Advertisement - Register to remove!

Bookmark and Share

Author Topic: Command and Conquer 4 strategies  (Read 123 times)

0 Members and 1 Guest are viewing this topic.

Offline CnCfanatic

Command and Conquer 4 strategies
« on: July 25, 2010, 04:00:12 PM »
Command and Conquer 4: Tiberian Twilight is probably the most multiplayer demanding game in the C&C franchise as the game needs an online connection and an EA account. Single player modes are especially boring in this C&C version. Because of this, multiplayer modes or Co-op campaign is very popular in this installment of C&C. Therefore teamwork is vital to ensure victory over the enemy and this guide will consist of tactics and combos you can use to outwit your opponents. Communicate with your teamates, don't stay isolated. Don't be afraid to exchange a few words while in battle. This guide will start off with some basic trivia of the C&C4 game (multiplayer facts)

-Ion Cannon/Tiberium Missile takes 4 minutes for it to fully load   
-Strikers have slightly more powerful base damage than Spider Tanks although Spider Tanks can generate a laser web which any enemy unit caught in it will receive damage. 
-All support powers deployed releases a circular beacon of blue (GDI) or red (Nod) that can be seen by all players (allies and enemies) before the ability takes effect. This brief time enables the opponent to identify where the beacon is and move out of the way before the ability takes effect. (Some abilities like the Hack Radar and Overkill do not generate a beacon as they are not 'field' abilities).
-Don't spam Hunters/Avengers as only building these units will make you prone to air attacks (these units cannot hit air).
-Engineers, Bulldogs and Shockwaves (if upgraded) can detect stealth. These are all GDI units.
-Only Nod has stealth units. Only GDI has stealth detection units.
-Remember that your Crawler can attack enemies. They're not just unit building structures.

Up next: Armor types and counters 

If there is any wrong, misleading or missing information, feel free to put it on this forum thread or contact me through the MGS PM/Chat system.
« Last Edit: July 26, 2010, 06:47:39 AM by CnCfanatic »
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Offline CnCfanatic

Armor counters
« Reply #1 on: July 26, 2010, 07:02:07 AM »
In C&C4 there are 5 types of weapons and 6 types of armor. The table below will show them nd how effective they are against the 6 armor types:

                         Light       Medium Ground    Medium Air  Heavy      Reinforced     Crawler
Gun                  Good              Neutral              Neutral         Poor           Poor               Poor
Cannon             Neutral             Good              Can't Hit      Neutral        Poor               Poor 
Rocket              Neutral           Neutral              Good         Neutral         Poor               Poor
Laser                 Poor                Neutral             Neutral       Good          Poor                Good (actually its Neutral)
Blast                 Neutral            Neutral             Neutral        Neutral        Good              Poor

*Some units that have 'Blast' weapons, like the Nod Flame Tank and Underminer, cannot hit air.
*Engineers have an undefined weapon type. They do 1-2 damage on all armor types except any type or aircraft.
*Info from C&C4 guidebook (comes with the hard copy of C&C4)

Up Next: GDI Tactics and Combos

If there is any wrong, misleading or missing information, feel free to post it on this forum thread or tell me through the MGS PM/Chat system.
« Last Edit: August 16, 2010, 01:17:21 PM by CnCfanatic »
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Offline CnCfanatic

GDI Tactics and Combos
« Reply #2 on: July 26, 2010, 01:45:49 PM »
Below are some GDI Tactics that can be used to outwit your opponent and will lead your team to victory:

*Sonic Artillery (40 support points, Support MCV, requires Tier 2 tech) at a moving target+Ion Cannon (15 power points, Defense MCV, requires tier 3 tech).
-When firing an Ion Cannon, it takes time for the beams to reach the center and explode causing damage, this gives plenty of time for the enemy to move safely away. Using Sonic Artillery will damage the opponent as well as EMP them making them rooted to the spot.

*Use Orcas or Hurricane aircraft to intercept Tiberium carriers.
-Using these aircraft will enable you to pass over any terrain. As Tiberium is picked up by either Light units (usually engineers, raiders or spider tanks) or occasionally medium units (avengers, scorpion tanks and marauders) these aircraft can counter these units and kill the Tib Carriers before they deposit them into their deploy zone. After that you can guard the tib until your team mate picks it up or destroy it by force-firing on it.
-When a unit picks up Tib, armor and speed is reduced by 50%.
-When playing skirmish, AI's will pick up Tib with any unit.   

