Enables the overhead satellite view.
-
- *2-3-12*: Advanced comm. center
- ---------------------------------
-
- Phil Lochner (decker@megaweb.com)
- Other than the Ion Cannon, it is necessary to build this structure to
- gain access to the more `high tech' units and buildings.
-
- Contrary to the manual, it does appear to be well- armored, and can take
- quite a beating before going down. The Ion Cannon is, IMHO, much less useful
- that Nod's Nuclear Missile, because of it's concentrated range. Ion Cannon
- blasts will NOT take down a construction yard, refinery, or comm. center in
- one blast. They are very useful for decimating the large masses of
- footsoldiers which seem to pop up in front of the computer's Hand of Nod, and
- great for taking down multiplayer enemy Stealth Tanks. I also use them for
- support when your Orca squad is trying to blow up enemy buildings and some
- quickly rebuilt SAM site starts nailing them.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- Once you build an advanced comm. center, sell your normal communications
- center. The ACC will function as a normal communications center.
-
- *2-3-13*: Guard tower
- ------------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- These fire bursts of machine gun fire (once every 3 squares of
- minigunner movement) which will *usually* kill a standing up troop, and do
- about 25% to a dug in trooper. All but ineffective against vehicles unless
- deployed in large numbers.
-
- Phil Lochner (decker@megaweb.com)
- They're cheap and effective against infantry. They're not so effective
- against vehicles and flame throwers, but at their cost you should be able to
- afford two or three of them throughout your stronghold. They do require
- maintenance, and you'll find yourself repairing them often. Beware the enemy
- artillery gun and tanks, as they do not even have to be in their gun ranges
- to damage them.
-
- *2-3-14*: Nod Turret
- -----------------------
- ROGER'S NOTE: Prior to versions 1.18, turrets cost $250 each. The tactics
- expressed here may be prohibitively expensive and/or impossible in versions
- 1.18 and beyond.
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are real good against armor, as long as you build enough of them.
- Considering the cost...no problem. Since they use cannons, they are
- dangerously weak against infantry.. a grenadier one on one on a gun turret is
- somewhat even, which is rather weak for a defensive installation. But it has
- okay range, so if you have lots of them around your base, it should be okay,
- as long as there is enough that they chop up the infantry early. Also, if you
- repair it while it is fighting a lone infantryman (or two, even possibly
- three) it will shift the odds a lot. The infantry isn't that strong against
- it either, so it is a drawn-out affair.
-
- Scott Shaffer (shaffer@bangate.compaq.com)
- An effective strategy is to build the walking line of Gun Turrets/sand
- bags from your base to your opponents. The Gun Turret can be easily built and
- repaired in the field, and the "walking line" technique gets around the
- mobility problem. GDI can also do this with the Adv. Guard Tower, but it is
- less effective since they cost so much more.
-
- *2-3-15*: Advanced guard tower
- ---------------------------------
-
- Phil Sykes (phil@sykic.demon.co.uk)
- Very useful against vehicles. Anti-air role also, as good as a SAM site,
- but can be otherwise engaged during a fight!. Fires two rounds every three
- minigunner square moves. Best to use as perimeter defense, but support with
- armor! A flame tank getting close is deadly, and they cost a lot of money!
- Remember to keep repairing them in battle.
-
- Keep putting two together for best results, but watch the power
- consumption. They don't work when out of power.
-
- Phil Lochner (decker@megaweb.com)
- They're most effective when coupled with normal Guard Towers. Their
- rockets are ineffective against close targets, although they seem to have the
- same `exhaust burn damage' of the Rocket Launcher. One Advanced and two
- normal Guard Towers in problem areas are usually enough to deal with threats.
- Beware that if you place them near sandbags or walls, their stray rockets
- will usually knock them away pretty fast
-
- Tucson Luke Loh (tlloh@zip.com.au)
- SAM sites are better than Advanced Guard Towers. Advanced Guard Towers
- rockets are less powerful than SAM site rockets. 7 AGT rockets vs. 3 SAM
- rockets to kill an Orca or Apache. Also more vulnerable as SAM sites are
- protected while underground. However, they compensate for this by being able
- to function dual purpose - can take out ground as well as air targets ... SAM
- sites can only take out air targets. This probably explains why they are more
- expensive (1000 cr. vs. 750 cr. for a SAM site).
-
- *2-3-16*: Obelisk of light
- -----------------------------
-
- Rune Fostervoll (runefo@ifi.uio.no)
- These are completely wicked against armor units. Remember that they are
- tall, so build concrete walls around them to stop cannons, and they can
- easily stop five or six medium tanks without problems. As has been commented,
- they are energy intensive, and shoots slowly (but surely), so can also be
- fuzzy-wuzzy'd. Always have a lot of energy to spare, so you can keep firing
- if one power plant is destroyed. (Or be prepared to sell off a lot of
- buildings to keep it firing if a major attack is launched coordinated with
- the destruction of a power plant.)
