Jump to content

All Activity

This stream auto-updates

  1. Yesterday
  2. Ice

    Volkov

    Cost: 1500 Health: 100 Armour: Steel Speed: Fast (7m/s) Primary Weapon: Hand Cannon (AT ammo) Secondary Weapon: Hand Cannon (AP ammo) Range: 90m (AT), 60m (shotgun), 100m (napalm) Role: Anti-Tank & Anti-Infantry Description: This legendary hero of the USSR gave his life and soul to protect the Motherland and, in an unprecedented world-first experiment, was resurrected as a cyborg to continue his service in the Red Army. A terror for any Allied soldier, or vehicle, Volkov is armed with a rapid-fire hand cannon and equipped with both anti-tank and anti-personnel ammunition. Using his special custom scope, he can use his weapons accurately at medium-to-long range. His reinforced frame and special training also leaves him resilient to fall-damage and invulnerable from the crushing treads of enemy tanks, and a special auto-repair system allows him to recover from some battle damage.
  3. Cost: 900 Health: 70 Armour: Insulated Speed: Slow (6m/s) Primary Weapon: Electromaser Shock Rifle Support Weapon: N/A Range: 80m Purpose: General Purpose Description: This high-tech elite soldier has been given one of the Motherland’s most feared and secretive weapons- the Shock Rifle. A drastically miniaturized form of the infamous Tesla Coil defence structure, this prototype electromaser weapon melts the armour of Allied tanks, and gruesomely shocks infantry to death. Thanks to his anti-tank warfare training and his special armour meant to protect against self-electrocution, the shock trooper is also invulnerable to being run over.
  4. Cost: 500 Health: 90 Armour: None Speed: Slow (6m/s) Primary Weapon: Dragunov Sniper Rifle Support Weapon: Binoculars Range: 300m Purpose: Anti-Infantry, Reconnaissance Description: The Soviet Sniper is a specialty unit, wielding a scoped SVD rifle. This rifle, while slow to fire, is very powerful and accurate, making it ideal for picking off infantry at long range. Most enemy infantry, with some exceptions, can be killed with as little as two shots to the centre of mass, or a single shot to the head. Keep in mind that, as a sniper, your kit is very light and offers very little protection. You’ll need to keep your distance and stay hidden as much as possible in order to avoid getting killed.
  5. Cost: 450 Health: 50 Armour: Fireproof Speed: Slow (6m/s) Primary Weapon: LPO-50 Flamethrower Support Weapon: N/A Range: 90m Purpose: Anti-Infantry & Anti-Structure Description: Capable of cooking Allied soldiers and buildings to a crisp, this specially trained trooper is armed with an LPO-50 flamethrower. Firing bursts of fire in an arc, this unit is capable of doing immense damage very quickly. NOTE: Red Army command wants to caution commanders over the survivability of flame troopers; their tanks make them rather fragile, and are known to violently explode on death.
  6. Cost: 500 Health: 50 Armour: EOD Speed: Average (6.5m/s) Primary Weapon: Makarov PM Support Weapon: Repair Tool/Golden Wrench/C4 (x1)/Shovel (x5) Range: 60m/3m/3m/3m/10m Purpose: Structural Repair, Demolitions, Mine-Clearing Description: The Engineer is a multi-function support unit who can perform various utility tasks both in the base and out in the field. In addition to the standard repair tool, he also carries his lucky 'golden wrench' which can repair large amounts of building damage almost instantaneously. However, the golden wrench can’t be refilled (only repurchased), so it's best to only use it in emergencies. He also carries a block of C4 which can heavily damage enemy structures if placed on a weakpoint. Additionally, he is a trained minesweeper who will spot and mark enemy landmines, and can dispose of them with his shovel. Like the Technician, the Engineer is armed with a Makarov PM for self-defence.
  7. Cost: 400 Health: 50 Armour: Flak Speed: Slow (6m/s) Primary Weapon: RPG-7 Support Weapon: Strela-2/Makarov PM Range: 110m/170m/60m Purpose: Anti-Tank & Anti-Air Description: Wielding the RPG-7, a state-of-the-art lightweight anti-tank weapon, the RPG Trooper is the Soviets’ anti-armour infantry unit. Best used to punch through Allied tanks, enemy structures are also a viable target for this unit. To repel enemy aircraft, the RPG Trooper can switch to a Strela-2 SAM, a brand new class of personal AA weapon which fires a high-velocity anti-aircraft missile. He also carries a Makarov PM pistol for close-range self-defence.
  8. Cost: 150 Health: 50 Armour: Flak Speed: Fast (7m/s) Primary Weapon: F1 Hand Grenades Support Weapon: N/A Range: 70m Purpose: Anti-Infantry, Harassment & Base Assault Description: The Grenadier is a designated assault trooper, armed with F1 fragmentation grenades designed to clear out Allied hardpoints and buildings. Skilled in lobbing his grenades, the grenadier is well-equipped to deal with infantry and light vehicles, but is much weaker against tanks and base defences. An exceptional athlete, the Grenadier can throw his grenades an impressive distance, and can also run faster than most other infantry. His grenades are specially equipped with contact fuzes, and thus will explode immediately upon impact.
  9. Cost: 300 Health: 80 Armour: Flak Speed: Slow (6m/s) Primary Weapon: PK LMG Support Weapon: Binoculars Range: 105m Purpose: Anti-Infantry/Light Vehicle, Reconnaissance & Designation Description: The Soviet Kapitan carries a PK Machine Gun. His weapon, although heavy, has long range and a high rate of fire, meaning you can outshoot just about any other infantry on the field (aside from a Sniper). When he’s not gunning down enemies or deserters, the Kapitan also fills the tactician role, and as such is equipped with binoculars to gather detailed reconnaissance data, designate objectives and effectively command the troops under him. A hardened combat veteran with valuable experience, this Soviet officer has greater survivability in the field than most other troops, but due to the weight of his weapon, his speed is a bit slower.
  10. Cost: 200 Health: 70 Armour: Flak Speed: Fast (7m/s) Primary Weapon: TOZ-194 Range: 60m Purpose: Anti-Infantry/Light Vehicles/MCT's Description: The Starshina wields a TOZ shotgun. This allows him to excel at close quarters combat against infantry, and can even do appreciable damage to lightly armoured vehicles. In addition, he does bonus damage to enemy MCT's, making him ideal for base raids.
  11. Cost: Free Health: 50 Armour: None Speed: Average (6.5m/s) Primary Weapon: Repair Tool Secondary Weapon: Makarov PM Range: 3m/60m Role: Structural Repairs, Running in Terror Additional Information: Able to repair buildings, with a repair bonus at the Master Control Terminal (MCT) of each building, and is able to capture Oil Derricks via the structure's Capture Terminal Description: An expert in the technological field, the Technician maintains the sensitive equipment in buildings. Utilising the sophisticated device that is the Repair Tool, he is responsible for the structural integrity of all of our buildings. In perilous situations and self-defence, he is also armed with a Makarov PM pistol. Be warned, though, as Technicians are very vulnerable, so it's usually best to simply flee from danger.
  12. Cost: Free Health: 50 Armour: Flak Speed: Average (6.5m/s) Primary Weapon: AK-47 Range: 90m Role: General Purpose Description: Your starting unit, this is the basic rifleman of the Soviet divisions. Armed with the AK-47 assault rifle, a relatively new but very rugged and reliable weapon, he is capable of deadly fire. The AK-47 is the direct competitor to the Allies' new M16 rifle, and has two firing modes; primary fire is a controlled automatic spray and alternate fire is a more accurate semi-automatic mode. The Rifle Soldier can function in almost every role, however, being well-rounded means he does not excel at anything and is a fairly weak unit.
  13. As someone who has struck a cow with a vehicle at highway speed, I can promise that occasionally they will try!
  14. Map Rotation w/ Strategies (Needs Complete List Update) - IA_OrcaHeights.mix - IA_Infinite_Isle.mix - IA_Winter_Assault.mix - IA_Suspense.mix - IA_Bog.mix - IA_GreatWall.mix - IA_Cold_Valley.mix - IA_BlazenSands.mix - IA_Cold_Wall.mix - IA_Cold_River.mix - IA_Industrial_Strength.mix IA_OrcaHeights.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: It will immediately become apparently in this map that whoever has the initiative will be at the advantage. With this said it is also noticeable that nod is at a slight disadvantage due to most of the airships being unable to pass through the holes in the walls. For Nod to win you are going to need to constantly hold the field and thus win by points and preventing GDI from hitting your base. This can be accomplish obviously through a variety of ways but there are some things that are unique to this map you can do. Early Game Tips Getting a Rocket Soldier early on in-game and climbing up the walls to GDI base will allow you to snipe the buildings and gain some $/Points. I recommend doing this at the beginning so GDI does not have time to place mines on the ladder. Crates are placed frequently and wide openly in this map. During the start of the game (if you can) grab one. There are extremely few spots for vehicles to go which creates choke points. Almost always GDI will eventually make it to Nod Base on this map. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base however as Nod base is where most combat will occur along with tank shells landing. You can however put them in the ditches where they will be safe(r) from enemy fire. A very effective strategy for the bold is to get a Wiesel 20mm Auto cannon tank and use it to hold the field early on. This small tank can go through tunnels small areas alike. Furthermore use the 20mm gun to hit infantry with deadly efficiency. The 20mm gun can also pierce through armor efficiently along with doing a number on Aircraft. The trick with the tank is to use it as an addition to an attacking force or as support.. with this said it is also a deadly weapon on its own. Lastly, you can hide behind the Apache wreckage in the field and just barely stick your gun out in the field for ultimate, impossible to hit cover. How long you decide to use this tank is up to you, but it can cause a very serious problem for any unit with time if you can keep it alive. Another possibility is to use a Infiltrator to go into the tunnels described above and fire the rockets at tanks. A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. Purge them with a MI-24 Hind. This badboy will rip apart infantry with it's main gun. Use the right click (Missiles) for massive splash damage along with burn damage to boot. Take care of the Hind and it'll provide incredible cover.. however do be aware that when your armor is gone you're one hit away from death so repair when you can. One last note is that you can use this thing to slip near the crack from your PP and hit GDI units in the field quickly. The Nona 120mm Mortar is invaluable on this map, yet highly under utilized. Straight out of Nod base there is a small gap in the walls where the GDI Power Plant is located. Deploy here by clicking "T". After your turret moves up, use right click to aim through this hole until you hit the GDI Tiberium Ref or War Factory. It will take a couple shots, but eventually you'll land your mortars on them by EVA announcing it or your points going up. It is very important you look at your points to ensure you're hitting the GDI base. Readjust your aim if you keep missing. Mid-Game Tips At this point in the game you should have some credits to help out, GDI will also start rolling out their tanks along with maybe an Orca or two. It is important that you destroy any ORCA when you can as it will severely deplete GDI's economy quickly. Worse yet, these ORCA's will care a Rocket Soldier who will pick away (effectively) at your defenses. Kill both Vehicle and infantry or get steam rolled later on. If you have a large and competent team, I recommend getting an SA-8 Gecko as this thing will kill any Orca in 2 unavoidable hits. You can now not fear any air attack as long as you're covered in field. Having this inside your base is useless as ORCA's are going to be used to just fly into the tunnels above your base. If by chance your defenses have failed and your team sucks then get a Anti Tank Comanche and use it only for defense. It is a very powerful tool when it pops up and shoots at vehicles but will get ripped to shreds outside of base in the open. Use at your own risk. ASU-57 Anti Air Tank deployed will also grant a great defense/distraction for when GDI is outside your base. When deployed the armor on this thing becomes almost impossible to break without dedication. Be especially alert when possible for a rush on Nod power plant through the walls. Towards the end of the game GDI may start to get desperate and this tactic becomes a reality more and more for them. A Brazilian X-90mm Tank can drive through your tunnels, survive all the defenses, unload people into your power plant and kill it. Make sure your Power Plant is mined. If you're a good sniper then use this map to utilize your strength. All to often GDI will gain a foot hold with Sydney's or Rangers attacking units below. It should also be noted that using a Ramjet isn't always the best because it leaves behind an obvious blue line that can be traced to your position. Instead use the Black Hand Sniper or Dead eye as a head shot from these characters will 1 hit kill anyone as well. Late-Game Tips Come late game, it will become very apparent who is holding the initiative. If GDI is attacking your base and your points are close then Nod will easily win if you and your team can repeal every attack they give. The map is incredibly good for hiding Goliath's. If you see a GDI 36 Inch Mammoth then simply find the likely route and wait. Do not forget the importance of Anti Tank Mines. Though more difficult it is still recommended to place them when there is a lul in combat or your team has taken the field. Doing so will grant the needed points to win along with keeping GDI away from your base. If you have money to spare and the pathway is clear, you can sneak up the GDI wall with a Mutant Raveshaw and a nuclear beacon and plant the beacon near the GDI base. You will not kill the building but will get a lot of points, vet and $. Further more, the beacon when planted is very easy to camp and you can typically waste a lot of GDI time/resources with them trying to disarm it which is a win in of itself since they are not attacking your base. Be aware that stealth units driving near GDI base can probably be detected with a good Mobile Sensor Vehicle placed inside GDI base. Be aware of who's playing on GDI to determine the possibility of set up MSA's. The name of the game at this time is to win by points for time expiration. I would recommend getting a Strivsgwagon 155mm (2400 Credits) and a Nod Tank Ace (1350 Credits). This tank is nearly impossible to kill and the range on it is outstanding. Use this tank to camp outside Nod base and kill every GDI tank that comes across. Your points will quickly add up. The T-95 Black Eagle is another fantastic option. It is possible as well if Nod is holding the field well to get a Peony Nuclear Artillery and hit GDI base from near the Nod Entrance. However, the skill, credit risk and situation will depend on you. ============================================================================================ Playing as GDI: It will immediately become apparently in this map that whoever has the initiative will be at the advantage. GDI can win this map easily through what it does best, the annihilation of Nod. When playing as GDI it is recommended that you hit hard and hit often. When you are able to get a couple tanks in front of Nod base you'll be able to easily attack their power plant and harvester. Taking out the power plant and then harvester constantly will starve them of money that they cannot cope with. Early Game Tips Nod on this map will generally not be able to hold the field like GDI does, however a couple Anti Tank mines for insurance is always a good start. Grab a crate if you can. Getting into a Brazilian 90mm Tank (400 Credits) is a great way to hold the field initially. Furthermore, it will be able to go toe to toe with any early game tank. A well organized GDI team will typically purchase ORCA Escort Ships/Rocket Soldiers and hit the defenses from the cover of the Structures. In a matter of minutes it's possible to completely take them all out. Mid-Game Tips At this point your team will start amassing credits and roll out tanks. It is highly recommended that you organize your team to get 120mm mammoth tanks as they are the best bang for the buck that GDI has. Your job will be to cover these tanks as Nod will be doing its best to repel the attacks and in turn gain valuable points. How you defend your team is up to you although a Prism tank covered is very invaluable. A 125mm Pendenkar is another tough tank that can go toe to toe but for an all around offense a good tank with an AA Specialist is a great option to. Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. If all is going well, look out for Goliath's. They may be lurking in the field. Mid-Game it is absolutely critical that you deploy an MSA to detect Nod Stealth'd vehicles. There are actually some very good spots on the map which i'll list here. First off deploy an MSA in the corner next to your base where the Nod Light Tank Wreckage is near the AGT. This will be covered by AGT and very hidden. To deploy an MSA in the field drive it down hill to the bottom pit and deploy it alongside the wall in the corners. Very few units go down there anyways and if your team is holding the field you'll be good. Late-Game Tips At this point you should have alot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill alot of Nod Tanks along with ensure the field is yours. This will net alot of points and secure your victory if your team is competent. Furthermore the Rockets on this thing are 1 hit K/O for most Heli's that Nod has. Just don't let any stealth tank get behind you. A good unit as well is the Mortar AVRE. You'll need to practice alot with the tank for it to reach its maximum potential honestly but with some time you can fire long range, 1 hit kill stealth tanks and even helicopters. IA_Infinite_Isle.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo x1 and Tiberium Machine x1) Forgotten Hub? : Yes (x1 in pipe and x1 in Nod Caves) Forgotten War Factory? : No Forgotten War Naval Yard? : Yes Strategies Playing as Nod: A brief overview of the situation while playing as nod will immediately reveal that they are at a disadvantage from above. The cliffs span above Nod base span a good view of everything along with a cave or two to boot where GDI can make small piercing attacks. To add to the dismay, the harvester is also at risk as the defenses (Most namely the Coastal gun) do not have a good viewpoint to help repel any attacks. The name of the game here for Nod is to repel GDI attacks for points along with making group rushes when applicable to take down a building. Early Game Tips Taking to the field you can get a Petrova which should help you balance out against any infantry. After you are in the field you're going to want to explore the sheds as there are stealth suits along with an obelisk gun there. Getting the Obelisk gun and taking out defenses will help later on. Get a Nod Anti Tank Infantry man or Rocket Soldier to destroy GDI defenses. The Nod Anti Tank Infantry has a lower profile when firing compared to the rocket soldier and in turn can hide more than the Rocket Soldier. If you stay alive for a while with ether of these you can take out quite a few defenses on the GDI front and stall them while gaining some points. After you hold the middle field, capture and do your best to hold the forgotten Tiberium Silo to help get your team to tech up. A surefire way to make your life easier as nod is to gather as many Shock Troopers as you can and meet for a rush at the HON. Go through the tunnels until you get to the GDI Infantry Barracks tunnel. There, you and your team can blow up the wall and then hit the barracks hard, hopefully destroying it. Your chances of a successful rush go up as you gather more people to rush. There are some Nod Tanks that can go through the tunnels because they are small enough. The Goliath is one of them. There is a hidden Tiberium Machine in the Tunnel near where the Nod Harvester goes. Destroy it as GDI will have captured it and take it for yourself. Typically no one will notice with how hidden it is. It is unfairly placed closer to GDI at the moment but will ensure that it's more difficult for GDI to get an advantage if you keep destroying it. Mid-Game Tips Get ready because ORCAs are going to start appearing and quick. People will get these aircraft with a gunner and take out your defenses on the ridge. A general good unit if you can save up for it is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. Hit inf with the missiles for a 1 hit K/O To make things even sweeter use this monster to kill Sam Sites with its missiles. There may be a person or two on the cliffs at nod base at this point. Hit them with the 9K22 Autocannons or a Sniper Rifle. Typically at this point, GDI will start saving up or begin sending mammoth tanks to your base. Be aware and ready for it. Late-Game Tips The terrain due to the cliffs will really start to favor Infantry as they hide in the tunnels. Typically you'll get attacked by Sydney with a Personal Ion Cannon here and there so be weary whatever you do when attacking GDI base. The number one thing stopping you and your team from victory is the defenses right outside GDI base. If you can destroy these with a group camping where GDI harvester does its business then you can win the game. This however requires AA (9K22 Tunguska) and an artillery unit to destroy the defenses. Furthermore mammoth tanks will be leaving GDI base quickly to rush. It's honestly just easiest to grab a Nod Anti Tank Rifle Soldier and use him to hit the weak defenses in the front if they are still up. Depending on the amount of players will increase or decrease your success with this.. but you can purchase a MI-24 Hind and use it to blow up GDI refinery. Basically just fly over your base to the cliffs of the GDI base where their Refinery is and duck up/down using your right click missiles. It takes a little bit of practice.. but you can just barely hit the Refinery and if you upgrade your payload from the Com Center you'll be able to destroy Ref depending on if GDI bothers to repair it or not. Now all other things considered this Helicopter just kicks ass on this map because it is extremely hard to kill (the armor can reach up to 1100 and resist multiple AA Missiles), the left click machine gun will go head/head with any ORCA and the right click missiles do very good damage against anything armored. Use this unit, have fun and take cover behind the cliffs when you need to. GDI Mammoth Tanks have a slow turret turn rate. Kick their ass with Ezekiel Stealth tanks. ============================================================================================ Playing as GDI: When playing as GDI it is important to take control of the field and hold it down so you can secure your tanks attacking later on. If for some reason this isn't working then attacking with a Personal Ion Cannon in the caverns is always a good alternative. Early Game Tips Place some Anti Tank mines in the field. These will go a very long way against Nods Stealth Tanks Gain and absolutely hold the Tiberium Silo to help get your team on the early offense with good tanks. It is going to be very easy to bring down Nods morale by yourself in the beginning. Simply get a Personal Ion Cannon suit and run to the Nod Tiberium Refinery Cave. Do not attack it so that people don't come running up to you. Go instead to the right and run up the cavern, throw a timed C4 behind your steps and keeping going up and you'll be on a cliff over looking Nod Base. You can run a little forward and hit the Hand of Nod. Run back, hide, reload and fire again. This will grant you a lot of points and if anyone attacks you then run down and attack the refinery. If you can get some people to follow you do it. Mid-Game Tips Nod may or may not have some helicopters out at this point. A good counter to them is attacking as inf while in the caverns. If Nod has managed to park themselves outside your base, keep in mind the massive range of the coastal gun can hit vehicles for massive damage. Try to lure Nod vehicles to you by flanking. Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Do everything you can to deny Nod the Forgotten Tiberium Silo. Mammoth Tanks have a great bang for their buck value. At this point you're going to want to roll them out and attack Nod Base. You can use a Hover MLRS to do a drive by on the Nod Power Plant from the water. This is assuming you have destroyed the coastal gun. You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. This will in turn blow it up and provide you a lot more freedom in your tactics. Late-Game Tips While a Mammoth 36 Inch will absolutely destroy Nod Base with ease it should be decided based on the situation. First you must get the 36 to Nod base, you will also be extremely exposed above by helicopters and there may or may not be Goliaths in the Caverns. If your team is rushing and has done well. A Iowa Class Battleship will level anything Nod has left and bring the game to an end. It's also not to bad 1v1 an Apache. If you're going to use a spy to sneak into Nod Base, never forget that you have the ability to swim in the water there which will help you to avoid combat/mines. IA_Winter_Assault.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Forg. Silo's x3) Forgotten Hub? : No Forgotten War Factory? : Yes Forgotten War Naval Yard? : Yes Strategies Playing as Nod: The balance in this map is pretty fair due to defense placement and the size of the map. Victory for both teams will ultimately come down to which team can camp the Middle bridge the best or keep up the initiative by attacking the enemy base. Special advantages for Nod include being able to attack the GDI power plant easily through the tunnels with including vehicles. Early Game Tips This map is wide open but boasts a massive amount of capture buildings which can help guide your team to victory. Capture the Tiberium Silo first (In mid field, in the Tiberium fields). Then capture the GDI turret to help push them back. There is also a forgotten Tiberium Silo near Nod base next to the coastal gun. In addition to capturing the buildings, getting a Nod Pioneer will allow you to lay Anti Tank mines which will absolutely stop GDI dead in their tracks. Anti Tank mine placement is best placed on the roads as GDI will typically run these over. If you do not feel like building, push early with a Fast Attack Buggy or a Petrova to help throw GDI off. The Tiberium in the field will help Petrova heal. Some upgrades are bugged to where you have to jump to purchase them. This includes the Gizmo Repair Gun upgrade. To purchase you must jump up and click E (Purchase button) to put money into the upgrades. Mid-Game Tips If you're looking for an Ion Cannon there typically is one on the abandoned ships. This is important because if you gather an Ion Beacon you can get a Nuke Beacon as well. Keep theses and wait for the perfect moment to strike/deploy both. Again, a general good unit if you can save up for it (2800) is the 9K22 Tunguska. The missiles this thing has will help fend off Orca's along with seriously damage vehicles that come through. survive with this vehicle for a while and the points will start to add up for you. The long range distance this has is invaluable to this map and will give you a huge advantage. Typically at this point, GDI will roll some Air Craft out to disrupt operations in the field. Ensure you have a good AA plan. Keep in mind that vehicles such as the Infrared Stealth Tank can go through the tunnels near your Power Plant. Use this as an advantage and hit where they won't be expecting it. Using this vehicle to sit in the tunnels and hit the power plant is extremely effective and will add up points very very quickly. It will also allow your team to move up while GDI is repairing/dealing with you. Keeping GDI in their base while attacking helps to protect your base. Late-Game Tips If GDI is hammering your base, be extremely aware of your Forgotten Naval Yard as GDI capturing this will give you a really bad day. A Nod Battle Ship can destroy the Obelisk very quickly. Pulling up to GDI base with a Tick Tank 120mm will give GDI a tough time and help stall to bring up your teams assault. Never underestimate the value of the buildings around you. Hiding in one of the bombed out buildings with a Raveshaw Mutant will stall any GDI assault. GDI aircraft cannot stealth like Nod's can. What this means is, if you get a destroyer with AA cannons galore you will easily dominate the seas against aircraft who think you're an easy target. If you feel comfortable with it then go ahead, but I'd recommend against Banshees as they are slow easy moving targets in a large long field with capturable AA. For this map, they are not as easy to use. A late game tactic that works very well is to gather a couple people in Comanches (invisible helicopters) with Shock Troopers and fly all around the map into the tunnel near GDI War Factory. Going inside this tunnel you'll then be able to hop out and attack their War Factory and possibly Power Plant/Barracks. Great end game tactic to really put you in the lead. ============================================================================================ Playing as GDI: Again. This map is fairly balanced and will come down to which ever team is able to score a building kill, keep up the offense or win by points. GDI has a kickass assortment of heavy firepower which all should be able to be unlocked due to how long the map typically goes on. Early Game Tips Place some Anti Tank mines in the field. Specifically the bridge. Holding the Tiberium Silo won't affect the outcome to much but will definitely help get some credits for your team. Skip the forgotten WF and get fix the Tiberium Silos first. Watch the power plant as Nod favors destroying it early through the tunnel. If you'd like you can purchase a Zippo Flame Tank ($800) early game to hold the tunnels near your power plant. The tank will easily fit through and kill any infantry unfortunate enough to find you. It's possible to go through a tunnel in the middle up to Nod Refinery for an early rush. However you have to swim through a narrow corridor to do so, avoid the Nod Obelisk quickly by taking cover, then running into the Nod Refinery and killing the guard, then destroying the ceiling gun which is can 1 hit kill easily and then blowing up the Nod Refinery. Not an easy task but possible still.. Mid-Game Tips During mid-game, the battles will start to take place on the bridge. While nod is attacking, do no forget that the middle of the bridge can be destroyed. If for some reason Nod has a high armor unit, it may be easier to blow up the middle of the bridge than attack said unit. I'm gonna level with you here. The Forgotten WF is pretty useless unless your War Factory blew up. Don't bother wasting time fixing it. Getting out of your vehicle for repairs here is going to be difficult as GDI due to Stealth Tanks, Stealth Aircraft, Narrow battle zone, Buildings hiding infantry near by and a lot of the map covered in Tiberium or water. Therefor if you're going to battle and need repairs I would recommend buying a GDI tank ace to help heal your tank by 12hp every 4 seconds or so passively. Keeping the battle at the end of the bridge on Nods side will help allow your GDI units behind you to move across the bridge and continue your assault. You can use a GDI Tank Ace or Commander to run up on the coastal gun and plant a dynamite. There are also a couple SAM sites along the way that can be blown up if you move fast enough. Late-Game Tips Late game a Mammoth 36 Inch Tank getting across the bridge will be able to hit the Nod Obelisk outside of its range if you park it near the ocean and keep firing. Furthermore it will encourage your team to keep pushing forward. At this point you should have quite a bit of money saved up if your team has been competent. One way to utilize your credits is to purchase a GDI Pioneer and start placing defenses all around the map. Furthermore you can place mines on the bridge or place TOW missile sites behind buildings where tanks will pass through and not notice until they fire. The most favorited tactic here is to gather a couple Personal Ion Cannons and hit Nod Power Plant. Having 3 to 4 People will allow you to destroy it in 10-15 seconds. There is a trick you can do as well to fire faster. When you call in !ammo it automatically reloads your weapon... so, fire your PIC, switch weapons, quickly pick up the ammo and then switch back to your PIC. This will allow you to skip the reload wait time and should instead be able to fire almost instantly. Use this for the final shot against the power plant as it can be the difference. ============================================================================================ IA_Suspense.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The map as a whole is fairly balanced and allows Nod to really use stealth units in a destructive fashion due to all the places to hide. Generally the game will end mostly by base destruction cased by a Harvester camping and the enemy team running out of credits. This can easily be accomplished by a smart player by going up the small cave outside of Nod base and overlooking the whole map along with having a good view point of the GDI harvester. Furthermore, going up the ridge and overlooking the map will allow you to attack GDI's typically massive units and help fend off any attacks or rushes. Early Game Tips Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The map is perfect for this unit as it has vehicle roadblocks and Tiberium everywhere to heal. The map does have some hidden trucks filled with Tiberium you can sell back at base if you're into that. More specifically a $3,000 Red Tiberium Transport truck is located in the tunnels above. There are extremely few spots for vehicles to go which creates choke points. It is therefor recommended early on while you can to get an Engineer and place Anti-Tank Vehicle mines. These will prove invaluable later on in the game. Do not put them close to your base. An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill. The name of the game this map is to camp the harvester and establish your dominance outside of the enemy base. Do so early and find a way to kill the harvester to begin GDI's annihilation. Mid-Game Tips At this point in the game you should have some credits to help out. GDI will start to send vehicles and you may see a ranger or two. Be careful and rangers on this map are highly deadly. An RFI Light Tank (950 Credits) is a great hit and run tank that is perfect for this map. Simply attack, hide in the many places and continue the offense. As said earlier, the best place to camp in this map is outside of Nod base there will be an uphill cave. Go up here and park your tank on the ridge. You'll have a view of the whole map along with GDI Harvester. You also get a spawned weapon. Typically a Personal Ion Cannon and infantry will start to ruin your day while you're camping or attacking. Infantry on this map is very difficult to hit so it is recommended to either have someone on your team be anti infantry or to be aware. Late-Game Tips If GDI is outside of your base camping your harvester, then purchase a Raveshaw mutant and drive back the vehicles attacking. A double barrel T-62 will also help push anything back. Any GDI 36 Mammoth Tank should be handled with either EMP Grenades, Dynamite, or a Goliath. Do not let them get to your base. Typically the game ends or becomes a lot harder when someone looses a building. It's recommended to heavily mine the base to prevent infantry from Beaconing. If you can, get a Mutant Raveshaw and go above in the pipes to attack. It is extremely difficult to get returning fire when above so high. Units will always go in the middle of the field to attack. It is worth placing some mines here and waiting nearby. An Ezekiel Stealth tank is possibly one of the best vehicles on this map. The high massive damage, low profile and lots of hiding places will ensure absolute destruction of GDI forces. The harvester pathing in this map is absolutely horrid. However it can be used to your advantage when pressing the attack on GDI base. Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base. ============================================================================================ Playing as GDI: GDI has a slight disadvantage on this map due to no stealth vehicles, Tall High profile vehicles and typically slower vehicles. However this is made up for in Mammoth Tank Railguns along with Massive Range Prism Tanks. The key to victory here is to repel Nod Vehicles in the field to help move your team towards the Nod base. As soon as your team ends up at Nod base you can camp the harvester and slowly move in on their base or consistently destroy their vehicles. Early Game Tips Watch out for early Petrova Units and they will easily ruin your day. Grab a crate if you can. A lot of the GDI tanks that will be good on this map cost some money. Therefor I recommend exploring the map and grabbing some Tiberium Transport Trucks to help get some early game credits. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Mid-Game Tips Your goal will be to starve Nod of its credits to prevent them from repelling your offense. Kill any vehicle that opposes you and your team. Do not let vehicles get away to fix themselves. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. If all is going well, look out for Goliath's. There are alot of places for them to hide and though they are uncommon due to the price increase recently they still could be lurking. Late-Game Tips At this point you should have a lot of credits. Getting a Mammoth 36 Inch tank and parking it outside GDI base will allow to 1 hit kill a lot of Nod Tanks along with ensure the field is yours. This will net a lot of points and secure your victory if your team is competent. An almost guaranteed way to win (Or at the very least take down a building) is to convince at least 4 to 5 people to get rangers and simply fire at a Nod building all at once. If everyone fires their Rocket Launcher then the building will be destroyed extremely quickly. Getting together the teamwork however will prove difficult. It is recommended to get a Mammoth Recovery Tank when mounting an assault due to the many natural places to hide for cover and also repair the main attack. ============================================================================================ IA_Bog.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : Yes (Middle) Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The map has a generally good balance with a couple places to attack and poke your enemy although you need to immediately decide which type of warfare you're going to conduct. In the middle of the map is a constant point of competition with infantry warfare at an all time high in a close quarter combat environment. Through the middle of the map you can also fall down to a lower level where there are multiple tunnels that lead to the enemy base. There is also a pipeline that you can go through and take stabs at GDI structures. Using the middle effectively means racking up kills, and most importantly points through little but constant attacks on GDI structures. If you're able to take out defenses and make it past proxie mines than you'll be able to take down a building (although during med. to high player games it's very unlikely). You can also go through a tunnel to the GDI refinery in the middle of the map but as said earlier the whole map is usually proxie mined making it irrelevant. The next style of warfare is to engage in tank combat in the middle. Typically this is where nod will win most of its games after camping the harvester and taking out the AGT. Early Game Tips Getting a Petrova early on in-game is played out but that is because this unit will do work and walk almost any early on threat. The chemical grenades will wreck havoc in the middle with GDI infantry. The T-62 is a double barrel tank that deals heavy damage and has great armor. Saving up for one and saving it will help out in every situation in the middle. Don't forget to Proxy Mine absolutely everywhere you can. A favorite tactic is to get an ion beacon all the way up top on the HON. It is nearly impossible to disarm if it happens as you'll be shot while climbing the ladder. An anti tank rifleman will really wreck GDI's day early on in-game. Their long range and small profile make them hard to kill. Furthermore the pipeline in the middle of the field is a very hard to hit place for tanks and provides a great view. This map has some of the best cover in the Tiberium field. If you're camping GDI harvester than be sure to utilize the cover in the Tiberium Field. Blue Tiberium exists in this map and will allow you to gain an early economic advantage for your team should your harvest it. Should you buy a backpack flamethrower, you can go underneath the middle section below and use the right click on the flame thrower to shoot fire balls. This splash damage will constantly destroy and hurt those above. If you're having problems with Infantry in the middle then get a Nod Fanatic to suicide Vest himself and kill any infantry hitting your structures or camping the middle. Mid-Game Tips Mid game is where the field needs to be held or be taken. Holding the field allows you to make sure your harvester is safe and also allows your team to buy artillery. If you do not hold the field than do not buy artillery. GDI will typically have a mammoth tank or two come out which are very difficult to kill tanks. If you want to camp the middle than a mutant Raveshaw is a very hard to hit in tiberium, good damage dealing option. GDI has a unique advantage on this map to deploy a bridge overhead near their base and in turn harvest the blue tiberium there. This happens 50/50 with GDI sometimes doing so and sometimes not. If you see a bridge deployed than immediately destroy it to reduce their credits and waste their time. Goliath's hiding in the tiberium are almost invincible. When and if you're using a sniper on this map you're going to want to do everything you can to hit Sydney's with Personal Ion Cannons. The Sydneys will take down a tank quickly and are hard to hit/kill in a vehicle. Help keep the field with your team by taking out these threats. The map has a cliff out front of Nod base that defenses can be built on. Mortar Defenses here will prove useful all game. A Tick Tank Firebug and Tank Ace combo camping the GDI Harv is a solid surefire way to kill GDI economy. Deploy your tick tank behind the Mammoth wreckage in the GDI Tib field for incredible hard to kill cover and a great view. Late-Game Tips Do not let GDI amass their vehicles outside of your base and gain force because once the obelisk is down, the game is just about over for you. A GDI 36 inch Mammoth tank is very obvious coming out of GDI base. Handle it by either ramming it with a Melta Infiltrator Cycle or pulling up in a stealth tank and throwing dynamite all the way on the top of it. This will severely hurt that persons economy. Spies on this map are very frequent and heavy. Constantly be aware that an Ion Cannon Beacon may be heading towards your base at any second. GDI is going to have vehicles out in the field and they (the vehicles) are going to have a lot of armor and be hard to kill. If you find yourself alone in the field always get someone their with you and ask for help. You cannot attack or advance in the field without help from your team. The Stridsvagn 103 155mm ($2,400 Tank that is thin) will be your go to on this map for Nod. This tank is an absolute U N I T and Game Ender is used correctly. First off the health is stupid high right off the bat and with upgrades gets even better, the armor is resistant against everything, the low profile is extremely hard to hit and impossible to kill camping in a Tiberium field while the gun has an absurd long range. Get this tank and camp in the field with it, then hit the Advanced Guard tower when your team is covering you. You'll be able to hit the AGT and any tank coming out of GDI base with no retaliation due to the range. It is possible though a little difficult to get a SSM Missile Launcher ($1,250) on the pipelines in the middle field. Doing so will give you an advantage. Be smart and during a counterattack destroy the Harvester when you need to outside of GDI base. If you're really brave you can use an Ezekiel Stealth Tank to destroy the AGT by positioning yourself in-between the pipe in front of the the AGT. The AGT won't fire because that thing metal pipe is in front of it. ============================================================================================ Playing as GDI: The name of the game for GDI on this map is to amass vehicles outside of Nod base and take down the obelisk or get a spy into Nod base with an Ion Cannon. Should neither of those work for you the whole game due to teamwork or other reasons than amassing points will gain you victory. Early Game Tips Set up Proxy mines everywhere you can. There are a lot of entries into GDI base that are unseen and need to be covered. Grab a crate if you can. To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100. If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance. In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team. To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry. Mid-Game Tips At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage. This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you. If Nod Vehicles are coming in masses to GDI Base you can get the FV005 Stage 2 and go above the ridge of GDI base (Above the Tiberium Monster.) When using this tank you need to realize you have a massive long range cannon and can hit all the way in the middle of the field from where I just told you to go. (Yes the range is that far). You can also deploy this bad boy to gain alot more of a defensive position along with zero recoil. However you need to be sure you're not under heavy fire or you'll die quickly during the deploying phase. Late-Game Tips At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them. If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation. If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win. IA_GreatWall.mix Tiberium Machines/Forg. Tiberium Silo/ATM? :: Yes (Silo's x4 in the mountain outside of your base) Forgotten Hub? : Yes (Inside the Forg. WF) Forgotten War Factory? : Yes (On the right side for Nod, on the far Left for GDI) Forgotten War Naval Yard? : No Strategies Playing as Nod: This original map was one of the first to be created for this mod. The map has a lot of focus on Siege Warfare as it will become obviously known right off the bat. This map also has a secret to it where you can get a RA2 Kirov Blimp or two if you're knowledgeable. Probably of the biggest importance on this map however is that of economy. The Economy on this map is extremely slow unless you can capture the 4 Tiberium Silos located in the middle of the map. To win on this map as Nod will require you to get your team to push unto GDI base through the right side (GDI PP side) of their base or win by points (Typically this map is won by points). It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game. Early Game Tips Early on in-game it will be impossible to make any push on an enemy base in this map. The defenses are too thick, most players will be in-base or will simply be in the middle or on the fortress part of the map (right side for Nod). Furthermore there is little to no income. The best tactic early on is to fight for the silos in the middle. Go outside of base and go to the right. You'll then find the silos inside a cave. This map uniquely has 2 Kirov Airships. In order to get them you go to the left cave with a Petrova. Go through the cave and down the ridge. You'll be able to see the middle of the map on the right side. Go down the ridge and you'll then see sandbags in a small cave. Shoot these and then climb down the rope, after doing so be aware that there will be 7 to 9 Viscoroids that will attack you after you get off the rope. Climb down the rope and use your pistol to kill the first two. Then go down and wait for all the Viscoroids to come down to your position. Run in a Zig Zag to save yourself from their attacks all the way down to the end of the tunnel. After doing so you'll see a rope that you can climb to go all the way up to get the Kirov. You may take some damage from doing so be careful. If you want to move slower but more safely use a Black Hand Machine Gunner to kill all Visceroids with no problem. It should be known that any successful attack will be a major pain for GDI due to the low economy. If you have the chance then absolutely kill any vehicle you see in field to delay GDI even more. The "China Town" in the middle has some weapons hidden along with a crate. To your right will be a capturable mini fortress that has a lot of defenses to it. Along with a service depot. Hold this position. Mid-Game Tips Typically 9/10 times when GDI wins through base destruction, GDI pushes through on the right side where the capturable fortress is. You need to hold this position not only to help secure your victory but also to help defend against defeat. This is where the x4 Silos in the middle come into play. At this stage in the game if your team has not taken them or pushed then they will typically be bogged down in defenses build and repaired by GDI. Do your best to not let this happen. However, if it does happen then use the Kirov to fly all the way up in the air and drop bombs to help dislodge the defenses. It's also possible to use a 2S7 Pion Nuclear Launcher to consistently blow up defenses though you have to be covered constantly for this to work. When you capture the Kirov airship you can fly all the way up in the air and tilt your Machine gun to hit GDI base defenses. It will be difficult to aim at first but if you sit outside of GDI base for a minute you can typically knock out their Silo, Gun Tower and Auto Cannon Turrets. The machine gun doesn't work against Main Structures like Power Plants so don't bother. With the Kirov at maximum altitude it is nearly impossible to hit. Scan the GDI base for defenses and shoot them with your machine gun. Goliath's are effective in this map as with most. However it must be weighed on the situation. Money is tight on this map so decide if it's really worth the cost. Late-Game Tips Two things need to happen for Nod to loose. (1) The silos need to be in GDI hands or have been for the whole match. (2) The capturable fortress on your right needs to be captured. If you can prevent these two things and are winning by points then you'll be good. A lot of times this map is won by points as it is a campers dream. Rack up points by camping GDI Power Plant or by killing vehicles. Should you want to garnish some points and your team is on the attack on GDI base, you can get a Mutant Raveshaw and Nuclear Beacon then head to the Nod Tunnels on the left on Nod Base (In between HON and Airfield). Just keep going straight and you'll see another tunnel that leads to GDI base after a minute or so. This tunnel leads directly next to GDI barracks. Call !ammo but don't pick it up, plant a Timed C4, then plant the Beacon just absolutely barely outside of the tunnel. Throw Chemical Grenades at any infantry that comes out to 2 hit kill them, immediately pick up the ammo when you run out of grenades and repeat. With luck you should severely hurt the GDI barracks and rack up a few kills. Playing as GDI: For GDI to win on this map it is absolutely imperative that they capture the (On GDI's perspective) left side/middle silos. After accomplishing this and building in the position you'll want to the move to the left side and capture the fortress to help move through unto Nod base. It should also be noted for this map that the loss of a building will have a higher and more severe affect on a team than most other maps. The loss of a power plant will absolutely choke the economy of either team while the loss of your infantry structure will make it impossible to hold the silos effectively. Destroying the War Factory or Airfield will cause the team to lose the game. Early Game Tips Set up Proxie mines everywhere you can. There are a lot of entry's into GDI base that are unseen and need to be covered. Grab a crate if you can. To help boost GDI economy you can grab a Deployable Bridge and deploy it above the cliff. This will lead to a Blue Tiberium Field that you can harvest. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. Use the GDI grenadier to help hold the middle. The damage from the grenades really bring on the hurt to almost every unit and it's quite cheap at $100. If you have a little bit of money i would highly recommend putting some AT Mines outside of your base where you think Nod Tanks will go. After doing so hold the field the best you can. This will make it so if you loose the field Nod will have a hard time camping your base and it'll give you another chance. In an early and typically low player count game it is very possible to be able to run into Nod Base will a teammate and blow up the Hand of Nod. There will likely be no proxie mines around and this will prove fatal. It will also completely destroy the Nod economy early on and give a significant bonus/advantage to your team. To gain some points for your team, credits and traction you can camp outside Nod base through the middle infantry war zone and hit the Nod CY with a Personal Ion Cannon. This building does not auto repair and if you're lucky you can even take it down. Be aware that to camp here will attract attention and you'll eventually have to start dealing with incoming infantry. Mid-Game Tips At this point I would recommend camping the Nod Harvester and doing your best to gather your team to amass outside of Nod base and attack it. This will net you points and if you destroy the obelisk will help end the game. If credits are tough, a Sydney with a Personal Ion Cannon is a great way to help push back Nod. There are many places to hide and attacking tanks in the field will grant a lot of points. A GDI Special Forces soldier has a rocket launcher called the FLASH. Right clicking fire on this bad boy will kill almost any infantry in one go due to the massive splash damage. This map has great camping spots. One of which is running through Nod Pipes to where you can see their Hand of Nod. Using a Sydney with a Personal Ion Cannon you can stay in the pipe line and camp their Hand of Nod. There is no way for Nod to jump into the hole where you're at and attack you.. however be aware that Nod will start to throw C4's and if it comes down to it get artillery to kill you. Late-Game Tips At this point you should have a lot of credits. If you haven't taken the field or have it by this time frame then Nod is going to begin to steamroll you and build up units outside of your base. The problem is only furthered by if you lost your AGT. My recommendation for this point is to get a Mammoth 36 Inch and camp on the service depot. This will help you buy your team some time and also really put the hurt on any Nod Tanks if you hit them. If you want to get a spy and go that route then it is recommend that you go to the middle, climb down the ladder and go down to where the tunnels/tiberium is. Then go through one of the tunnels into Nod base as this route will not be mined. Then if you are going to Ion Cannon a building, go into the Hand of Nod through the ladders on the left or right and go all the way up to the highest point you can in the HON. Basically you'll climb a very tall ladder to the roof and plant it here. If you're able to do so this beacon is basically un-defusable. It takes 30 seconds for a beacon to fire. It takes Nod team 5 seconds to realize where the beacon is, 10 seconds to get to the beacon in the Hand of Nod, 5 seconds to climb the ladder and 3 to 4 seconds to defuse the beacon. This is all assuming absolutely everything goes perfectly for Nod and typically this doesn't happen. To further prove this is a guaranteed HON kill you can just shoot anyone who climbs the ladder very very easily with no retaliation. If you take down a building in a high player game then it will severely affect Nod Economy. To help destroy it further it is imperative that after you destroy a Nod Building you push the advantage, or camp the Harvester. This map is made to be a drawn out long game and this will help you win. The Mammoth 36 Inch cannot fit through any of the castle walls to attack Nod Base. Unless you're defending with it, don't bother wasting your money ============================================================================================ IA_Cold_Valley.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Red Forg. Silo x1 next to Forg. WF) Forgotten Hub? : No Forgotten War Factory? : Yes (Go outside base to the front for Nod, Go across bridge to the left as GDI) Forgotten War Naval Yard? : No Strategies Playing as Nod: This well balanced map has a great deal of ways to go about when it comes to winning as Nod. There are as it should be noted 2 ways out of your base and you must do your best to protect these and ensure they remain open so you're constantly pushing. Towards the end of the game GDI will really start to bring out heavy weapons so it's imperative you keep on the attack by boosting your economy with the Forgotten Tiberium Silo and destroying any GDI attack. Typically these games are won by base destruction with some games by points. The losing team generally has had one of their buildings (Any) destroyed. Early Game Tips You start out with a Mobile Track Repair vehicle which you should use immediately to capture not only your Silo but also the Forgotten Tiberium Silo. Get your team to follow you outside the front Obelisk entrance and keep going forward. You'll then see a Tiberium Silo and Abandoned Service Depot. Capture these and convince your team to hold this position. You'll be able to effectively stop 1/3 of GDI Attacks with this entrance and also boost your economy early on in-game which will be critical. Furthermore the Service Depot will make your position solid. You can also use a normal Stealth Tank to hold this position. If your team is holding the Silo and doing good you can also use the Mobile Repair Tracked vehicle to get a Sapper and start immediately laying down Anti Tank Mines. They cost $200 so should be placed tactically. There are 3 points where vehicles will go. On GDI Bridge, on Nod Bridge and in the middle ridge/ice bridge. Use good judgment and place Anti Tank defenses very quickly with the Mobile Tracked Repair Vehicle and a Sapper. If you can, place the Anti-Tank defenses so that you force vehicles to the edge of the middle bridge towards you base. This is going to make it so the Obelisk can attack GDI vehicles, furthermore their position will be exposed. When placing mines in the middle Ice Bridge, place the mines on Nod Side because when GDI tanks drive up their turrets will not be able to shoot the mines. Furthermore they cannot destroy the mines without being exposed. However, you must warn your team because if one of the mines blow up and your team is fighting on the bridge it will kill their (Nod) vehicle. It should also be noted that GDI Railgun Titans are very good at destroying Anti Tank Mines. If you can, do not let this thing live long or you'll have wasted alot of money on mines. If you're really brave, you can get a Mutant Petrova to go run off near GDI base and hide in the bunker located in front of GDI base. This bunker I believe not only provides cover but also has a Rocket Launcher and health inside. Use this to help provide recon and help take off a little health from GDI vehicles before they go attack. Mid-Game Tips During this time GDI will start to acquire higher armor vehicles. To counter these threats, you can purchase (if you save your money enough) a Hyper Velocity Gun Tank ($2800). This tank has 3 shots that are instant firing, armor piercing shells. They will 1 to 2 hit kill any vehicle with armor other than heavy. Use the vast fields to long range hit your target and control the map. Be aware however that an Orca can very very quickly ruin your day and you should prepare for the eventuality of having them attack you. Mid Game is when GDI will start to roll out medium to heavy armor vehicles and aircraft. This is the perfect time to use an often overlooked unit called the 9K22 Tunguska. This badass AA Tank will turn the tide of absolutely any battle it finds itself in. First off, you can use the missiles to 2/3 Hit Kill an ORCA Aircraft or use the missiles to cause about 1/5th damage to a GDI Titan. Furthermore the long range of the missiles help to ensure that you can retreat until you reload. The 30mm Auto Cannons rip every single GDI infantry to shreds along with helps to deter ORCAs with little health left or farther out. Utilize this vehicle in the support role at first and when you've gained a little experience with how it can be used and when to retreat, use it as a one man army against any other unit on the field. While this vehicle kicks ass it must be noted that you will die if an ORCA catches you while reloading or you cannot escape a GDI Sydney (Personal Ion Cannon), furthermore the loss of a 2,800 credit vehicle will be a big decrease for your economy. There is a shed outside of Nod base you can camp with a Raveshaw Railgun should GDI be camping your base. Though the cost is initially high, saving/spending your credits for a Ezekiel early on can really hurt GDI if used correctly. Utilize your Ezekiel stealth tank to finish off any GDI vehicle with low health. Due to the vast open terrain, the missiles will track their target and ensure a kill. Please park a Mobile Tracked Repair Vehicle outside of the Obelisk to repair it. It will be attacked eventually and typically it's to late to repair it when people start to arrive. Late-Game Tips Late game this map typically goes into a standstill if either team hasn't gained the advantage yet. What i'd do if I were you is focus heavily on killing any GDI vehicle in the field and defend your base by camping the mid field. GDI is going to attempt to send vehicle after vehicle at you but they will not be in a rush because the team hasn't done any rushing all game. This means that you'll be dealing with typically one vehicle at a time that if you can kill will gain your team points and also defend your base. If you find yourself on low health simply retreat and the GDI vehicle attacking you will have to retreat as well or attack by himself while he has lowered health. Any GDI 36 Mammoth Tank should be handled on this map with dynamite or by using a (very) long range, covered unit. These things will kill Obelisk with 3 to 4 hits and lose the game for you. If you're having a problem with aircraft I'd highly recommend getting the SA-8 Gecko. This vehicle is dedicated to purely Anti Aircraft and an excellent edition to any fighting force. However, if your team isn't doing anything and sucks then just get the 9K22 Tunguska so you can fight aircraft, vehicles and infantry alike. Use a unit with extreme range (Such as the SSM Launcher) to go near the Forgotten Tiberium Silo and hit GDI base off the cliff. If your team is useless and you have the credits then get a pioneer to build Kornet Anti Air Turrets to help protect you while you're camping this position launching missiles at their Advance Guard Tower or Power Plant. ============================================================================================ Playing as GDI: It should be noted this map that GDI has two Advance Guard Towers that will help to deter enemy units, however these must be protected at all costs through having constant offense operations or a solid defense. To win this map as GDI it is imperative that you destroy the Nod Obelisk first and foremost. It will collapse moral on Nod and grant huge points to your team. After that you can basically camp outside of Nod base to kill any vehicle coming out. If you fail to lead your team on taking out the obelisk, Nod will gain too much money and push back any attack you make with Ezekiel stealth tanks and the sort, furthermore any steam will be lost and forming a rush together will get harder and harder the longer the game goes on. The game is in your hands this map. Early Game Tips Early game it's extremely important that you take control of the Forgotten Tiberium Silo and gather your team to do so. If you fail to take the silo, your economy will hurt, Nod will get stronger and it will be impossible to fight/gain the lead as you're loosing units and money in a never ending cycle. Get a gunner and Repair Vehicle, get your team involved and go capture that silo. Expect fierce Nod resistance. The whole entire early game should focus around capturing/holding the Forgotten Tiberium Silo. Be prepared to adopt a scorched earth tactical mindset if you can while on this map. (Destroying everything you can if you have to retreat). For example, if you're in a tank with the weapon "Dynamite" and see a huge Nod force knowing you have to retreat then throw a Dynamite on your Forgotten silo somewhere that's very hard to find. 1. - Nod will blow up the Silo and recapture it while you retreat. 2. - The dynamite you placed will blow up and help stall for time while you counter attack. If you're lucky, Nod won't realize the silo they captured got blown up. Another scorched earth tactic I'd recommend while protecting the captured silo is when you see a Nod attack to hide behind cover and do your best to attack the Silo. Do not make it easy for them to take it and ensure it becomes a problem for them rather than an asset. If you have the money, a early 120mm mammoth will really hold the field down and help establish control of the field. They are also extremely resilient. This unit should immediately be placed where the forgotten Tiberium Silo is. The reason it's so important is because it will afford your whole entire team the High price vehicles it needs and also ensure Nod doesn't get Ezekiel Stealth Tanks, Hyper Velocity Guns, or any of the $2,800 units that seem to be very proficient on this map. Mid-Game Tips If you don't have control of the Silo at this point then the game just got a bit harder for you and your team. Infantry on this map isn't as useful as other maps due to the very long vast open fields. Save your money for a good vehicle rather than a good infantry unit. Holding the middle bridge will prove very beneficial to GDI. However, please be aware that the Nod Obelisk will hit any GDI vehicle near the end of the middle bridge, near Nod base. Late-Game Tips At this point you should have a lot of credits. Get a Mammoth 36 Inch tank and ensure that someone on your team is covering you. A simple Stealth Tank will ruin your day and there will be nothing you can do about it. After getting a Mammoth 36, drive near the middle bridge and start to lob those 360mm shells at the Obelisk. This will gain you a lot of points and force Nod to rework their strategy abandoning everything they were doing. Take out the Obelisk using this unit. A overlooked unit is the Titan Railgun. While it is dreadfully slow it has the ability to accurately hit on target with a hyper fast shell and some long range to boot. Use the primary fire for vehicles because it reloads faster and will do more damage in the long run, use the super charged shell against infantry for massive splash damage and because you don't have to be extremely precise with it. Furthermore use the Supercharged shell against a vehicle that you're not going to be able to hit anymore. If a vehicle is retreating behind cover (Which happens a lot outside GDI base) you can fire the supercharged shell to deal more damage and then reload longer without having to worry about being attacked. If your team is taking up arms and going out in the map then make sure they cover you. Get an AMX Artillery and do everything you can to destroy the Obelisk. When there are 30 minutes left you need to then decide what your endgame strategy is going to be. If your team is working well together and points are in your favor then keep trying to take out Nod structures. If points are close or your team sucks then you need to focus on winning by points. Winning by points means destroying every Nod vehicle you find and ensuring that you don't take damage much less get blown up yourself. Do not let Nod destroy any of your buildings in this mode other wise it'll be to late to rebound. IA_BlazenSands.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machines x4, Go up the hill with the town and it's in the middle, go to the town itself and there will be a big cave with the other x2) Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: This fan favorite and highly balanced map can go either way for either team. However Nod is only going to win this map if it denies GDI the Tiberium Silos and keeps constant pressure. In order to accomplish this, you can either fight for the silos or help your team establish a position where it can camp. Using the terrain in this map while determine each and every single battle that you engage in and you should be highly aware of where you're at and what kind of terrain your vehicle needs. After you have silos secured the game typically ends in base destruction assuming that team gets the initiative. Early Game Tips Getting a Petrova early on in-game is played out. So lets do something different. Get a Nod Grenadier and climb up the ridge on the right outside of your base. Start throwing M3 Grenades ahead of you to hopefully get a hit. Once you encounter an enemy on radar then start throwing incendiary grenades as this will not only cause damage but also burn your enemy for at least 30hp. This ensures that even if you die, there is a chance they will to. You're going to want to use this (cheap) unit very tactically because if you can hide behind buildings and throw grenades you'll kill basic infantry and stay alive no problem. Your target upon climbing up the cliff will be for a small tunnel on the right that will have the tiberium Machines. Don't let GDI capture these no matter what. As soon as they capture these bad boys then they will build defenses/barbed wire and you're going to have a very shitty game ahead of you. If you want to go hard use the Grenadier to hide behind a rock and kill GDI turret, then hit their Power Plant or War Factory with incendiary grenades to hurt infantry inside and also damage the building. If you look closely in the picture at the right in the middle you'll see a building with some Yellow Icons inside of it. Go to this building at the start of the game to get 2 Cash Icons which will give you $2000 instantly. This can be a game changer in the right hands allowing you to get a powerful vehicle to mount an great offense or defense! If there are alot of players (above 20) and you manage to gather the cash icons I would advise against an offense maneuver with your early vehicle as it may be easily killed depending on what it is. Of course if you hold both Silos then it may be worth it. It's up to you. Keep in mind there are no service depots on this map so make your decision wisely. The first thing you do should always be to fight for the Tiberium Machines. They will be located in the middle of the map all the way to the left or the right in small tunnels. If you have at least x2 Tiberium Machines secured then you can go forth with a vehicle and begin the attack. However, if you don't have any Tiberium Machines then you need to fight for them or you'll lose very quickly. An anti tank rifleman is fairly useful on this map but should always be combined with a vehicle for more damage. Fire your Anti Tank Rifle, get in a vehicle and fire. Repeat. Getting a Wiesel 20mm Tank is very useful early on in this map. For one it heals anyone that gets in. Even better is you can use this fucker to hide in between the buildings granting almost impossible to penetrate cover. This unit will eat almost any infantry unit up along with destroying medium armor vehicles.. but you have to keep it alive. Use proxie mines when you're above GDI base whoring with your vehicle. GDI will get infantry to rush up their cliff and kill you, get a Nod Tech and put proxy mines there to hold them off. Call in ammo to replenish. Mid-Game Tips Mid game comes around quickly and so do GDI vehicles/infantry. If you bought a Wiesel 20mm, it's more important than ever that you keep it alive and destroy these fast, lightly armored GDI threats. Kill these GDI tanks and their economy will be wasted along with any momentum. To help keep your Wiesel 20mm alive i'd hide it behind the Nod C-130 wreckage because it will be perfect to ambush and attack GDI units. Furthermore you can take the ridges to your left and hit GDI tanks from above. If your team is facing off with vehicles of their own then you will be the difference in battle and ensure victory. You NEED to have at least x2 Tiberium Silos in your teams possession by this point or it is game over. As said earlier, the best place to camp in this map is outside of GDI base. Get your team if you can to perch themselves above GDI base on the ridge and start lobbing shit at them. If your team (Nod) has the field then get a SSM and go up the cliffs on the left. After driving up the cliffs you'll then be able to drive near GDI base where you can fire missiles at their War Factory. This is where the game typically ends for either team. Whoever can camp outside their base is going to be victorious. Don't bother with a Goliath unless there is a Mammoth 36 Inch out in field or a GDI Titan Railgun. There is to much to do on this map and not enough defenses to stay in a position for a couple minutes hoping to kill a vehicle. There are no Vehicle Repair Depots on this map which means two things that are very important. 1. You need to get a Nod Tank Crew/Tank Ace to auto heal your vehicle or be skilled at repairing your vehicle in combat. 