*Thunderheads with Gravity Field (10 command points, Support MCV, requires Tier 3 tech) (Gravity Field requires Tier 3 tech, 1 upgrade point)+Overkill (10 support points, Support MCV, requires Tier 1 tech)+Archangel supercharge weaponry (10 command points, Support MCV, requires Tier 3 tech) (select icon then select units that will be affected).
-Thunderheads with its Gravity Field upgrade will root any enemy to the spot, making it unable to move. All the abilities that follow will increase its rate of fire rooting your target making it effectively paralyzed.

*Hunter spam (6 command points, Offense MCV, requires Tier 1 tech)+Battle Hardening (40 support points, Support MCV, requires Tier 2 tech)
-Hunters have a unique ability to increase its rank faster than the average GDI unit. Battle Hardening increases any allied unit in its radius to an elite rank (more resistant to damage). Hunters can then quickly raise to heroic rank, making them self-healing, more resistant to damage and its base attack is increased.

Some of these combos/tactics listed are theoretical and have not been field tested.    
List will be updated with more combos/tactics

If there is any wrong, misleading or missing information, feel free to post it on this forum or tell me through the MGS PM/Chat system
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Offline CnCfanatic

What the....spammers!
« Reply #3 on: August 02, 2010, 07:27:01 AM »
Below are the top 5 units that are considered 'spammers choice'. There is no right or wrong list as different people have different gaming styles.

Tier 1: GDI
1. Titan (great all around match starter, upgrades include a second railgun) -- Offense Class
2. Shepard (popular choice. Abilities include a dodge bonus for any allied units in its dodge radius) -- Support Class
3. Orca (intercepting Tib. and great match starter) -- Support Class
4. Spartan (popular choice and turns into a turret on death) -- Defense Class
5. Engineer (epic healing) -- Any Class

Tier 2: GDI
1. Zone Raider (Crawler killers and have 'laser' and 'blast' weapons) -- Defense Class
2. Sandstorm (great Tier 2 unit, popular choice and can switch between precise and AOE missiles) -- Offense Class
3. Paladin (Crawler killer and can be used to intercept and destroy any enemy rocket projectiles) -- Support Class
4. Hammerhead (Lots of HP and has 'rocket' and 'gun' damage) -- Support Class
5. Firehawk (fast, hard to hit, has 'blast' for bombs and 'rocket' for air. Its bombs are great for killing clumps of infantry) -- Support Class

Tier 3: GDI
1. Mastodon (can attack from a distance and has 'blast' and 'rocket' weapons) -- Offense Class
2. Juggernaut (only 6 cp and can attack from a distance. Able to lay mines when upgraded) -- Defense Class 
3. Kodiak (can attack from a distance and has 'blast' cannons for ground units and 3 AA 'gun' weapons mounted to fend off air units) -- Support Class
4. Mammoth Tank (lots of HP, 'cannon' and 'rocket' weapons. Upgrades include reflective armor and extra rocket pods) -- Offense Class
5. Archangel (for healing. Abilities include buffing allies and debuffing enemies) -- Support Class

Tier 1: Nod
1. Scorpion Tank (can burrow, grab and immobilize targets and a Crawler killer) -- Offense Class
2. Centurion (great Tier 1 unit, good HP and can reflect cannon weapons when stationary) -- Defense Class
3. Venom (spammers choice, popular choice, swarms of Venoms are to be avoided especially if your army consists of infantry, Hunters, Shepards, Spartans and Paladins, even more deadly when they are upgraded with Accuracy Boost, Venoms also like to prey on Tib. carriers) -- Support Class
4. Engineers (Epic heal, renowned for capturing GDI husks) -- Any Class 
5. Cobras (Used to harass Tank that can't hit air eg. Shepards, Spartans and Hunters, upgrades include stealth abilities) -- Support Class