-
- Andre Pang (ozone@zip.com.au)
- Try to make sure you have at least two; many humans will Ion Strike
- against one Obelisk when their attack force is coming down; if you have two,
- it will ensure that you have at least one Obelisk left if he decides to use
- his Ion Cannon. Also be sure to back them up with Flame Tanks, since they're
- unless against masses of infantry.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- 1 Shot - Any infantry, assault cycle, hum-vee, Nod buggy, MLRS, SSM.
- 2 Shots - Light Tanks, Medium Tanks, APC.
- 3 Shots - Harvester, Mammoth Tank
- All the above are considered from full health to naught.
-
- Hmmm and also players who think Obelisks of Light are a steal for 1500
- Cr., think twice ... they require POWER (typically one Advanced Power Plant)
- dedicated to it so the cost is more like 2200 Cr.
-
- *2-3-17*: SAM Site
- ---------------------
-
- Selling a SAM site will net you four minigunners for the price of two
- and a half. SAM sites have tough outside armor, but become more vulnerable to
- damage when the missile launcher exposes itself to fire.
-
- *2-3-18*: Heli Pad
- --------------------
-
- Phil Lochner (decker@megaweb.com)
- One thing to keep in mind: they come with a helicopter. Unless you lose
- a helicopter, you shouldn't be buying extra helis, as it will cause you a lot
- of headache to shuffle helis off the pads to reload them. You should try to
- designate an inner, well-protection area of your base for your Helipads, and
- keep them build close to each other. Otherwise, you will have problems with
- those distant helis 'catching up' with the main heli attack force when a
- problem arises.
-
- *2-3-19*: Repair Pad
- ----------------------
-
- Phil Lochner (decker@megaweb.com)
- Important and straight forward. Note that it is usually a better idea to
- just buy a new humvee than repair a damaged one. All vehicles, including
- helicopters, and harvesters, can be repaired. Soldiers cannot be `repaired'
- using this building.
-
- Douglas Jacobs (djacobs@umich.edu)
- While happily chugging along as NOD somewhere in mission 9, I decided to
- build a repair bay up where a GDI-friendly village used to be ;)
-
- After a few probing attacks into GDI's base, I sent a handful of units
- back to get repaired. I clicked one 1 to actually go onto the bay when an
- airstrike came along and destroyed the poor tank while it sat on the repair
- bay! The bay survived...but I couldn't send anymore units to be repaired.
-
- I figured, OK...I'll sell the bay and build a new one! (I had plenty of
- cash) However, I couldn't sell it either! Finally, I had to build a 2nd bay
- and sometime during my final assault, I hear that tell-tale "selling" noise
- and see that my first "broken" bay finally decided to be sold.
-
- Scott Butler (sydtech@skypoint.com)
- I actually had a repair bay die on me. I built it in a cleared out patch
- of tiberium, not far from a tree (stupid, but I was in a hurry). It *seems*
- that the tiberium started growing back, wrecking the repair bay.
-
- *2-4-20*: Temple of Nod
- --------------------------
- VT (VirtualTed@westwood.com)
- To use nukes, building the Temple of Nod is not enough. You'll need to
- get the crates in missions 6, 8, and 12. You may have to capture or destroy
- some of the buildings to get at the crates.
-
- ROGER'S NOTE: There is a bug in versions prior to 1.18 that makes it
- impossible to fire nukes when the temple is constructed, even when all the
- necessary crates are collected.
-
- [2-4] Special Units
- ===================
-
- *2-4-1*: Airstrikes
- ----------------------
- Reload: 12 minutes.
- Weapon: multiple napalm bombs
- Level: Tech ?; GDI 5
-
- Andrew Griffin (buggy@adam.com.au)
- Available for GDI forces after all SAM sites are taken out. Slow
- recharge rates means you won't be using it too many times a mission. The
- napalm is very destructive, especially when an airstrike calls in more than
- one A-10 unit.
-
- Phil Lochner (decker@megaweb.com)
- This option appears after you have destroyed every SAM site on the map.
- If the enemy rebuilds the SAM sites, the Air Strike option is still
- available. It recharges faster than the Ion Cannon, but it takes time for the
- aircraft to reach their target, so timing assaults with Air Strikes is
- important. Depending on the mission, one or two A-10s will zip down and drop
- fire bombs around the target area. These bombs can do mass damage to enemy
- troop stockpiles, destroy buildings, level Tiberium fields, or harass the
- Construction Yard. Coordinate the strikes with other attacks for maximum
- effectiveness, but try not to rely on Air Strikes to take down SAM sites,
- Obelisks, or Gun Turrets. I usually use them to clear out the twenty or
- thirty soldiers which meander around the Hand of Nod. Air Strikes are not (as
- far as I can tell) available in multi-player missions.