2. If you get a mobile tracked repair vehicle then it will undoubtedly heal any push or attack that your team makes. However if your team really sucks or just won't get vehicles then you need to focus on accomplishing things by yourself rather than support. Late-Game Tips This is where the map really comes together. If you don't have at least x2 Tiberium Silos by now then good luck. GDI is going to steamroll your base at this point with Railgun Titans, Mammoth 36 Inch tanks, AMX Artillery and Shield Generators. It is of course possible to hold them off, but the point gap will be to much and any loss (vehicle or Infantry wise) to Nod will be extremely hard to make up as you have no credits or cannot replenish them as much. The Mammoth 36 inch on this map is an absolute game ender.. however you can use it to your advantage! First and foremost don't let it get to the middle of the map because will start hammering your buildings very quickly. Kill this massive tank by using a Goliath or firing from the cliff. Simply put this will give you an advantage because GDI will be busy repairing the tank forcing players to focus on the tank, when you kill this tank it will be $6,000 wasted down the drain, there are so many places to attack this unit and so much cover you can distract and render it useless. If you're taking up the infantry route/battle on the ridges/cliffs then i would highly recommend a Raveshaw Mutant or Petrova. If GDI is playing very vehicle heavy then get a Raveshaw. If GDI is playing Infantry heavy then get a Petrova. Which ever you choose use chemical grenades against any infantry threat you come across. Then use your main rifle or Railgun to hit vehicles from above. While playing as infantry your primary concern should be to hit or save the Tiberium Machines at all costs. Get a Stingray Hyper Velocity Tank ($2,800) to hit tanks above on the cliffs. If you can stay alive, you won't regret it. Be aware that the turret cannot depress/look down from certain cliffs because they are to high. Use the 9K22 Tunguska to deter vehicles away from your base and long range anti infantry support. Defenses are not worth building in this map despite how much $ you have. They will be killed long range and the buildings to hide behind render them fairly useless. However if you must, you can place a hard hitting railgun or Melta defense in between the buildings to help ambush GDI vehicles. I would only recommend this when you ether have the field or are fighting for it and winning. If your team is camping GDI base then stick your knife in the heart and grab a Tesla Tank. Get this bad boy to hide above the ridge on where GDI base is and fire at their buildings. You can reverse a little bit on this ridge to camp with deadly efficiency. What's going to happen is a lot of GDI players are going to be busy repairing and not attacking which means you can bring your team up with you. Further more you can capture the Tiberium Machines if you haven't already. Now, while you're attacking you also have the ability to attack any vehicle coming out of GDI War Factory... with no service depot it's going to start being really infuriating for GDI to do anything against you. I'll let you be the judge but be aware buying an Ezekiel stealth tank may not be the best choice for this map. Their flat and wide profile means it's very easy to hit it from above. Furthermore the cover on this map that a flat wide tank can hide behind is very minimal as there is an open field. I would only get this unit on this map if you're about win and need to clear the defences or hit from long range. Playing as GDI: This map is a wet dream for GDI if they can get their economy in order. To win this map as GDI you're going to have to pledge a full scale battle against these Tiberium Machines to gain the money you need to get more powerful vehicles. Furthermore you will have to encourage your team to carry out attacks on Nod to help keep the pressure up. If you fail to keep attacking Nod, they will eventually start to camp the ridge directly above your base and even with the Tiberium Machines it will be very difficult to recover while you're being constantly bombarded. Early Game Tips As soon as you start, get a GDI grenadier (The $100 unit that throws grenades) and go up the ridge. Start throwing M3 Grenades very far to help possibly get some early damage. Once you encounter a Nod unit then use incendiary grenades to damage and burn them to death. Incendiary grenades will also revel any Stealth Black Hand. Ensure you stay alive no matter what by throwing and hiding behind buildings. Typically another GDI player will run with an engineer and capture the silos. Your job is to make sure at all costs Nod doesn't do the same. Once you get the machines make sure that your team secures it by building barbed wire into the tunnel. Then start throwing grenades at people below you in the middle of the field to help ruin Nod Infantry day. If you fail to capture the silos, get a Combat Engineer and go right back up. Start placing proxy mines everywhere you can behind the buildings so that people walk into them and die. Then start throwing Timed C4's on any Nod defenses they built in the tunnel and take back that ridge. If your team has taken control of the ridge and you find yourself as an engineer. Build a barricade inside of the tunnel as much as you can and capture the Tiberium Silos. The silos on the right side of the map (from GDI's perspective) is a little easier to capture should you get there first due to it being a little hidden behind buildings. But be aware if you capture this tunnel it is a commitment. What this means is you need to hold it down with defenses to help fend off nod from taking it back. Mid-Game Tips Nod cannot win in this map without the Tiberium Machines. Your whole warfare should focus on defending these spots while your team does their thing. If you have the Tiberium Machines this map, it is worth making certain that any Nod vehicle you encounter is destroyed. Simply put, Nod cannot afford to loose vehicles because their economy is trash compared with yours. Ensure that every vehicle they loose will be a major economic loss. Furthermore the absence of Repair Depots make it extremely difficult to rebound quickly from any damage taken. If you have to sacrifice a Mammoth 120mm against a T-62, do it. Goliath's are a fan favorite on this map due to all the good locations for them to hide. However, it should be noted that having a Mobile Sensor Array nearby your base will help alleviate any worries of being sneaked up on. Goliath's typically come out from Nod when a Mammoth 36 inch or Titan makes its presence. Therefor you should keep your combat in these vehicles mid field in the wide open and behind your forces to help minimize the risk of being killed. If your team has not secured the Tiberium Machines by this point it's going to be a very tough uphill battle. However there are things you can do to buy you time before Nod Steam Rolls your base. First and foremost, buy an Argus Shield Generator ($2,800) and park it where it's covering your War Factory and Power Plant. This is going to help prevent Nod from camping your base uphill on the ridge. Next get some proxy mines and mine the area by the Ridge/Power Plant/Mid field. There is a little pathway here which means Nod will drive a Goliath straight through here sneaking into your base and blow your shield generator up. Mine all your buildings with proxy mines, don't bother with Anti Tank Mines because they will just get destroyed by splash damage from camping SSM missile launchers. Now that you have your base secured and your team is helping to keep the campers busy, go up the ridge next to your base and start doing everything in your power to take back the Tiberium Machines in the tunnel. Use the Bangalore torpedoes from the GDI engineer to destroy any defenses or a dynamite. Assuming all goes well and you capture the Machines above, defend these with your life to allow your team to get the credits they need to push back. Late-Game Tips At this point you should have a lot of credits. Purchase a Mammoth 36 Inch tank and finish the game by killing Nod Power Plant. After killing Nod Power Plant everything becomes that much harder to purchase and it's GG. If they are heavy infantry for some reason then purchase a GDI titan railgun and use your supercharged shot against Infantry in the field. ============================================================================================ IA_Cold_Wall.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (Tiberium Machine x2 in the middle castle) Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: This map is a campers dream map with capturable defenses all around and only 2 points of exit for vehicles. It's honestly anyone's game and comes down to if your team can camp better/earn more points, get their shit together and organize a rush or destroy a building through being a one man army. That being said there are some distinctive advantages to each side with can help tip the scale of battle if used effectively. Here are Nods. Early Game Tips If you're an experienced player you should first/foremost size up the enemy team and try to think about which tactics each player will use. There are some players that only use certain vehicles or tactics frequently which should weigh into how you will approach the battlefield and what units you'll use for this map. The reason this is important for this map is because it's small and there are very few ways of attacking the enemy base. For example, if there is a player on GDI team that loves to use a Zippo Flame Tank and camp then you probably shouldn't use an infantry unit as your main offense against GDI base. GDI is going to rush your power plant with Home Guards/Engineers at the begging of the game. Use Remote C4 on the doors when they rush in the Power Plant. An interesting fact about this map is that it has about 8 cannons (4 for each side) all the way on the top of the Castle. You can use these medieval cannons to hit GDI base structures and inflict a good amount of damage. However, the reload time is quite slow so grouping them together will yield better results. Though I normally recommend mines for maps, it is not worth it for this one as they'll be quickly destroyed in the lower part of the map through friendly fire or artillery. However, if you'd like to place some mines.. then placing Anti Tank mines in the middle tunnels for vehicles is the prime spot before it gets crowded. There are 2 Tiberium Machines inside the middle castle/fortress. This area is likely to be highly contested throughout the map as it's where a lot of infantry will go. Economy on this map is pretty fair off and frequent.. however capturing the Tiberium Machines (Even if they keep getting destroyed constantly) can help to make up some losses your team will inevitably receive in their economy. If anything... there are quite a few high powered weapons inside the tunnels you can utilize. Beacons sometimes spawn in the tunnels. If you aren't going to beacon the enemy base then it's at least worth it to plant inside the middle castle where you found it. It will help destroy vehicles inside, destroy any GDI Tiberium Machine and also kill any infantry in the middle castle. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Then use the weapons you find in the middle castle to help kill vehicles. With enough practice you can hold this position and the silos by yourself. Later on in-game you can throw EMP grenades to disable vehicles in the tunnels and help stall GDI. There is no getting around the fact that this is a campers map. However, just use it to your advantage and purchase an artillery. While Nod artillery is pretty potent in this map it should be noted that the Koksan ($2,400) Artillery is quite the go to for any Siege. Basically, save up for this bad boy and deploy it on your Repair Depot. Start laying unto the castle and the massive splash damage this vehicle has will quickly flush out any and all GDI infantry along with destroy the Tiberium Machines. Mid-Game Tips Depending on the skill level of each team, the various tactics for this map will start to show their colors.. Around this time and throughout the game you should highly expect fast tanks to rush into your power plant with a dynamite or explosives and try to score a quick building kill. Do not let this happen or else it's a game over. To help prevent this, you can place anti tank barriers nearby and a anti tank mine or two near Nod Power Plant. Make sure that building is always proxy mined no matter what. Sydney Personal Ion Cannons will start to attack your base from long range as well inside the castle walls. Get an Artillery to kill them with splash damage or go in, finish the job yourself with a Petrova Mutant. If you can gather 3 to 4 people on your team, it's worth to rush in with Flame Tanks and destroy GDI power plant. These will make short work of any enemy building but will need to not take damage on your way to GDI base to ensure survival. Keep in mind the Black Hand Flame tank carries more armor but is slower. The tunnel where are the fighting will occur has a dip which presents a problem for aiming with vehicles. Keep in mind that this also applies for your enemy. If infantry and vehicles are presenting a non-stop problem in the middle of the castle then it is absolutely worth purchasing a Pion ($6,000) Nuclear Launcher to cause mass destruction and a huge headache for GDI forces. The massive splash damage will discourage anything from passing through again. If you're really feeling evil then get two, park them on Repair Depot and switch between them. A Mobile Tracked Repair Vehicle will be invaluable during this match for buildings and friendly units alike. Late-Game Tips At late game if either team hasn't lost a building yet you should turn your efforts towards racking up as many points as you can. 30 Minutes left will typically mean that the round will end with which team has more points. Below the map where the underside tunnel is.. there will be two caves with one leading towards your base and the other towards GDI. It should be noted that you can find a Ion Cannon or Nuclear Beacon here. Spies late game will start to pick up and suicide rushes will become more frequent. As said earlier, cover your base and remine those proxie mines. To gain points you can purchase a Mutant Raveshaw and hit GDI Power Plant from the mid castle. Ezekiel rush GDI Power Plant of War Factory. ============================================================================================ Playing as GDI: Playing as GDI is almost the same as playing with Nod. This section will be shorter because alot of the tactics for Nod can be applied for GDI. There are some distinct advantages however for GDI that can be utilized. Don't get down if your team hasn't destroyed a building all match.. this map is a campers dream and will typically come down to how effectively units where used which translates into points. Early Game Tips There are two walls on the outside of the castle that can be blown and typically will later on in-game to make way for infantry. Early game you can purchase a Ranger and use the Carl Gustav Launcher to hit Nod buildings. This will help point gain for your team and also may knock out a vehicle or two if you stay here. Be smart and use the !am (Ammo $250) command to refill right before you run out of ammo. Nod has a habit of rushing your Power Plant this map. If you have some extra credits and time, it's worth building some Anti Tank Defenses alongside your Power Plant to stall them. Worth even more if you can funnel tanks into Anti Tank mines you've built. Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open. Mid-Game Tips Mid-Game is where Nod will explore other methods for attacking you and that means infantry in the castle. Utilize an AMX Artillery to camp at your service depot and fire shells with big splash into the Castle to flush out infantry. A massively overpowered unit on this map is the AVRE Mortar Tank (1,400 Credits). Basically this bad boy can 1 hit Stealth/Infrared Tanks and sometimes Ezikels/T-62's. This is important because when you're driving in the middle of the castle in this vehicle you'll be face to face with every Nod tank and can quickly retreat away after you blow them up ensuring you dominate Nod. After you secure the middle you can then hit Nod Power Plant with this tank to earn 50/60 points quickly then retreat and do it again. With this tactic you'll have Nod on the defensive, pick up a shit ton of points from killing vehicles and also hold the middle. To further my point, get your team to deploy an MSA directly outside of the castle walls and surprise.. you'll have nearly map wide stealth detection which means on your radar you can now see when stealth tank is about to come into the castle and plan accordingly. I say plan accordingly because your AVRE Tank has a very very long reload. A last note.. if you're skilled enough you can hit the Nod Service Depot from where you're at. Use the tank on this map every time and you'll gain the initiative for your team along with place first every time. Counters to watch out for are EMP Grenades and Invisible Golaiths (Which is why it's so important to get an MSA to detect them on Radar quickly). Use a Sydney with a Personal Ion Cannon to hit the Hand of Nod or Power Plant from inside the Castle Tunnels. This will be very hard to kill and help get you some points. If you get a spy then you're in luck. First off (if you have time or want to) look for a Beacon around the map and pick up some weapons. Next get one or two of your team mates to cover you outside Nod Power Plant. Plant the beacon and make sure that artillery isn't going to kill you while you do. Next have your team mates cover the area that you planted the beacon.. with luck they should defeat almost anything that comes their way within the 30 seconds you're waiting. Stay there as well to ensure any infantry doesn't slip through. Late-Game Tips Unless you're camping the inside of your base or ending the game. It's not worth it to purchase a Mammoth 36 inch Tank. Use the Titan Railgun Supercharged round to splash damage any infantry inside the middle castle. Be careful with this unit because it's very easy to tilt over on this map however.. also it's so tall that Nod has a very easy time shooting it when you're going towards their base. To make matters worse you cannot go in the middle castle with it and have a very difficult time shooting while charging towards Nod base. Honestly you're better off getting a cheaper Mammoth Railgun. ============================================================================================ IA_Cold_River.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : No Forgotten Hub? : No Forgotten War Factory? : No Forgotten War Naval Yard? : No Strategies Playing as Nod: The begging of the match will dictate how things will go for a while if you have less than 20 players. In short destroy the enemy harvester and slowly pick off GDI tanks to hurt their economy. If you can ensure GDI tanks that make it to the field are destroyed and GDI has no economy your team will start to pick up the slack with artillery/stealth tanks. You can then begin to hit GDI buildings from mid field and really begin your victory. Early Game Tips First and foremost, there is a Obelisk Gun power up that must be picked up before GDI gets it. Get a Nod Buggy, Nod grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least GDI didn't pick it up. After you've handled that Obelisk Gun business you can then focus on killing GDI harvester. Inside the bunker right outside your base near the Tiberium Field there will be an armor, health and Rocket Launcher power ups which you can use to kill GDI harvester and camp there. Hold this position early on and it will really help you out the whole entire match. When you kill GDI harvester and defend your own you can then use the rocket launcher to hit GDI power plant or Refinery. Hitting these will help divert troops from attacking you to repair their base. Furthermore it will help you and your team gain points. Your first vehicle this map should be a good all around cost effective machine because your primary purpose is going to be killing GDI harvester, hitting GDI base when your done and preparing to take hits from enemy units trying to get their economy back including a constant camping rocket launcher infantry from their bunker. The best vehicles I've found for this is the $600 Nod M6 Linebacker. This unit not only kills aircraft but will eat infantry alive with skillful aiming from VERY long range. Hop out with your rocket launcher, kill Nod Harvester and use the long range to harass GDI Vehicles/Buildings. Use a Nod Tank Crew or Nod Tank Commander to auto repair your vehicle because snipers will kill you on GDI if you hop out and repair. You'll also need to be on the move constantly. Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range. Harass the GDI Power Plant with your unguided missiles (The fire farther than the guided) from mid field after killing the GDI Harvester. You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks. Stuff at this point should be going pretty steady and you're hopefully getting your harvester back to make some money. If not then keep defending and try to save your harvester. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Though I really do recommend using a vehicle because Petrova costs a lot, can be sniped/artillery, runs out of ammo, not as good against vehicles. If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target. Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy. Mid-Game Tips Mid game when you can, trade your M6 Line Back for a T-62 Double Barrel Tank. Use this baby to absolutely wreck every single vehicle GDI sends at you. Basically stay at the entrance of your base and hit any GDI vehicle that comes out of their base and keep killing that harvester. You're going to have to contend now with Mammoth Tanks and how you deal with these tanks will dictate which team gains the momentum. If GDI starts to gain ground and you can't hold the field then you're going to want to use your T-62 to hit GDI vehicles from a distance and your rocket launcher you picked up from the bunker. A rush below 5 people is not worth it with GDI defenses still up. What will happen is GDI will see you quickly due to size of the map/layout. The GDI will be mid field hitting you on your way and when you get into GDI base everything will be hitting you. Therefor before you attempt any rush, hit those base defenses and knock them out for a better attack. If your team has the field then go up on the bridge and hit GDI defenses along with having a perfect vantage point of the field to help your team. If you have $2,400 and your team is halfway decent/good. Then get a Koksan Artillery piece to deploy on your hill and hit GDI Power Plant. The splash damage will just absolutely destroy the GDI base, infantry and defenses. This seriously if not taken care of will be a game ender for GDI along with helping you get in the lead. Late-Game Tips Late game GDI will be taking the field and Harvester destruction will begin to matter less and less as an amass of vehicles rolls out from both sides. Your primary mission now is to help your team move up to destroy GDI Power Plant and how you're going to do that is hitting GDI vehicles out in the middle of the field. Use the T-62 due to it's range and a Nod Tank Ace. If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base, hitting those GDI tanks in the middle. GDI in large player games will purchase ORCA Bombers and then go kamikaze style to blow up your airstrip. The way you can prevent this from happening is by keeping constant contact with your team on the status as to what GDI is doing, killing GDI Harvester/Silo to slow down production and constantly harassing their buildings. If you let GDI's economy build up and don't harass them then they will use this tactic and win. Once the ORCA bombers are airborne it'll be to late to do anything because of how hard they are to kill. If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly. ============================================================================================ Playing as GDI: Playing as GDI is on this map is a good time if you know what you're doing and your team is halfway decent. You can get a good number of units on your ridge to hit Nod Base and camp their harvester but should be on the watch for Nod Stealth Tanks as they can take the field early on to get the lead and possibly rush. Your goal here will be to of course hit Nod Harvester but also to organize a rush on Nod Buildings once your economy gets going. Read on to find out which vehicles you can use to hit long distance and really hurt Nod. Early Game Tips First and foremost, there is a Obelisk Gun power up that must be picked up before Nod gets it. Get a GDI Humvee, GDI grenadier and head out into the middle of the field where the wall starts on the left. Inside the water there will be a floating red power up. Even if you die, at least Nod didn't pick it up. Use the obelisk gun to hit the Harvester, then go camp inside the bunker where you'll find a Rocket Launcher to hit vehicles with. You can really hold the field with this thing if you're halfway decent. Use the Rocket Launcher to also hit Nod Power Plant. You harvester will probably die as well if the game is competitive. If so save up your money and destroying that Nod Harvester. When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay outside your base and kill Nod Harvester, after you're done with that then hit Nod Power Plant with the secondary gun. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly. Nod sometimes rushes the Power Plant at the very start of the game with 4 Engineers in a Truck. Keep your eyes open. Mid-Game Tips If you haven't gotten a GDI vehicle by now you're going to want to as Nod will be rolling out some vehicles of their own to deal with you. Any GDI infantry is just way to slow at this point to help against what's going to happen. You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise) This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better. Use a Challenger Stage 2 ($1,800) to set up above the ridge and destroy vehicles from above. You can hit Nod Power Plant all the way from this location with some skillful aiming. Late-Game Tips Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot. Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base. If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck. IA_Industrial_Strength.mix Tiberium Machines/Forg. Tiberium Silo/ATM? : Yes (x1 ATM on each side inside the Apartments on the first floor, x1 Forgotten Silo in the middle) Forgotten Hub? : No Forgotten War Factory? : No (However there are abandoned free vehicles inside the buildings.) Forgotten War Naval Yard? : No Strategies Playing as Nod: An interesting map where strategy for each side really comes into play and both sides have to use their strengths to win. The map flow typically goes with either team starting an attack and continuing upon that or hold the initiative. To win as Nod you'll have to gather up a competent rush of Ezekiel Stealth Tanks to destroy the AGT's then building or go up the ridge and blow up the War Factory. You can also Beacon somewhere on GDI base or just fly/drive around the map by yourself putting up a vicious defense and winning by points. Whatever you choose to do (Defend by yourself/Offensive with your team) it's possible win by both way but you'll need to have a good knowledge of every Nod Unit, predict the field/what GDI will do and adjust your plans accordingly or you'll be steamrolled by a GDI rush in the hour of Map play. Early Game Tips There is an ATM inside the apartment complex outside of your base. Capture this immediately as it's difficult for GDI to capture and usually forgotten but will lead a significant role the sooner you have it. Hell capture GDI's as well while you're at it (inside their apartment complex on the first floor as well). You can instantly start gaining the lead on GDI by purchasing an Anti Tank Rifleman/Buggy and hitting GDI Turrets/SAM Sites. This will prove invaluable for better vehicles later on and it'll be hard to kill you are it's early on in-game still. Go inside the "Factories". Shoot the silver doors surrounding it. There are vehicles in there you can capture and sell if you don't like them. An absolutely perfect vehicle for this map is the M6 Linebacker. Early on the armor will be difficult to kill, the AA missiles are great and the long range 20mm Cannon can kill defenses easily. Another good vehicle is the stealth tank as it's fast, stealth'd and can hit things very long range. You can also purchase a Nod Anti Tank Rifleman to hold the field early on. This guy will really be annoying for GDI in any situation and provides a great early economic solution to their tanks. Hit the GDI Sam Sites with this guy and defenses early on. If you're going to get an infantry, it should be a Petrova. You're going to encounter a lot of combat and need every advantage you can. Use the chemical grenades for units behind cover and the Mantis Tiberium Rifle to heal yourself (By firing at the ground). Petrova will be able to hide in the middle and really hold the field properly/support your team. If your team is holding the field and you just feel like doing your own thing then you can get a rocket soldier to go solo and take out GDI base defenses. Just be careful of snipers. Use the bottom of the Reticle Circle to aim long distance and hit your target. Get someone from your team to mine your base or suffer the consequences early on. These buildings are very easy to enter and destroy. Mid-Game Tips Mid game you're going to have to read the field and decide what's going to happen to help your team best. For example if GDI is rolling out a lot of tank then get a T-62 to help push them back, earn points and take the field. If GDI has a lot of aircraft then a M6 Linebacker is going to be your best bet.. you can help your team on the ground with this along with launching missiles in the air at ORCA's to ensure your tanks survive. If you have a lot of money and are skilled then get a Anti Tank Comanche and stay alive at all costs. You'll rack up vehicle kills and stall GDI economy. No matter what, mid game you need to get out there and do something as GDI will build up strength and steamroll you if you stay in base. A big risk but big reward is getting a Koksan Artillery up in the middle to destroy the GDI Advanced guard tower. Assuming you can get the arty up there you have to ensure that your team will support you in the middle because you're exposed on all side (with Aircraft especially). Do note however you have a massive splash damage that you'll be able to use against people repairing AGT. Remember, destroy the GDI ATM inside their apartment complex. Don't let them hold it any longer. If you are feeling risky still, you can get an Infiltrator with a Black Hand Engineer to drive around the rear of GDI base. There will be a little ledge that this bad boy will fit through and a TOW missile Tower you will need to kill. Kill it and then repair your vehicle. Keep driving and to the left will be a tunnel. Drive through the tunnel and you'll be right next to GDI Ref where you can then blow it up... but be careful not to get killed by the GDI Auto Cannon Tower. Once you're inside the Refinery call for !am (Ammo) and start placing proxie mines like crazy around you. Place timed C4 and remote C4, then pick up the ammo and do it again and then blow up the GDI Refinery. Late-Game Tips Late game GDI will be sending out the big guns with Titans, Railgun Mammoths and fast moving vehicles becoming frequent. Constantly remind your team to re-mine the base over and over when you see mines be activated. Also be prepared to slug it out with these tanks using a T-62 tank or Ezekiel Stealth Tank as the fact that these vehicles are even out in the field shows that your team has not picked up the initiative and there is no decisive winner currently. If you want to just be an all around unit then go with the infrared tank and help patrol the outer rim of your base. Join any rush your team plans immediately. It is possible to gather 3 to 4 Ezekiel Stealth Tanks and drive up the GDI War Factory Hill. Use your team to just hammer the hell out of the GDI War Factory and blow it up. Assuming you get to the hill undetected you have a good chance of being successful. If you're getting attacked before you get to the hill get your team to retreat and do it again from the other side. It's not worth it to loose all those vehicles trying to fight against the defenses, Tanks, aircraft and GDI Team. Trust me. If you're very skilled you can use a Stealth Comanche Anti Tank Helicopter ($2,750) to just take out every GDI vehicle in the field. If you can avoid the Mammoth Tank Rocket Pods, Ramjet's and 1 shot Railgun Titans then you can completely decimate GDI and hold the field while camping your base. Being a Nod Tank Ace is crucial as you won't be able to repair while retreating in mid air. This can be the difference between life/death along with helping repair yourself a tinny bit after taking a hit. You can also use this vehicle to kill ORCA's of any caliber. A very very good all around vehicle if you have the skill and balls to use it correctly. ============================================================================================ Playing as GDI: GDI's sole victory here depends on gathering your team to hit Nod Base hard. The obelisk makes it very difficult to rush Nod Base effectively so the only way you can is by hitting Nod's refinery. Next up for GDI, if you cannot gather your team together for a rush then your other option is to take out the obelisk yourself which can be done with a variety of units. This map ends typically in base destruction rather than point deadlock. Early Game Tips Go out to the middle of the field and capture the GDI ATM/Forgotten Silo. These two things will help boost your economy early and get things going. After fighting for the middle a bit you can up the gameplay a bit by getting a AVRE Mortar tank. This bad boy right here will be able to one hit kill Nod Stealth Tanks, take a good beating and also outrage the Nod Obelisk. Combine with a GDI Tank Crew for auto repairs. The Nod Obelisk attack range is near the edge of where the Nod Apartment Complexes are so watch yourself. Basically if you can stay away out of range then you can hit the Nod Obelisk from a distance and at the very least rack up some points along with guard the Forgotten Silo. Watch out for infantry in the apartment complex! When you hit 1200 Credits get the AMX-13/30mm. This bad boy has a MASSIVE secondary range 30mm auto cannon. Use the auto cannon to stay out of Range from the obelisk and instead deal damage to it. This 30mm auto cannon does more damage long term than the main cannon itself.. furthermore it will splash, burn damage and 1 hit infantry in the head if you learn to aim it correctly. A powerful great tank early on that can hold it's own. When you get an enemy unit to low health use the main tank cannon to finish them off quickly. If you'd like you can get a Rocket Soldier Office to hit defenses early on. Mid-Game Tips Mid game the Mortar Tank idea above is really going to be your best bet on this map due to all the cover you can utilize. Update that tank crew with a Tank Ace for higher Auto Repairs. Keep hitting the Obelisk with this tank or even the Hand of Nod while you're in the middle hill. You're going to be racking up points and making sure Nod has to stay on the defense which will allow your economy to grow and your team to purchase more powerful vehicles. You can get some different vehicles to hold the field. Most namely is the one above (AMX-13/30mm), Mammoth Tank 120mm, or the $1,400 AVRE Mortar Tank (This tank requires a bit of skill to get right long distance wise) This map is so short and dynamic that getting out to repair your vehicle will take you out of the fight to long. Get an Auto Repairing Infantry (Tank crew or Ace) and retreat to the GDI repair pad if you ever need repairs. This will get you back in the game quicker, make sure your tank doesn't get stolen and also let you hold the field way better. Use a Challenger Stage 2 ($1,800) to set up above the middle and destroy vehicles that drive up along with siege Nod Base.. You can hit Nod Obelisk all the way from this location with some skillful aiming. Be sure to choose your location carefully as it should be close to GDI base but just enough to hit Nod Obelisk maybe even the Hand of Nod. Should anyone attack you then you should be supported by your team coming into the middle for backup. Combine with Tank Ace for auto repairs. Late-Game Tips Purchase a Mammoth 36 inch Tank. Park this bad boy outside the front of your base and hit Nod Power Plant constantly. Retreat if you need repairs to the Service Depot. Use the Titan Railgun to march straight to Nod Base and kill their Power Plant. Use the left click as if fires faster and is meant for buildings/vehicles. You'll make quick work of anything leaving or staying in their base. If all else fails and your team has some extra money then you can try and organize an ORCA Bomber Rush to go all out. You'll need about 3 to 4 ORCA Bombers for it to have a chance of success. Good luck.
  15. I'm not going to be available for a game until mid june.
  16. Last week
  17. Can you clarify what you mean when you say you "can't get it into a folder"? The other things you describe are what happens before the update is applied. Once you get the scripts update done, everything should work. You may have to reset the game on the W3D-Hub launcher afterward though, else it might not hit the correct executable. You should just be able to run the update and put your game path in the blank.
  18. Step 1: make sure Unreal Engine 4 is downloaded. The project was made in UE4.24.3, but it should work in any future engine version. Step 2: Download the project "here". Once it's done downloading, unzip it to a directory of your choice. Step 3: Open the project. Press "More", then "Browse...", then find where you unzipped it, go into the W3D Texture Baker folder, then open "W3DTextureBaker.uproject". Step 4: Once the project is open, go into the TextureAssets folder, and create a new material (right click in the Content Browser, then select material). Give it an appropriate name, so that you'll remember it. Then, right click in the Content Browser again, and choose "Import Texture Assets". Then, select all the various components for the texture. Ideally, you can just use Albedo, AO, Roughness and Normal for a non metallic texture. For metallic textures, I recommend also importing the Metalness map. Step 5: Set up the material. See UE4 documentation for more details. Step 6: Select the Plane that is in the world, then drag your new material from the Content Browser into the Element 0 box in the Materials section of the inspector. There'll Step 7: Go up one level in the Content Browser, then right click the "Render Texture" object. o to "Asset Actions", and then "Export". Save it where ever. It is in HDR format, so open up Photoshop/GIMP. Step 8PS: Open the HDR image, then set the mode to 8 Bits per Channel. It will open up the HDR toning dialog, I usually use the Equalise Histogram method, but experiment to get the best results. Step 8GIMP: Open the HDR image, then set precision to 8 bits per pixel. Use perceptual gamma (sRGB). Step 9: It's ready now to become a DDS file that W3D can use.
  19. Foreword In the last year or so I have been extensively playing clan games i.e. small games compared to public servers, and unlike public servers everyone is working in co-ordination. So I now present my second strategy guide for small games, for Volcano. These strategy guides all assume the starting credits are zero. My general Renegade principle Before I actually begin the Volcano guide, I'm going to explain a principle by which I generally play. It's extremely simple, extremely effective, and it frankly baffles me that the vast majority of players in public servers don't seem to understand it. The principle is this. If your enemy has powerful and expensive weapons, destroy them before you attack his base. I'm being theoretical here, but here's a demonstration of what I mean. Let's say the map's Under and you're on Nod. Let's say there are a couple of GDI players who are camping in front of their AGT to defend the base. If you rush in with stanks, flamers or APCs intent on base destruction, you'll fail. The meds will smash up your rush and you won't kill a building. All you'll do is run out of money, while at the same time giving your enemy some nice fat points. Instead, get an artillery and some light tanks, and kill the med tanks first. Hit the weapon factory a couple of times with the artillery. This will force the med tanks to rush you, otherwise you would just get massive points... and when they rush, concentrate all your light tank/artillery fire on the med tanks. Then once the med tanks are destroyed, you'll have an artillery hitting the factory, a couple of light tanks ready to rush the AGT, and GDI can't do jack about it. Most likely, you'll kill one if not both buildings in that scenario. At the very least, you will build up a large points lead and get lots of cash for your next attack. Anyway, bear that principle in mind as you read on... Early game As the game begins, all players should rush with engineers through the tunnels. If you're GDI, it's sometimes wise to mix a soldier in there too. (Don't bother doing that with Nod, since Nod automatic rifles are pathetic and you're better off with the engineer pistol). If it's a large game (ie 8 or more players), add in a shotgunner or two. If you can take out a building at the start, that's great. But it isn't really that likely. Your main goal is to get money quickly. Here are some guidelines for C4'ing, assuming you're an engineer. 1. If there are no enemies nearby as you run into the enemy building and you have a teammate with you, use your timed c4 first, then both your remotes, but don't detonate your remotes until the timer goes off (or until an enemy discovers you). This'll allow you and your teammate to take the building. 2. If there are no enemies nearby and you're on your own, use your timed c4 first, plant both your remotes on the MCT and detonate immediately, killing yourself. This way you'll get back to base straight away, which you really need to do, since the enemy will be trying to remote your buildings just as you're doing. Whether or not the timed c4 will go off really depends whether the enemy gets lucky spawns or not. 3. If there is an enemy soldier around you as you're running into the building, forget your timed c4 because he'll easily disarm it after he's killed you. Just use your remotes. Pistol skills are very important on Volcano, because if you're really good with a pistol, and the enemy(s) you encounter in the tunnel suck with a pistol, you'll get your remotes off. Once one team gets remotes off, they will probably keep getting remotes off, because if someone remotes your building someone has to stop and fix it. While you're fixing up your building for ten seconds or however long it takes, your opponent is already halfway through the tunnel and about to remote another of your buildings. Like I said, pistol skill is important. Don't forget it only takes four pistol headshots to kill a basic infantry, so get good with your pistol and you can take enemies down in a flash. Now. The harvesters dump at the same time for both teams, and will leave you with around 500-600 credits if you didn't get any C4 money. If you did get some remotes off, obviously you'll have 200-400 more. This is why you need good pistol skills at the start... Let's say neither side managed to get any C4s off. GDI could rush with APCs and Nod would buy arties. That could go either way, really. But if GDI got C4s off while Nod didn't, they'd have med tanks against arties, so GDI would probably win that fight... and end up with med tanks in Nod base while Nod team has no money. If Nod got their C4's off, there's the possibility of causing havoc with a flamer or stank. Mining Only one person should really be mining, so you know exactly how many mines you've used, what's mined and what isn't. It's also a bad idea for more than one person to spend those 350 credits. The others should buy vehicles. Of course, once the Hotwire/technician has mined up, he can try to sneak into enemy base. It is generally a better idea to mine the two tunnel entrances than to mine the building doors, because it's quicker and you don't need to worry about overmining. If someone's watching the base, they can just spare a quick glance at the tunnel entrances. If the mines are gone, check your buildings because there's a hotwire/tech around. Also, if you see a player's score go up by 30 every couple of seconds, they're disarming mines and someone should intervene. If you notice this happening but aren't in a position to do anything about it, e.g. if you're in a tank fight somewhere else, let your team know so someone else can check up on it. (This is where teamspeak comes in handy) If there's one building which positively has to be mined, it is the POWERPLANT. This is the most important building for both GDI and Nod - lose it and you're screwed. Second most important is probably Weapons Factory / Airstrip. GDI When your harv dumps, if you're GDI someone needs to buy an APC straight away. (If somebody managed to get all their engineer C4 on a building, they'll be able to do this before the harv dumps... and that's a really good thing for GDI, as you'll soon see) If you're quick, lucky or both, hopefully you can get your APC here... before Nod has a vehicle. If you can achieve this, GDI has a massive advantage, because with one APC you have effectively stopped their entire usage of tanks. For Nod to buy a tank when your APC is there is stupidity, since you could just kill him as he ran to collect it, which would leave you free to hijack the Nod tank. If you've "blocked the Airstrip" as above, the APC can just keep Nod infantry busy while the rest of GDI rush with med tanks, MRLS, or sneak with a hotwire. Don't forget the possibility of piling engineers into your initial APC. If you have three engineers in one APC, use the "remote rush". I.E. forget your timed c4, just rush into a building and everyone remotes it straight away. Three engineers can instantly kill a building this way, assuming it isn't mined. Let's say you didn't manage to block the airstrip (most likely, because Nod bought a vehicle before your APC got there). If they bought a vehicle, it would most likely be an artillery. Taking on an arty one on one with a GDI APC isn't that good of an idea, since there will probably be other Nod players running around who can give repairs to the artillery. Just try to keep it busy while the rest of GDI bring in med tanks. Once the cavalry arrives, the APC can kill any technicians who are fixing the arty, which'll make the med's jobs much easier. GDI's basic strategy on Volcano is med tanks, and lots of them. But someone needs an APC at the start, and don't forget to have someone whose job it is to defend against techs. If you're a med tank in Nod base, try to keep a mental note of how many Nod players are in their base (fixing, or trying to kill your med). If there are, say, two Nod players unaccounted for, let your teammates know so someone can keep a watchful eye on the tunnels. The absolutely worst thing a team can do on Volcano is fail to communicate. Nod As you've read for GDI, blocking the airstrip is an extremely effective tactic.... so you must stop GDI doing it to you. If GDI didn't get C4 money, you probably shouldn't have a problem affording an artillery before GDI has their APC in your base. SOMEONE ON NOD ABSOLUTELY MUST BUY AN ARTILLERY AS SOON AS THEY CAN AFFORD TO. Let's say you couldn't get an artillery, and GDI has managed to APC block you. If Nod players are already in the tunnels with engineers/technicians, then they should continue their sneaking efforts and hopefully kill a building. Other Nod players should shelter inside the buildings. Try to have at least one player in each building (unless it's a small game), in case GDI tries to remote rush a building. If you see multiple engineers running into a building, the best way to stop them remote rushing you is using your own remotes to kill the engineers. One person, or two at the most, should buy Laser Chaingunners to attack the APC. You probably won't kill it, but you can push it back and force him to repair behind cover. This is your opportunity to buy an artillery and regain control of your airstrip. If you got C4 money, then one or more players may be able to sneak a stank into GDI base. Otherwise go with artillery and maybe a light tank or two. As with GDI, have someone mine the base and they can also sneak with their technician. A "teched arty" works well on Volcano i.e. one Artillery and one Technician giving him constant repairs. A med tank is virtually guaranteed to lose against a teched Arty, so they'll need two meds... which is expensive, whereas a teched arty isn't. If you manage to get an artillery here, that's good news because GDI can't really buy any more tanks until they've dealt with your artillery. This tactic doesn't work as well as GDI's APC block, because GDI soldiers in groups can easily kill an artillery, but it can be worthwhile. Also, obviously an artillery is a direct threat to buildings, whereas an APC isn't. Nod's basic strategy for Volcano starts off with artillery, and work your way up to stanks/flamers with arty support. Only really have one person trying to sneak at any one time, otherwise GDI will overrun your tanks with their mediums. Nuking with an APC or SBH is also a possibility, but not a particularly good one.