Tier 2: Nod
1. Salamander (aircraft killer, groups to be avoided as they will most likely target an MCV with their Purification ability which causes fire to blast from the belly of the aircraft, with each blast more powerful than the last, it shoots 3 consecutive blasts of fire unless the Salamander moves or dies) -- Support Class
2. Stealth Tank (aircraft killer, stealthed, upgrades include a stealth radius in which any allied unit in it will be stealth as well, used for sneaking up on unguarded nodes and capturing them without attracting attention) -- Offense Class
3. Reckoner (used to garrison infantry units as the infantry attack from inside, when destroyed, the infantry come out unharmed. Usually used to garrison Engineers as they can heal friendlies inside the Reckoner. Upgrades include burrowing abilities) -- Defense Class
4. Hijacker (able to hijack enemy vehicles, usually used when the opponent has Tier 3 units) -- Support Class
5. Black Hand (Building and Crawler killer, upgrades give it 'Holy Water': when thrown at an enemy unit or structure it does little damage until it is ignited by any flame weapon...) -- Defense Class       

Tier 3: Nod
1. Specter (only 6 cp, stealthed, attacks from a distance and has massive AOE, upgrades make the Specter have a Tiberium artillery weapon and dealing Tib. corrosion giving small amounts of damage over time) -- Offense Class
2. Basilisk (attacks from a distance, can deploy a stasis field making anyone in it immobile but invincible for a short amount of time, upgrades make its laser weapons bounce off to nearby enemies) -- Support CLass
3. Leviathan (attacks from a distance, anyone in the Leviathan's defense radius gets a armor buff. Upgrades include 'Sortie Drones' which deal gun damage, sort of like the Leviathan's minions. When the drones die, the Leviathan can make new ones) -- Support Class
4. High Confessor (popular choice, weapon can bounce onto nearby enemies, when hit the enemy unit/s gets an armor debuff and Tib. corrosion dealing small amounts of damage over time) -- Defense Class
5. Underminer (attacks from a distance, lots of HP, fires an underground 'blast' rocket which surfaces to hit the target) -- Defense Class

If there is any missing, misleading or wrong information, feel free to post it on this forum thread or tell e through the MGS PM/Chat system
 

 
« Last Edit: August 02, 2010, 08:01:22 AM by CnCfanatic »
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Online Stephen Wilde

Re: Command and Conquer 4 strategies
« Reply #4 on: August 02, 2010, 01:57:35 PM »
Hey CnCfanatic

I just wanted to stop by this thread and say well done you seem to write so much for this website and we like what you write about

SO all i am here to say is keep up the good work :) look forward to your next post :)
Yo whats up peeps

Offline CnCfanatic

Use us now!
« Reply #5 on: August 04, 2010, 05:52:14 AM »
Hey CnCfanatic

I just wanted to stop by this thread and say well done you seem to write so much for this website and we like what you write about

SO all i am here to say is keep up the good work :) look forward to your next post :)

Thanks. its nice to have someone from the MGS team complementing me. And now:

Below are the top three underused units in the game:

Tier1: GDI
1. Dozer (no one really bothers building outposts) -- Defense Class
2. Talon (small, small, small) -- Offense Class
3. ------

Tier2: GDI
1. Conductor (they can EMP units but they have low HP and suckish armor) -- Support Class
2. Commando (well, you can only build one of these at a time but I needed to fill the list) -- Offense Class
3. ------

Tier3: GDI
1. Rhino (a long range artillery unit that needs to deploy to shoot and is prone to close attacks. Use it as a base defense, not an attacking unit) -- Defense Class
2. Refractor (it can bounce cannon, gun and laser weapons but if it gets hit its done for. Basically: weak armor for a tank) -- Offense Class
3. Thunderhead (it needs to be epically micro-managed to be used correctly so no one really bothers with this unit) -- Support Class

Tier1: Nod
1. Slave (same as 'Dozer') -- Defense Class
2. Spider Tank (in a group, its a crawler killer, but by itself, its a pathetic excuse for a unit) -- Offense Class
3. ------

Tier2: Nod
1. Flame Tank (wasn't as popular as in C&C3: TW/KW...oh well) -- Offense Class
2. Cyborg Commando (they're actually awesome but you can only build one of them at a time and I needed to fill the list) -- Offense Class
3. ------