-
- Tucson Luke Loh (tlloh@zip.com.au)
- Airstrikes ARE available in Multiplayer Missions. I believe it comes on
- when a Communications Center and a Barracks has been built though that is
- subject to verification. But yeah, they are available.
-
- see also [5-3-8], AIRSTRIKES
-
- *2-4-2*: Nuclear strike
- --------------------------
- Reload: 20 minutes
- Weapon: nuclear warhead
- Level: Tech 7; Nod 13
-
- see also [5-3-1] NUKES
-
- Andre Pang (ozone@zip.com.au)
- Feeling nasty? Directly target the weapons factory. It'll take it out in
- one hit, and seriously damage all other buildings around it. Or, if your
- opponent has only one deposit of tiberium next to his base, nuke the tiberium
- and watch his eyes widen. Otherwise, if you see lots of full silo's, nuke
- there. $3000+ down the tubes.
-
- David Brandt (dbrandt@origin.ea.com)
- In team play, have your teammate lay a nuke at the same time and place
- you lay one. Will take out anything in a huge area.
-
- Ian (nstn1738@fox.nstn.ca)
- Just like a real small-yield nuke, buildings are relatively big,
- unprotected targets and get vaporized. Armored units, because they are low to
- the ground, airtight, and very heavily protected, are much less vulnerable.
-
- Shriker (gills@qucdn.queensu.ca)
- Larry Bond (Harpoon creator, Tom Clancy pal) has a novel called _Vortex_
- that deals with a modern war scenario in South Africa. One of the events is
- a tactical nuke aimed at a concentration of an enemy armor brigade (or some
- size, it's been a while <G>). I don't think it got 'em all (most already
- moved out slightly earlier), but it describes what happened to the military
- units that WERE nearby. I remember it mentioning how exposed troops took a
- wicked beating (understandably), but heavier armored units were relatively
- unscathed even at fairly close proximity. Both the previously mentioned
- factors and the fact that tanks ARE metal (DUH <G>) and have high-pressure
- interiors nullified the radiation/heat effects. Of course any tank commander
- with his noggin poked out of the hatch had better have more than just
- CopperTone (TM) and a pair of sunglasses on !
-
- Although C&C is more of a game than a simulation, it's interesting to
- see how many real-world tactical considerations have been included!
-
- *2-4-3*: Ion Cannon
- ---------------------
- Reload: 15 minutes
- Weapon: ion cannon
- Level: Tech 7; GDI 14
-
- Phil Sykes (phil@sykic.demon.co.uk)
- GDI's special 14 & 15 + tech level 7 weapon:
- Advanced comm. center (2800 - need comm. center) is used to recharge it.
- It stops recharging if you are low on power!
-
- The weapon will destroy from full health:
- Five troops
- Light tank
- Flame tank
- Gun turret
- Obelisk tower (VERY useful)
- Stealth tank
- Tiberium silo
- Wall (WASTE!)
- One patch of tiberium.
-
- Limited to taking out gun turrets on the eve of an assault, basically,
- or hitting a SAM site so the Orcas can finish it off without losing a
- vehicle.
-
- Terrence (tantoli@iscs.nus.sg)
- When a SAM site is out of its protective shell and firing at an
- aircraft, a single hit will take it out at full health.
-
- Also can take out both a Flame tank and an artillery unit side by side
- at full health by targeting the Flame tank. The secondary explosion from the
- flame tank will finish off the artillery unit.
-
- Targeting a group of troops with a flame thrower will result in further
- damage to the group. Again, due to secondary explosions from the flame
- thrower.
-
- Lee Yu Tang (ytlee@pl.jaring.my)
- When compared to NOD's nuke attacks, GDI's most powerful weapon the Ion
- Cannon may seem pretty weak in many people's eyes. It needs more than one
- shot to take out some of the units and buildings with heavy armor. There are
- 2 buildings that for certain will fall prey to one blast of the Ion Cannon
- which are the Obelisk of Light and the Power Plant.
-
- The Ion Cannon would be better off as a 'coup de grace' attack that will
- demoralize the enemy (In the case of human players only of course). Picture a
- group of 4-6 Orcas attacking the enemy's Construction Yard. The Orcas run out
- of ammo but the Construction Yard's health bar is only at yellow. The enemy
- rejoices..... then you Ion Blast him and watch him cry.
-