  20. Foreword In the last year or so I have been extensively playing clan games i.e. small games compared to public servers, and unlike public servers everyone is working in co-ordination. So I now present a strategy guide for small games, starting with Field. These strategy guides all assume the starting credits are zero. My general Renegade principle Before I actually begin the Field guide, I'm going to explain a principle by which I generally play. It's extremely simple, extremely effective, and it frankly baffles me that the vast majority of players in public servers don't seem to understand it. The principle is this. If your enemy has powerful and expensive weapons, destroy them before you attack his base. I'm being theoretical here, but here's a demonstration of what I mean. Let's say the map's Under and you're on Nod. Let's say there are a couple of GDI players who are camping in front of their AGT to defend the base. If you rush in with stanks, flamers or APCs intent on base destruction, you'll fail. The meds will smash up your rush and you won't kill a building. All you'll do is run out of money, while at the same time giving your enemy some nice fat points. Instead, get an artillery and some light tanks, and kill the med tanks first. Hit the weapon factory a couple of times with the artillery. This will force the med tanks to rush you, otherwise you would just get massive points... and when they rush, concentrate all your light tank/artillery fire on the med tanks. Then once the med tanks are destroyed, you'll have an artillery hitting the factory, a couple of light tanks ready to rush the AGT, and GDI can't do jack shit about it. Most likely, you'll kill one if not both buildings in that scenario. At the very least, you will build up a large points lead and get lots of cash for your next attack. Anyway, bear that principle in mind as you read on... GDI To begin, GDI needs to get money quickly. There are three ways to do this: attack the Nod harvester, grenade the refinery, or grenade the airstrip. Generally the best option is to kill the enemy harvester, since it'll cut their cash flow for a while as well as increasing yours. Also, Nod only gets negligible money for fixing their harvester compared to fixing the refinery or airstrip when there are grenadiers attacking it. The most efficient job is one grenadier backed up by a soldier or two. Of course, be aware that Nod may try to ref hop you, or attack your harvester. Assuming your harvester made it back safely the first time, you'll probably have around 500 credits or more if you've done a lot of grenading. One person should buy an MRLS at this point... and take it here. This is a brilliant spot to deploy your MRLS, since you can hit any Nod vehicle which leaves base (including killing the harvester every time it comes out, which is a HUGE help), especially the Artillery (which is Nod's most dangerous weapon on Field)... a good MRLS player can easily wreck an arty before he does any damage. You're also relatively safe from return fire from a Nod Artillery since the hill will protect you somewhat, and anything else has to come close to hit you. Meanwhile, your GDI teammates should continue to grenade the refinery and airstrip. By doing this they will soon have enough money for med tanks. If you have done a good amount of grenading, you should have your meds at roughly the same time as Nod can afford light tanks. Get your meds out onto the field as soon as possible, because you don't want to leave your MRLS on his own to get rushed by light tanks. You might think it's a good idea for someone to mine up at the start, but it really isn't. You need meds, and lots of them. An extra med tank is better than mining your base. Aside from anything else, if you have enough firepower in the field, Nod won't be able to rush your AGT anyway. You can always mine up later. Good spots for med tanks are here and here The spot by the bunker is affectionately known by clan players as "the med hill". It's really quite a nice spot to use a med tank, because you can easily hit any Nod tank coming out of their base, but it's difficult for Nod to hit you back. By the waterfall is also a great spot. While you don't actually have a hill to cower behind like the first two screenshots, you can retreat to near the waterfall when you're damaged. If an artillery/light tank wants to hit you, he has to come all the way out of his base... where he's vulnerable to attack from MRLS and med tanks in the spots I've already mentioned. Anyway, regarding the principle I mentioned earlier. If you just moved up to the edge of Nod base right at the start and hit the Hand of Nod for points, you're asking for trouble because it's surprisingly easy for a teched arty (i.e. an artillery who is constantly healed by a technician) and a few light tanks to clear the area of GDI vehicles. However, if you hang back in the field, using the hills as I've shown, force Nod to come to you and also kill the Nod harvester every time it comes out, you've basically got the game in the bag. And once you've killed a few arties and lights, they won't have any money (due to the fact their harvester never makes it back). When this is the case, you can move up with your meds and MRLS, and hit the Hand. Rushing the obelisk is also an option. Playing by this method, you only really need to watch out for harv walking (When your harvester goes back every couple of minutes, spare a quick glance to check there isn't a technician there... You can also block your harvester later on if you're OK for money) and nukes at the barracks/refinery. If you hear a nuke being deployed, one person should go back while the others hold the field. But be wary, because sometimes if Nod's having a tough time taking the field back from you, they might lay a fake nuke just so one or more GDI players will go back to check on the base, which will make it a lot easier for them to take the field, which is 1000 credits well spent. Let's assume you try to take the field as above, but you fail and lose your vehicles. Nod will take the field with an artillery and some lights and start hitting your WF. In this situation, your course of action should be to fix the WF (and take potshots at the light tanks with a tank, if you can afford one) until everyone on your team has a med, possibly with one MRLS. Now, if you rush out in a rabble, you'll get owned. You need to rush out with all the meds at the same time, and most importantly of all, call your target. (This is where teamspeak comes in so handy). If all your meds concentrate on an individual light tank/artillery at a time, you'll probably take the upper hand. Whenever a med tank drops, the driver can heal his teammates, and possibly try to remote an enemy vehicle too, which will help no end. This is your best chance of taking the field back. A lot of people in public servers think you should let your weapon factory die every time there's an artillery hitting it. While that might work in a public server full of idiots where nobody works in co-ordination, it will never work at a high level of play, I guarantee it. Nod As the game begins, you basically have two options. Either you can concentrate on killing their harvester with engineers, or you can stop GDI from grenading your base / harvester. (While it may be possible to do both, it's a lot easier said than done... so pick one of the two goals and focus on doing it) If you take the second option, just get some Nod soldiers / shotgunners / engineers in the tunnel and have someone watching the harvester too. If you can stop GDI from getting any grenadier money, you have a big advantage because Nod's best tanks cost less than GDI's. If your harvester survives (and GDI will be trying to prevent that), you'll have somewhere between 500-600 credits each when it dumps. One player should buy an arty while the rest get light tanks. (In larger games, say six or seven players on your team or more, get two arties). If you've played the opening game well, you'll have your tanks on the field before GDI have their meds, though they will quite likely have an MRLS waiting for you. If that's the case, keep your artillery safe for the moment, rush the MRLS with light tanks and kill it quickly so the arty can move out. Like GDI, Nod can also make great use of the terrain on Field. Light tanks here... are a good idea, while your artillery should stay at the back hill for now, like so... Nod vehicles using the hills in this position are extremely hard to hit with a rushing medium tank, since all he'll see is the tip of your turret. Add to that the fact you can move back and forth, and he'll have a really tough time hitting you until they get close, by which time your team will have chewed half their armour away. Again, it might be tempting to move all the way up straight away and pointwhore off the WF, but it's really a bad idea. If you move right up to GDI base, they'll easily own your tanks with their meds. Instead, chill out behind the hills for now, kill the GDI harvester every time it comes out, and wait for GDI to rush you with med tanks. Just as it is true for GDI, it is vitally important for everyone on Nod to focus on the same target. This is where the artillery's range and power, and the light tank's low profile come into play. When a light tank is behind the hill as shown above, it can easily hit an oncoming med tank, and use the hill to shield itself from the med tank's return fire. This means a med tank has to get close to do some effective damage. And the artillery is out of med tank range anyway. By concentrating your firepower on one GDI tank at a time, hopefully you will hold the field. Probably losing a few lights in the process. Once you've killed all of GDI's tanks, they'll be broke (this is why it's important to kill the harvester every time it comes out). Once they can't afford anything decent, you can move up, like so... The artillery can pound the WF, the lights can rush the AGT if they feel like it, or just hit the WF as well and hold the field. If the lights rush while GDI has nothing to defend with, then chances are either the AGT or the factory will die. It's plain sailing once that happens. Anyway, for the sake of argument let's say you lose the field, and GDI takes over with meds and maybe an MRLS. You need a teched arty here, and a couple of lights. One artillery should stay in the Nod base entrance with a technician giving him constant repairs. This will either destroy GDI tanks or make them fall back into the field, and once they do that, other Nod players can rush out with light tanks. Other strategies Don't bother using stanks, it really is a bad idea. While you might sneak past GDI one game out of ten, the other nine times it'll do your team more harm than good because light tanks and artillery do a much better job, and are cheaper. Nuking the barracks or refinery is a possibility, but don't use that as the focal point of your gameplan, instead just pull it out of your sleeve every now and again to surprise your opponents. Like I mentioned earlier, if you're having trouble taking the field back from GDI, consider laying a fake nuke. Hopefully this will cause one or more GDI players to go back and check on the barracks/refinery. With less GDI firepower on the field, you'll take the field back a lot easier.
  21. Foreword In the last year or so I have been extensively playing clan games i.e. small games compared to public servers, and unlike public servers everyone is working in co-ordination. So I now present a strategy guide for small games, and here's City Flying. These strategy guides all assume the starting credits are zero. Before I actually begin the City Flying guide, I'm going to explain a principle by which I generally play. It's extremely simple, extremely effective, and it frankly baffles me that the vast majority of players in public servers don't seem to understand it. My general Renegade principle If your enemy has powerful and expensive weapons, destroy them before you attack his base. I'm being theoretical here, but here's a demonstration of what I mean. Let's say the map's Under and you're on Nod. Let's say there are a couple of GDI players who are camping in front of their AGT to defend the base. If you rush in with stanks, flamers or APCs intent on base destruction, you'll fail. The meds will smash up your rush and you won't kill a building. All you'll do is run out of money, while at the same time giving your enemy some nice fat points. Instead, get an artillery and some light tanks, and kill the med tanks first. Hit the weapon factory a couple of times with the artillery. This will force the med tanks to rush you, otherwise you would just get massive points... and when they rush, concentrate all your light tank/artillery fire on the med tanks. Then once the med tanks are destroyed, you'll have an artillery hitting the factory, a couple of light tanks ready to rush the AGT, and GDI can't do jack about it. Most likely, you'll kill one if not both buildings in that scenario. At the very least, you will build up a large points lead and get lots of cash for your next attack. Anyway, bear that principle in mind as you read on... Early Game: Getting money quickly The most important thing for both sides as the game begins is to acquire money as quickly as you can. There are three ways to do this: gathering crates, attacking the enemy harvester, and defending your own. Crates are much more important on City Flying than any other map. Firstly because they are easily accessible, secondly because City Flying crates are twice as valuable as other maps (excepting Mesa). On most maps, a crate will either give you 100 credits or an ammo refill. On City Flying (or Mesa), they give you either 200 credits or 100 credits and a refill. While most of your troops should focus on the harvester issue (which I'm about to get to), you should always be vigilant for which side the crate spawns at so you can snag it instead of your opponent. Moving on to harvesters. In a perfect world you will destroy the enemy harvester and protect your own, but it isn't likely you'll do both against a good opposing team. For GDI, you should rush the field immediately with GDI soldiers, with perhaps an engineer or grenadier in the mix as well. GDI soldiers can easily dominate the map early on. For Nod, using Nod soldiers isn't such a great idea since Nod's automatic rifles are pathetic compared to their GDI counterpart. Most of your team should use engineers instead. This is where having good pistol abilities is a big advantage. If your team is good with infantry and your opposing team isn't, you can kill off their soldiers at the start, earning yourself a good thirty seconds in which to attack the enemy harvester with C4. It will also help to ensure your own harvester survives. It is sometimes a worthwhile idea for one player to buy a Humm-vee, Buggy or APC early on. This can dominate the field in the early game, and makes it virtually certain that you will kill their harvester a couple of times, hopefully defend your own, and continue to gather those all-important crates. Buying the aforementioned vehicles to actually rush your opponent is something I'll get to later. What you need Here's a general outline of the units you need on City Flying, once you've got money. For GDI: One Orca, one Havoc, remaining players should buy medium tanks. For Nod: One Apache, one Sakura, remaining players should buy light tanks. These unit combinations might not seem obvious to most public-server players, but read on and you'll see why this is the best thing to do. Buying units with the intention of rushing your enemy's base to kill buildings straight away is a really, really bad idea. It might work in a server where most players don't really bother working in co-ordination, but at the top level of play it's a blunder. If you were to mass APCs and try to rush the powerplant, for example, and your opponent had the unit combinations I mentioned above, they will rip your APCs to shreds before you even get close. Remember the Principle. Destroy your enemy's units before you try attacking his base... because once you've killed their vehicles, they can't stop you. At the top level of play, it comes down to a fight between an Orca, a Havoc and Medium Tanks vs an Apache, a Sakura and light tanks. Instead of going straight for basekill, take the field with the aforementioned units. Control the central area of the map, kill their harvester every time it comes out (I'll explain the importance of this shortly), try to protect your own if you can... but most importantly, your opposing team is probably going to do the same. It is your objective to take out your enemy's vehicles before you try to do anything else. Sniping The Havoc/Sakura is probably the most important asset for your team on this map. You need someone skilled at sniping otherwise you are probably doomed against a good opponent. Now, you may be thinking it doesn't take any kind of skill to shoot down an Orca/Apache with a ramjet. While that's indisputably true, remember that your opponent will also have a sniper and sooner or later the two snipers are going to tangle. The winner of that fight can often determine the course of the game. Here's why: Again, remember the Principle. For the sake of argument, let's say GDI has an Orca, a Havoc and two Med Tanks on the field. Nod has an Apache, a Sakura and two Light Tanks. Let's assume the snipers fight each other and the Havoc wins. GDI now has an Orca, a Havoc and two mediums against an Apache and two lights. The Apache is a sitting duck now for the Orca and the Havoc, meaning he's either forced to retreat or he's going to get shot down. Either way, you've taken an Apache out of the field too, so it's now an Orca and two meds against two lights. The Orca alone is enough to rip apart the light tanks. This is why it is so important to have a skilled person wielding your team's ramjet. Simply killing your opposing team's sniper can spell doom for the rest of their team. Once you first buy your ramjet, you should position yourself in the tunnels on your own side of the field. This gives you a decent cover of the map and also keeps you more-or-less safe against opposing vehicles. For now, just cover your teammates against the opposing Orca/Apache, and sit tight until you have 500-600 credits. Once you do, head back to base and buy an APC or a Light Tank. Then you should move onto the bridge, like so... Sit tight here for a while. You can give good coverage of most of the map against your opponent's Orca/Apache. Sooner or later your enemy's sniper will probably appear on the other side of the bridge, in which case it is your mission to pick him off. Flying As a general rule, your Orca or Apache should roam the map to wherever you're needed. In the early game, it is common for the sniper to camp in the tunnels, so you should use the bridge as cover while you keep the field under control with your orca/apache. Generally just keep your tanks and your sniper covered, keep enemy tanks away from your base, and kill their harvester. When you have another 350 credits, go back and buy yourself a hotwire/technician. Later on, the snipers tend to move to the bridge once they can afford vehicles for themselves, in which case you can stay underneath the bridge to keep yourself safe, although it does limit your mobility. Using Tanks You should always have a Medium Tank or Light Tank here. A tank here serves a vital function: it can destroy the enemy harvester every time it moves on to the field. For GDI, it has the additional advantage of making it impossible for Nod to sneak a stealth tank past you that way. Another player should always be covering the opposite side with a medium/light tank. Once one of your tank drivers has 1000, it is usually a good idea for someone to go back and buy a second sniper. The second sniper should stay on ground level, while your first sniper covers the bridge. This makes it an extremely dicey prospect for the enemy Orca/Apache to move onto the field. However, the downside to this tactic is you will not be able to fix your own tank, relying on someone else to do it for you. Why killing their harvester is so important There are two reasons. Firstly it's a safe and easy source of points, but more importantly it cripples their cash flow. As I have already mentioned, your objective on City Flying is to destroy your opponents' units. If you take out one of their tanks, big deal... they will soon afford another. However, if you take out one of their tanks AND you've been killing their harvester every time it moves onto the field, one player on their team has nothing to do other than run around like a monkey looking for crates... so in effect, you now have the advantage of numbers, if only temporarily. Once they do start having cash flow problems, you should focus on the next stage of your gameplan, which is Moving Up. (As a side note, if the game's going your way and you are OK for money, consider blocking your own harvester by jamming a buggy/humvee at the refinery bay. This will stop your opponent getting easy money/points by attacking your harvester, and also prevents harv walking - although harv walking on City Flying isn't really that much of a threat at the top level of play) Moving Up It isn't a great idea to move much further forward than these positions to begin with, and here's why. If, once you have your medium tanks, you just move all the way forward and attack Nod buildings, you're easy prey for their Apache and Light Tanks, and your team's Orca will have a tough job covering you. Instead, your team should sit tight in the field for a while until you kill at least one of their units. Usually the next stage in the game is determined by the two snipers fighting each other. If your sniper is victorious, your Orca will have free rein of the map (at least, until they can afford a replacement ramjet), so your Medium Tanks can move safely forward and start attacking the Nod base. Once you have the opportunity, your tanks should move up to these spots, while your Orca/Apache covers them. Your bridge sniper can also move all the way up to their base. If he has a Light Tank he can hit the weapons factory. If not, he can simply keep the Orca covered. Move up with the GDI APC/Havoc; because when a Nod player buys a vehicle, he's extremely vulnerable to snipers while he runs to the airstrip pad to collect it. If he buys an apache, for example, you can snipe him off before he reaches it, and then destroy the vacant apache so he's just wasted 900 credits. Stealth Tanks Stealth Tanks are also an option I haven't mentioned yet. They're also a rather large gamble: using a stank will usually either win you the game, or cost you the game. If you want to learn how to effectively use a stealth tank on City Flying at the top level of play, you should forget everything you've seen in public servers. Trying to sneak into their base on your own, while feasible in public servers, will not work in a clan game. Massing stealth tanks with your entire team and trying to rush the barracks is also a doomed strategy. There is one thing stanks excel at, and it's giving your sniper the element of surprise. If your sniper isn't short of cash, consider buying a stealth tank for his sakura. This way, you can catch their Orca by surprise and rip him apart before he knows where you are (your Apache should help out) While stealth tanks pack more punch against buildings than light tanks, they are much flimsier and have a shorter range, which is why light tanks are better as a general rule. A light tank is perfectly capable of destroying a medium tank in a one-on-one situation, but with a stank it's unlikely. So, stealth tanks are something you can occasionally pull out of your sleeve, but they should not be the core of your strategy: Light tanks should be.