Tier3: Nod
1. Aftershock (same as 'Rhino' but it isn't an artillery unit. When deployed, it releases Tiberium vapor into the air making any close range unit disintegrate into nothingness) -- Defense Class     
2. Widow (big and bulky, it can burrow but is extremely prone to unit spam) -- Offense Class
3.  Avatar (its a sad life for the Avatar. It was a killer in Tiberium Wars and Kane's Wrath but here its pathetic) -- Offense Class
« Last Edit: August 16, 2010, 01:11:58 PM by CnCfanatic »
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Offline CnCfanatic

Nod Combos and Tactics
« Reply #6 on: August 04, 2010, 06:52:18 AM »
Below are some Nod tactics you can use to outwit your opponent and lead you to victory (I hope)

*Hijacker (6cp, Support Class, Tier2)+Cloaking Field (20 support points)
-Hijackers can take control of enemy vehicles which is great, but the Hijacker is most prone when she reaches the target because she becomes immobile as she needs to focus on hijacking the vehicle. Because of this, the Hijacker can be killed before she actually takes control of the intended vehicle. When using the Cloaking Field ability, the Hijackers will be stealthed for a short period of time but it should be long enough for the Hijacker(s) to reach the unit and take control before the enemy notices.

*Basilisk with Spectrum Beam upgrade (10cp, Support Class, Tier3)(requires Tier3, 1 upgrade point)+Mark of Kane (50 support points)
-Basilisks can attack from a distance away from most enemy defenses and out of reach from enemy units but they shoot their lasers rather slowly. Using the Mark of Kane ability increases any allied unit(s) rate of fire dramatically, and with the Spectrum Beam upgrade, the Basilisk's laser can bounce to nearby enemies. So this combo can ensure a quick kill for almost any herd of GDI heathen coming towards you.

*Medusa with or without Amplification Overdrive (10cp, Support Class, Tier 3)(requires Tier3, 1 upgrade point)+Demoralize (10 support points)+Tiberium Vein Detonation (50 support points)
-The Medusa's primary weapon debuffs the opponent, lowering speed and armor dramatically. Using the Demoralize ability can further lower any enemy unit's speed and armor even more. Top it off with Vein Detonation, which lowers speed and armor again, dealing little amounts of damage until a final Tib. explosion to finish things off. Great for cracking turtle players.     

*Medusa with or without Amplification Overdrive using the EMP rockets (10cp, Support Class, Tier 3)(requires Tier3, 1 upgrade point)+Temple of Nod at least half-loaded(15 power points)(wait 2-4 minutes for the Temple of Nod to reach half/full)
-Use the Medusa's EMP rockets to paralyze the opponent the launch the Temple of Nod to ensure the missile hits your intended target. Waiting for the missile to reach at least half power gives it Tib. corrosion abilities.

Some of these combos are theoretical and have not been field tested.
This list will be updated with more tactics/combos.

If there is any wrong, misleading or missing information, feel free to post it on this forum thread or tell me through the MGS PM/Chat system.
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

Offline latigre

Re: Command and Conquer 4 strategies
« Reply #7 on: August 08, 2010, 03:57:36 PM »
sound cools genereals felt so good after not playing for a while.

Offline CnCfanatic

Command and Conquer 4 videos
« Reply #8 on: August 11, 2010, 07:36:21 AM »
Most of you looking at this thread will probably wonder:
"Where's the pictures and videos?"...well, here they are.

I'm playing as Nod here
<a href="http://www.youtube.com/watch?v=LztxwbGXGvs" target="_blank">http://www.youtube.com/watch?v=LztxwbGXGvs</a>





<a href="http://www.youtube.com/watch?v=qGFWs1BUDbs" target="_blank">http://www.youtube.com/watch?v=qGFWs1BUDbs</a>
<a href="http://www.youtube.com/watch?v=caSZC1grikU" target="_blank">http://www.youtube.com/watch?v=caSZC1grikU</a>

Enjoy :D
Look out for more videos
The last 2 videos are in 2 parts because the original was too long
« Last Edit: August 12, 2010, 02:33:12 PM by CnCfanatic »
Kane's follower is here in the PC section to spread the prophecy of Tiberium! (and to monitor the PC forums of course)

 

Advertisement - Register to remove!