  22. OWA

    Mining

    It can be seen as the easiest thing to do in Renegade, but still some players do it wrong. This tutorial will cover ways to mine the right way and ways that aren't advised to do the mining job. The mine also known as proximity C4 is the Hotwire/Technician's strongest weapon. Setting up Before you begin to mine you need to question yourself: Is there anyone else mining? How many doors are there? What's the mine limit? How many doors are covered by Base Defense and don't need mines? You can simply ask in team chat if there is someone mining, but you need to know which buildings are on the map to know how many mines you can use per door. Also note that proximity mines are virtually ineffective against vehicles. If someone is rushing into your base with a vehicle, chances are that your mines won't stop them if they had enough health to get into your base otherwise. If you put mines out at vehicles entrances into your base, any APC coming in will clear them out and probably still make it to a structure intact, except now you've done them a favor because none of your building entrances are mined. Stick to mining buildings! You can see which buildings there are on the map by pressingJ. Now we need to know the mine limit, in regular Renegade it's 30. But server owners are able to set this limit. Type !c4 (!minelimit or !mlimit on some servers) on public chat to see the mine limit. Now divide the mine limit with the numbers of doors. When you have done this you know how many mines you can put per door. So we can now start the mining. As for damages, it takes 4-6 mines at most to kill any character. Mines do anywhere from about 45 to 65 damage to a person depending on their distance from the mine when it goes off. Therefore, never put more than 6 in any doorway to a building because you're wasting them. 5 is a good number, generally... if people survive those it'll only take a pistol shot or two to send them packing at that point. It's generally a good idea to consider Proximity C4 a deterrent to the enemy and an effective way to stop a one-man assault. An APC rush with multiple players won't be stopped by proximity C4, but hopefully one of the enemy players died, signalling you to investigate the death you caused. Mining formations There are different mining formations but there are some rules you have to keep before the mining formation is effective. When mining, one primary rule is not to place more than one mine on-top of eachother. If you do so, the second mine is entirely useless as when the first one blows, the second and any others on top of that disappear without detonating. Don't put the mines too close at the door. Do not place mines too close to the doors or enemy vehicles can 'ram' the door, blowing up the mines and clearing a path for infantry. You should place mines back from the doors sufficient so they cannot be detonated by vehicles. Don't put the mines all over the place. Do not place mines far apart, or too far from the doorway. You can see here how the enemy could easily avoid some of the mines by simply walking around them. Remember if you run a low end connection you may lag so take your time mining and do it properly or you might get !n00b'd. Watch the limit. This image will show you the a perfect defense, but it takes up too much of the mine limit, which makes other places unmined. But I can't tell you it enough: Stick to the mine limit. Should I mine to defend vs. vehicles? This is not recommended. Mines only do about 30 points of damage to vehicles, regardless of the armor type, so at most if you used all 30 mines on an entrance you'd kill anything but a Mammoth, but your little trap will be a one-off shot and you'll leave the rest of the base undefended. People in public games do this a lot on Mesa, Field, Walls, and Under especially. This is futile, as you need to use a disproportionate amount of mines on vehicles to affect any sort of damage on them. It is a better idea to save them for building entrances or common foot entrances into your base, depending on the map. Note, however, there are servers that run mods that allows the mine limit to be raised above 30. If the limit is raised above 30 on a map such as Walls, you may wish to mine the entrance as opposed to the doors to prevent stealthed units sneaking around your own forces and planting multipule beacons - particularly atop the Weapons Factory in the flying variation of the map. This can however easily be countered by sending in an APC to remove the mines quickly followed by a detachment of SBH (Stealthed Black Hands), or bringing an engineer to defuse a path through the mines. You should consult with your team mates when mining to consider the best advantage. Different maps call for different mining tactics. Dealing with the n00bs There are some players who do not keep themselves to the rules I posted above, they mine on strange places, use too many mines or mine other players. If they do so and it annoys you, then simple page him telling him to stop wasting the mines. If he doesn't stop then contact a moderator/vote kick him. User Opinions This tutorial covers "mining" in the sense of how to mine buildings. Proximity mines are most useful in defending buildings, but unless the server has a rule about where you put them...and as far as I know, not a single one does...you are allowed to use proximity mines for any purpose as long as it's for the benefit of your team. (NOTE: This does NOT make provisions for Flaming APCs - this tactic is banned on some servers.) This means, for example, you could place them in the tunnel entrance on Walls Fly to defend your base from people trying to come in from there. Or at some strategic chokepoint in the middle of the map you think could be useful. If somebody thinks you are wasting mines, tell them why you have put them there. If you are told all mines are needed in the base, it's advisable to listen. At certain points in the game, for example if your team has most of its players defending already, or the opponent's base is being dominated and is nearly dead, you can be less cautious about where they are placed. Don't forget that the best defense is an active one, so you should never rely purely on mines to keep your base defended.
  23. Introduction Harv(ester) Walking, you've probably heard of it and maybe even tried it, but not too many know how it's supposed to be done. Basically harv walking is walking behind the harvester with some infantry unit to the enemy base without getting killed by the base defenses. The best unit to harv walk is obviously the Stealth Black Hand, simply because other units are pretty easy to spot. However, as long as full radar is off, it's still possible to do it with other units, and no one really expects GDI to harv walk because you've got to be a stupendous badass to even consider it. That'll give you the advantage of surprise, at least. Getting a beacon placed with an SBH on some key building on a base defense map just might win the game. Sneaking in with a technician/hotwire is great as well, since they can destroy a building on their own Harv Walking So, harv walking works on maps with base defenses. It's possible to harv walk on City, Mesa, Field, Under, Glacier and even Hourglass not to mention all the fan maps out there. The Basics First, you might want to press 'F' for third person view so you can observe the situation better. Though it's sometimes better to have the first person view so you can definitely say if the base defenses will spot you. Wait for the harvester somewhere safe and go with it when it's going to return to dump its tiberium. Since you need to match your speed with the harvester, I recommend pressing and holding the jump key (default: space). This makes you 'jog' and go at a speed of a harvester...well, a little faster actually. As long as you're walking behind the harvester, it's OK to run at full speed and ride the harvester's back end, but if you're trying to go around it you want to match its speed as close as possible so the base defenses don't spot you. Try to keep the harvester between you and the base defenses. Like shown on this screenshot from Field. Follow the harvester and depending on the map and where you want to go, follow a path. Here are a few paths on some maps. City You can get behind power plant, barracks, weapons factory and refinery easily. Just jog on the right side of the harvester and try to keep your eyes on the advanced guard tower. This is how you should position yourself At this point, start walking diagonally if you want to get to the PP. Just keep jogging on the right side of the harvester if you're heading for the Ref or WF. At about this point you're also safe behind the barracks, so you can just stop, wait for the harvester to go on and run to the barracks. If you're going for the power plant, just keep looking at the AGT and jogging towards the PP. At this point you should release space and run behind the power plant. If you do it correctly, the AGT won't notice you. This goes for all four buildings on this map. Under Getting behind WF and ref is possible without getting shot at. The AGT will most likely get a shot (and a missile as well then) at you if you try to get to the AGT. It's possible to run from behind the refinery to the power plant and from there to the barracks. But usually it's enough to nuke either the war factory or the power plant. Jog behind the harvester and when you get closer to the AGT, move to the side, like that. Here's a picture of being at the side of the harvester. At this point (if not a bit sooner) you should release the jump button and start to run. Keep on going and run to the front left of the harvester. Keep on looking at the AGT and keep your distance to the harvester. You don't want to get run over by it at this point. When you see the harvester is going behind the weapons factory and the AGT can no longer shoot at you, run for cover and you're safe behind the weapons factory. No one saw you and you can plan your nuking point in peace. Now, if you can master these two, you can proably make up your own routes to places. I'd suggest practicing on Field, as it's probably the easiest map to harv walk on. ===Advanced Techniques=== (uhm...not really serious here, but these are doable...just takes a lot of luck or not-so-bright enemies to pull one off) Walking behind a mammoth tank: Mammywalk to AGT, nuke it and steal the mammoth and cover your nuke with it. Harvwalk on Hourglass: This obviously only works with a chem trooper. But, it's doable. Also, consider harvdriving with a stealth tank. It's actually pretty easy to do the same things with a stealth tank as you would with an SBH. This has obvious advantages, such as not getting damaged on tiberium (Mesa, Hourglass) and you can't get driven over by the harvester. You can become a stealthy technician even. And if you do pull it off, you'll have a tank covering your nuke. Though bear in mind that the stealth tank is much wider than an SBH. This means you can't get everywhere an SBH would. Buggies or Light Tanks also work very well for this as they have a very low profile and are quick. Also, harv walking is NOT the same as ob walking or ob glitching. Sorry for the picture heavy guide, but I think they're neccessary. Important Note Harvester walking is against the rules on some servers and will get you kicked from the game. Please remember to always type the !rules command to check before you do it! You are expected to have read and understood the rules on most servers the moment you join. Also please remember not all rules are explicitly stated under the !rules command so alternatively you may wish to ask a moderator or check the server's website or forum. If in doubt, don't do it.
  24. OWA

    C&C Renegade

    Gameplay Info Commonly-used Abbreviations Basic Gameplay Manual GDI Character Stats GDI Vehicle Stats Nod Character Stats Nod Vehicle Stats Weapon Stats Renegade maps The Game Modes In-Depth Vehicle Info Pointsfix Renegade Strategy Guides Harvester Walking Guide Spoony's Strategy Guides: Field Spoony's Strategy Guides: Volcano Spoony's Strategy Guides: City Flying Laying Proximity C4 Advanced Mining Placing Beacons Structural Demolition Guide Single Player Campaign Walkthrough Structural guides of buildings in Renegade Base defending guide Renegade Tactics Opinion pieces The Stealth Black Hand: Noobish or for the Elite? The Light Tank: The best tank in Renegade? The Stealth Tank: Nod's most valuable weapon. The Mammoth Tank: How to use them. The Medium Tank: The middle child of the tank family. The Flame Tank: Nod's Alpha and Omega. Deadeye/Blackhand Sniper: The Ultimate Anti-Infantry. Pistol: An intimate look at everyone's favorite short-range side-arm. The Ramjet Rifle: An in-depth look at the Ramjet Rifle. The Chem Sprayer: Corrosive, burning damage that affects infantry and vehicles! What more could you ask for? Repair guns: Repairing is just a matter of using a weapon. Orca VTOL Assault Craft: The most advanced vehicle in the game. The word 'Pointwhore': And why it is nonsense to try to insult somebody with it The !donate command: And why it is very bad for gameplay Community Community sites Community IRC Networks Renegade clans Renegade Clanwars League Community Gaming Network Modding resources API: Application Programming Interface, The commands inside the scripts.dll that run everything! List of Presets: Preset List Scripts.dll Installation tutorial: How to install the scripts.dll and the most common bug Warhead/Shield type names Software RenGuard: FAQ and info SSAOW and SSCTF: Information about SSAOW and SSCTF. Useful Programs: A list of software for Renegade Server Moderation Software Renegade Resurrection NightRegulator Tutorial Total Conversion Mods Red Alert: A Path Beyond: Renegade -> Command & Conquer: Red Alert Reborn: Renegade -> Command & Conquer: Tiberian Sun Red Alert 2: Apocalypse Rising Renegade -> Command & Conquer Red Alert 2 Renegade: A New Hope: Renegade -> Star Wars First-Person Shooter Roleplay 2(Mod within a map): Renegade -> Grand Theft Auto Tutorials Registering a nick on XWIS BRenBot Tutorial mIRC Tutorial Turret view 3dsmax Basics RenX Material Editor Radio Commands General Gameplay Tips and Performance Tweaks Combatting "Lag" Questions : Ask Questions, Give Answers XWIS Transition FAQ RenGuard SVKP Issue - Norton AV (und alte AntiVir versionen) Overview Command & Conquer: Renegade (typically referred to in the community as just simply "Renegade") was a first/third person shooter developed by Westwood Studios and released on 26 February 2002. Its story takes place during the final days of the First Tiberium War, and the player assumes the role of GDI commando Nick 'Havoc' Parker carrying out various missions assigned to him by his superiors. These missions take him all over the world in various countries and climates, both indoor and outdoor, and his actions greatly affect the current state of the war. Renegade is the only Command & Conquer game with three objective types: primary, secondary and tertiary. Primary objectives are obligatory, secondary objectives are optional but assist the player in his task, while tertiary objectives make little change to the gameplay. A sequel to the game, Command & Conquer: Renegade 2 was in the works, but was canceled. Content - Story - Gameplay - Multiplayer - Devlopment - Release and Beyond - BLANK - BLANK - Walkthrough Story The storyline of Renegade deals with the abduction of GDI's top three Tiberium research specialists by the Brotherhood of Nod. The player takes on the role of GDI commando Nick "Havoc" Parker, who is assigned to rescue these experts. As the game progresses it is revealed that they have been forced into biochemistry research for the Brotherhood's top secret "Project ReGenesis," an attempt to create genetically enhanced super-soldiers. Gameplay Command & Conquer: Renegade follows the standard FPS formula, giving the player weapons and a set of objectives for each level that must be met before continuing to the next. This is the only C&C game that has the first person view. Multiplayer The multiplayer element of this game takes the form of 'Command and Conquer Mode', in which players are divided into the two teams: GDI and Nod. Each team starts with 8 men and must purchase vehicles and advanced character classes in order to destroy the enemy base and defend their own team. The game is won when one team destroys the other's base or the time limit expires and the team with the highest score is declared the winner. Damaging and destroying enemy units and structures earns points. Some servers allow the 'endgame beacon' that causes the game to be instantly won by the team that successfully detonates a superweapon beacon on the opposing team’s pedestal located in their Barracks or Hand of Nod. Gameplay is a combination of FPS and RTS elements, since team members receive money from tiberium harvesting and must purchase their own individual equipment.
  25. Overview Command and Conquer Red Alert: A Path Beyond (usually referred to in the community as simply APB) is an extremely extensive modification to C&C Renegade. The overall design of the game follows that of the popular 90's RTS game, Command & Conquer: Red Alert. This leads to all units and maps being redesigned and remodeled into accurate C&C Red Alert counterparts. A game of APB will typically include two factions named Allies and Soviets fighting against each other on a map based off of the RTS game. Each team has 30 minutes to use their factions' strengths (Allies are more covert and specialized while Soviets are more powerful yet slow and expensive) and ensure the complete destruction of each other through their bases or by earning points. The game as a whole has been widely praised for its extensive modifications, community, and gameplay as being one of the most popular mods for Command and Conquer Renegade in it's history. History Red Alert: A Path Beyond has a long and complicated history, spanning since mid 2003. At its start, RA:APB was known as Renegade Alert, and was founded by members l3f7h4nd3d, Dante, and Agent Gibson in 2003. In the summer of 2003, the first public version of Renegade Alert was released: version 0.90. User Aircraftkiller was involved in map-making. Version 0.90 was an odd beast, with a lot of charm, and a lot of bugs. First of all, the V-2 was arguably the best unit in the game at this time -- it has the longest range by far and could kill any tank in two to three shots. Super-soldier Volkov could jump about three times as high as any other infantry class, and as such he could easily get to the top of most buildings, allowing him to rain death upon his foes. The only unit that could beat the Soviets at any time was the Phase Transport, which could take a Mammoth Tank head-on and be the victor, mainly because of its very strong missiles. Rifle Soldiers often failed to do any damage to enemy units at all. The Artillery could kill someone inside a building if the shell hit 50 feet away. There was only one map -- an old prototype of the current Keep Off The Grass, and it featured what may have been the ugliest buildings to ever grace a video game. 0.90 was in .pkg format, which means that it was not a standalone game like it is today -- it didn't even have its own executable yet. It was also susceptible to a bizarre bug where players would randomly lose all of their points and money and would be unable to damage any unit. Nevertheless, 0.90 is remembered fondly, and is a testament to how far we've come since then. In September of 2003, version 0.99 was released to the public. A giant step from 0.90, 0.99 had its own executable, and shipped with three maps: Forest of Illusion, an infantry map; Zama, a map with helicopters that spanned a river; and DM_Isles, a deathmatch map where infantry picked up weapons in crates on a series of islands. Helicopters were the game's most popular unit, and for good reason: they had unlimited ammunition and could easily kill infantry, vehicles, and buildings alike. Both the Hind and Apache had rockets and machine guns, but the Apache had stronger rockets while the Hind had... a really bad machine gun. They were also completely immune to machine gun fire. The only way a basic infantryman could damage them was with grenades, three of which were issued to Rifle Soldiers at spawn. (Good luck hitting a helicopter with grenades.) Forest of Illusion was likely the most-played map, as the numerous bushes, multiple pathways, and darkness forced players to strategize. Fun bugs and features include the Flamethrower's ability to destroy buildings in under a second, two Rifle Soldiers with different health values available to each team depending on whether you had just spawned or had repurchased, really expensive Snipers, a completely missing interior in the Soviet Refinery, and a Tesla Coil that would shoot down aircraft. Amazingly, in a single week, version 0.991 was released to fix some of the problems that 0.99 had, including Pillboxes that would fire through their rooves at aircraft. The Hind's machine gun was considerably improved; so much so, in fact, that you were basically dead if a Hind pilot so much as looked at you if you weren't inside a vehicle. Interestingly there was a bizarre issue with the installer that prevented many people from playing the game; in about a month a hotfix, dubbed 0.9915, was released to fix this issue. People often refer to this era as the 0.9915 era because of this, even though the hotfix did nothing to the actual gameplay. At around this time, l3f7h4nd3d became busy with the rest of his life and left. Agent Gibson followed suit. The team would never put a patch out that quickly again. 0.992, released in February of 2004, had many new changes, and six maps instead of three. The new maps in this version were North by Northwest, a snow map; an updated Keep off the Grass which looked and played much better than the original, and The Woods Today, the largest map at this time. This is the point where the gameplay became more refined -- Allied main battle tanks could hold their own against the Soviets, and the V2, while still powerful, could not destroy all other units singlehandedly, nor could the Phase Transport. Also of note was the addition of our most popular feature to date -- nuclear bombs. Any unit could purchase an A-Bomb Signal Flare for $2400, which would call in a giant nuclear missile approximately 45 seconds later. Many a game would end with 10 or more nukes being planted simultaneously inside an enemy installation. Tanya and Volkov were similar in function in that they both had C4, but Tanya had a powerful pistol while Volkov had a long-range tank gun. A popular tactic at the time was to put Tanya inside an invisible Phase Transport and destroy buildings without being detected. Once people caught wind of this tactic, it was almost the only one used by the Allies, unfortunately, and the games became predictable. Fun bugs in this version include a new map, Fjord, being rigged so that all units always aim straight up, making fighting near impossible, and places where A-Bomb Signal Flares could not be disarmed by Engineers. Pretty cool, eh? Dante eventually got married and was too busy to continue with the mod, making Aircraftkiller the executive producer. The leader at this point was Chronojam, who had been working behind the scenes, providing feedback with his near-encyclopedic knowledge of Red Alert and many video stills and complete map tilesets ripped from the game. 0.9925, released in March of 2004, set out to fix some of these issues by giving the Soviets some upgrades to counter this threat. The APB team at this point erred on the side of recklessness, however, and made the Tesla Tank incredibly powerful -- easily the strongest unit in the entire game, capable of annihilating vehicles, infantry, buildings, anything, with grim efficiency similar to the V2 of old. This did little to discourage Tanya and Phase Transport tactics, although 0.9925 remained popular. 0.993 came out in June of 2004, and featured several new maps, the reintroduction of aerial units (which use the current limited-ammo model) and naval combat, as well as several new maps and a complete graphical overhaul of almost all of the vehicles in the game. Volkov gained a neat hand cannon that he currently uses, but it was much more powerful against infantry than it is now, and he was nearly immune to Tanya and sniper rounds. Missile Subs were also the preferred naval unit, because they were at this time capable of attacking ships. Nuclear missiles now were launched from the Missile Silo, as they are now. As for the Tesla Tank -- it was relegated to being a slow, large, weak, and poorly-armored vehicle, a knee-jerk reaction to its carnage in 0.9925. As a result it was rarely purchased, and only often by a new player with cash to blow. 0.9932 was originally intended as a quick bug-and-balance fix to 0.993. It was released in August of 2004, but unfortunately a lack of communication between our coders caused it to ship with many game-breaking (and familiar) bugs, including causing Tanya's C4, Demo Trucks, and MAD Tanks to crash the game, and the infamous "Jesus Ranger" bug, where player models would stand inside the ranger in a crucified-looking pose rather than sitting normally. A few balance issues were fixed, but these bugs overshadowed any gameplay tweaks that were made. As a result of these issues, fan servers were unusable entirely, and the public lost interest as the number of fresh bugs combined with existing issues (combined of course with being unable to host your own server) was just too much to stomach after a couple months. A few months later, Half-Life 2 came out, and much of the dev team fell in love with it. Plans were made to abandon the Renegade engine and begin work on the "spiritual successor" to Renegade Alert. This is where the current name comes from -- Red Alert: A Path Beyond. Aircraftkiller and Sir Phoenixx created many high-poly models which looked very pretty. No one ever learned how to actually do anything in Source, however, so no real progress was made toward anything that was even remotely playable. When Battlefield 2 came out, Aircraftkiller decided it might be worthwhile to try that instead. The W3d version of the project was officially cancelled. In an odd decision, he tasked PointlessAmbler to figure out how to use the BF2 tools. Unfortunately, the BF2 tools were very poorly-documented and nearly impossible to work with when they were first released. No real progress was made for several months. Nearly a full year later, Chronojam sought to revive the Renegade version which had been left stagnant. New development directives were thought up and lists of bugs and new content to introduce were laid out, despite some initial hesitation; and new tester and staff assignments were looked into. The goal was to be an interim balance patch and quite frankly sought primarily to make the game finally playable again. Numerous bugs that had been left in 0.9932 were slated for correction, including the famous double-damage Radar Dome bug. As work once again moved forwards, Aircraftkiller abandoned the pipe-dream of a Battlefield 2 mod and returned to take the lead of what was to become 0.9935. Around this time, it should be noted, we were bitter with C&C Reborn still and eventually lost our hosting at Gamespy. That was a barrel of fun. We ended up shacking up with n00bstories, who have since proved to be a far more agreeable and reliable host; not to mention a long-time source for support for our gameservers and IRC needs. Unfortunately, the release went very roughly. A majority of the critical bug fixes were cut, including that dreaded Radar Dome bug. The Sergeant-class infantry which were planned for inclusion (and which were even present in test builds) were cut as well, despite the intention for them to serve as a semi-surprise introduction to the unit roster to fulfill building raid/defense niche roles and to provide a cheap alternative to the Officer class for close quarters. The Tesla Tank, luckily, felt "right" in this version, finally. Careful balancing and design made it the premier Soviet anti-air vehicle and a threat to lighter Allied armor. Heavy Tanks were unfortunately not as popular anymore, however. A number of the older maps expected for inclusion were also cut. Remakes of popular "classic maps" such as Classic Zama (a throwback to the 0.990 days, this was eventually released to the public) and a redone Forest of Illusion were planned but did not get too far altogether. After this point, there was a period of internal and external turmoil for the team. The exact history of these events is prone to a lot of speculation and those involved all have a slightly different story, but many considered this to be the end of Aircraftkiller's modding career and it at some points it appeared to nearly be the end of the mod. The site was effectively held hostage, along with the bulk of the unfinished content, with the community effectively revolting against Aircraftkiller's leadership which was only strengthened when controversy over allotment of hundreds of dollars in donation money came up. Personal details regarding his current relationship also arose, with his then-fiancee relating scandalous tales to the public. Eventually most of the clamor died down, but not until several lasting marks were left on the project, the staff, and the community as a whole. A popular meme that arose at the time (and was further popularized by being featured on Planet CNC's front page) was that of "starving cats," an expression that still comes up today and refers to an assertion that donation money was used to fund neglected pets. In the end, the development continued on, sans Aircraftkiller, with Chronojam taking a leading role in the project and the drafting of what was then known as 0.994. Around this time, and immediately prior to the tumult, relations with C&C Reborn (the Tiberian Sun mod for Renegade) had brightened up for once. In no small scandal of their own, the Reborn leadership had been fractured and all hope of a merger shattered with it; at least, for the forseeable future. However, with Aircraftkiller out of the scope, diplomatic negotiation between the two projects reached new heights and a merger was initiated that lasted well into the development of 0.994, while the community watched on with amazement and (at least initially) some degree of disbelief. This time also marked the beginning of EA's community outreach efforts; finally, after years of neglect, the C&C community was given a chance to be heard as EA warmed up for its development and release of C&C3. Early versions of the current Reborn and APB internal copies were shown off in Leipzig , Germany at a large games convention on 2006 thanks to EA, with Renardin in attendence. Later, he had a chance to demonstrate once more at a C&C3-focused summit. Later on, Chronojam and Steppo were able to attend another one, with much ground covered toward securing the future for A Path Beyond and also ensuring that C&C3 would have the right kind of support that the community needed. 0.9935 continued to be played with amazingly growing support despite its age and known flaws. Oxi and Zunnie from Mp-Gaming launched an amazingly well supported server with innovative statistics and moderation capabilities that are largely to thank for this version's longevity. Several issues and new features were addressable server-side, negating the need for new patches between 0.9935 and the next. The development and release of several fan maps over the months also enhanced the playability of this version beyond its official support. In the year between 0.994's inception and public changelist and the first release candidate, numerous advances were made with regards to the rendering technology of the game. Saberhawk and Jonwil (the former a relatively unknown C&C modder Chronojam dug up while searching for solutions for APB; the latter the foremost expert in Renegade's engine despite being shunned by the APB team due to early indescretions) were given the freedom and encouragement to create amazing new scripts and display code that give A Path Beyond the functionality and aesthetics that are now possible, which weren't even dreamed of in the past; indeed, many of this was outright discouraged and ignored. A new version was released in Circa 2006 and the game was reverted into another naming protocol after the Greek alphabet. "Beta" as it would come to be known gave many of the features and models that are seen in APB today. Extensive updates were given to textures along with models and the game was given its own launcher which featured various news and information pertaining to the game before start-up. A primary server continually hosted multiplayer games around the clock and at its most busiest (in the afternoon and weekends) multiplayer games of 30-40 players were not uncommon. Naval warfare also found its way into the game and despite some imbalances and bugs it was widely considered the "Golden Age" of APB. Along the way of Beta, multiple patches were released that in turn fixed some of the previously mentioned bugs (such as typical Infantry being able to out range Defenses) along with a new map or redesign every patch. A constant problem and issue with the game was the constant threat of "BlueHell". Essentially, a vehicle would collide into another and then one vehicle in rare cases would be sent outside of the map spinning at 1,000 MPH in a Blue Screen unable to escape. A issue that constantly brought games to a standstill was the inclusion of what was deemed a "MedMech" (Medium Mechanic). Allied players would purchase a mechanic and medium tank and then go into combat however, when taking damage the allied player would hop out and heal their tank in a millisecond and then jump back in creating a virtual indestructible tank most of the times. Patches were released later on to address some issues but these in the process did not fix major balances that plagued the game. During the release of a patch called "Cold Fusion" Tesla Tank range became higher than almost any non artillary unit in the game leading them to be the primary unit for Soviets and in effect virtually unstoppable in groups. Come Circa 2011-2012 a much anticipated major release for A Path Beyond was released that hoped to deviate from typical gameplay and implement new features to increase gameplay. "Gamma" as it was called forced allied infantry to rapidly click the mouse for auto-fire, put in a Tech-Upgrade limit where players would have to wait for Tech Levels to increase during the match (The last 10 minutes finally allowed you to use your best technology), Snipers (Considered a problem in Beta) were removed completely, Artillery was given a smoke round option, various Nerfs (Decrease of damage) to units, Mechanics would auto heal any vehicle, Crates appeared as in Renegade for a short while, multiple people could enter a vehicle and the Soviet Commando Volkov got a C4 Bomb that could 1 hit a building. Needless to say the version was not well received as a whole, some staff moved on into their lives, returning to a game from 2002 was not appealing, and the community started to drop numbers/suffered as a whole. Quoted from Pushwall (Current Lead Producer of A Path Beyond) "Here's the history of Delta's pre-release" "Chronojam (the brains behind Gamma) was slowly working on Delta quite some time before 2015, though I'm unsure of how long ago; I (re)joined the testing team in January/February 2014 and the Delta project was clearly in a very early stage, basically all of the unit resistances/weapon damage types were busted and there was only a small handful of functional maps; the primary thing being worked on were new scripts features, some of which couldn't even be tested properly on account of the broken unit stats. It was evident that the balance model of old had been dropped, and would eventually be rewritten from the ground up. So I got to thinking: how would I balance APB if I could do it from the ground up? As one of the most prolific players of APB even in the downtime of Gamma (along with Pyryle who was working on balance refinements for the public Gamma version), I felt I could provide a solid base for CJ to work with. Messing with the data files for my own use, I eventually created something that I felt CJ and the rest of the testing team might be interested in: an actual balance model taking heavy inspiration from Nuclear Winter (Beta 1.4), the very first version of the game that I had played back in 2010, and combining it with the few good parts of Gamma and the new stuff CJ had planned. Pyryle and I exchanged notes on a lot of matters which helped refine both of our experiences further. Both of our projects were run by the testing team once they were playable, and they were both heartily applauded. Souljack, one of the admins of BHP at the time, asked the APB team if they could take us on board to help with balance. He first reached out to Pyryle, but Pyryle didn't have the spare time to commit to more of this. I was swimming in free time though so I got the job, and from that point I was keeping the balance fixed to a point where gameplay features that required some semblance of balance to test were testable. There was soon very little of that to test though, as Chronojam had begun to drift further away from us due to real life issues. By the time W3D Hub sprung up (end of Jan 2015), CJ wasn't even working on the game anymore, and by about March, he decided to entrust full control of APB to me and TruYuri, though TruYuri had no interest in developing; at this point the APB development team was mainly me, ChopBam, ICE and Aprime, along with one or two others I've forgotten because their contributions and presence were so infrequent compared to the main four. While I was initially unhappy with W3D Hub for the split, over the year I started to see the reason for their disdain for BHP's admins. In October/November, we ran into our own irreconcilable issues with said admins, and began preparations to move to W3D Hub, where we would later be welcomed with open arms. Most of the active APB staff took no issue with this maneuver (though we did have to part ways with a few), and by January 2016, almost a full year after the opening of W3D Hub, both our move of home and the initial release of APB Delta were complete, and the community gap was bridged." End Quote from Pushwall In 2015 a multitude of longtime staff and players started to split off from Bluehell Productions and form a game that they wanted based also on what the player feedback was. In this process www.W3Dhub.com was proudly created with the goal and intentions of being to continue listening to the player base on what should go into the game. A Path Beyond along with hosting games based on the W3D Game Engine (What Command and Conquer Renegade uses to display/render everything and the heart of any game based off of it.) With a new site created, W3Dhub wasted no time polishing APB to what it claims will be the "Final Major update to APB". A Path Beyond "Delta" was since released and as told by the community took a "Return to Forum" that made the game great like in Beta. The graphics were updated and pushed the W3D engine to limits it has never seen before, multiple issues with lag were addressed, the game now gives points fairly to each team, advanced A.I. was introduced for some maps, a small accuracy penalty for jumping or running was implemented and new previously considered impossible units such as the Crono-Tank and MIG Jet Engines were added. To celebrate the importance of APB Beta, a server dedicated solely to a version of Beta was created by staff member "Einstein" on Jan. 28th and major bugs (Such as bluehell) were stamped out. Gameplay A game of A Path Beyond almost always starts out with being randomly placed on one of two teams. Allies or Soviets. Each side has their own strengths but it is widely regarded that being on Allies will lend cheaper, weaker, more multi-use units while Soviets lend their technology to slower, more powerful units. Game play for most maps follows typical Renegade style of base destruction or point accumulation for winning. In the 30 minutes from the game starting the player will be presented typically with a base offering the options to buy vehicles or infantry. Purchasing becomes a very important aspect as units are not as flexible as they are in Renegade. Only one unit and one building can repair a vehicle, while only one unit or purchasing a refill can give your character full health. While utilizing each side for what it offers, along with the features of the map, will give a player a better chance at victory, the most important aspect of A Path Beyond immediately becomes clear where the team must work together to help make up for firepower or skills that their unit cannot accomplish by themselves. A defense can easily destroy a tank, however a whole entire base can easily be overran by simply five tanks working together. Whether or not your team works together and how they do will determine who emerges as victorious. Despite the obvious importance placed on teamwork each team also has a mine layer which is tasked with single-handedly helping to hold the front. Allied Mine Layers have Anti-Tank Mines while Soviet Mine Layers have Anti-Personnel Mines. These vehicles can stop an attack in its tracks. Another important unit is the Allied commando, known by the name of Tanya, that holds very heavy firepower and can single-handedly destroy a building by herself. However, she must first bypass landmines and has no offensive capabilities against vehicles. There are of course other units that directly copy their RTS counterpart such as Mammoth Tanks or Tesla Tanks that can be used to great effect against other units. Typically games that do not end with base destruction will come down to the final minutes for point accumulation and be determined by which team has more, thus increasing the pressure as time counts down. Current State The game is monitored and updated by the staff at www.W3Dhub.com. The game is also being developmentally lead by staff member "Pushwall" and in a consistent state of being updated for better gameplay based on feedback from players. As of recent the game has had a lot of new units and features added to it which were previously thought impossible for the Game Engine to handle. Graphics have also been extensively refined to the point of an almost modern take on Renegade where special effects and lighting that the game engine can use has been pushed to the absolute max.
  26. Overview Expansive Civilian Warfare (Typically referred to in the community as "ECW") is a very extensive massive open world modification to Command and Conquer Renegade. ECW features over 100 different weapons, vehicles and a space of 100,000×150,000 meters to explore. This gives the primary "mission" or purpose of the game on discovering everything the map/town "San Casina" has to offer and also work/earn money towards it. Though (as with most open world games) the purpose of the game and how to play is ultimately left up to the player. Originally developed as another heavily modded map for Renegade called "Roleplay2" the game is now being headed and developed under the name ECW by the good people at www.W3Dhub.com and most notably Jerad2142. History *NEEDS UPDATING/HELP FROM THOSE KNOWLEDGEABLE @ Jerad2142 Gameplay Upon first playing ECW, users will be presented with a basic tutorial which showcases all the controls and features to help guide oneself around San Casina. After completion of the tutorial users will appear in the "Spawn Room" which houses multiple teleports around the map as to cut down on time traveling. Players (upon deciding) will then spawn and be put into the world of San Casina (ECW) with a grace period of protection to prevent spawn killing. It is then up to the player to decide where they want to go (although the options are numerous). The game is only available on multiplayer with (currently) no single player story mode. Money (and the acquisition of it) is often times seen as the primary goal of the game in which case there are numerous possibilities to earn it. Spread and hidden throughout the map are "active" ways to earn money which include the likes of working as a cashier (Standing behind a register), Pole Dancing, acting as a police officer and even good old destruction/mayhem. It should also be noted that passive ways include activating Pump Jacks which give a steady stream of credits when activated or a combination of "perks". Almost every object or vehicle costs money in the game which provides a high motivation to continue gameplay. Finally, to help new players find their footing there is a very high reward ($1,000,000 to $250,000) to discovering new places around the map. In addition, spending 5 minutes in-game every 24 hours will grant you a $100,000 Check-in streak (accumulative up to $1,000,000). Perks are also another predominant feature of the game which are in its simplest forum special abilities you can choose before you spawn. Perks can determine victory in a battle along with the amount of cash flow you earn. However it should be noted (adding to the exploration factor of the game), the primary way to get perks in-game is to earn them through using a weapon, vehicle or doing something long enough that you unlock it. In example, activating 50 Pump Jacks will earn you a perk that makes them last twice as long. As with perks, Server Records are also randomly acquired based on if you have broken a record (Such as flying planes the longest out of everyone) or not The combat system in-game has generally remained the same with pointing and shooting at your enemy's. It should however be noted that due to the extensive vehicles and weapons (over 60 of each) it is possible to freeze, burn, arrest, taser, or drop a nuclear bomb on your enemy leading to various, sometimes wild battles. Besides player vs player fighting (which is generally frowned upon/uncommon in-game due to the nature of it), the main combat system comes from police or other A.I. Attacking other A.I. players cars or police vehicles will cause you to earn a "Bounty" which will start to quickly evolve as your habits against the world turn more and more aggressive. Attacking the police (successfully) will cause their tactics and weaponry to increase as well until your eventual death or arrest. Upon arrest you will then be spawned into jail where you cannot leave until you ether pay a heavy fine or stay a certain amount of time based on your bounty before you got caught. A final gameplay note should be added that random temporary events/weather will occur throughout the game almost every 5 minutes which can include the likes of Tornadoes, Mech Invasions, Aliens or Deer Attacks. Although it is said to be possible to control the weather through the W.T.F. Weather machine by finding codes around the map. Current State The game currently is monitored and updated by the staff at www.W3Dhub.com. The primary head of development for the game along with updates is Admin Jerad2142. In the past couple of months various patches and updates have been released that have since enhanced the game with more Vehicles/Weapons/Locations and bug fixes.
  27. The new w3d tools require 3DS Max 2017 to work. (tools for other recent versions of Max such as 2019 may be possible but porting and testing would be required) The new w3d tools are 100% compatible with files made in Max 8 with the old w3d tools. When you load an old file, WWSkin data is converted to Max skin data automatically. All the material settings and export flags will be read in and converted as well. Features from the old plugins not currently supported: Animation compression BFME2 FX shader chunks and associated data NPatches (hardware that actually supports this feature has long since vanished and current versions of Renegade no longer support it) Export with Std Mtls Create Settings Floater How to Install Download the plugin from here: https://w3dhub.com/forum/files/file/37-w3d-tools-3ds-max-2017-exporter/ Copy the the files in the "W3D Exporter - Max 2017" folder to your 3DS Max 2017 directory. Default: "C\Program Files\Autodesk\3ds Max 2017\Plugins" Run 3DS Max and the tools will load with it! Contents W3D Materials W3D Material Interface Vertex Material W3D Shader W3D Textures W3D Skinning W3D Importer W3D Exporter Export Options
  1. Load more activity
×
×
  • Create New...