Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Wed Jul 18, 2007 10:16 am
Did you try the Nod campaign? GDI is harder for me to play since they don't suit my style. Nod has cheaper but weaker units, which means you can send in waves at a higher rate and never let the enemy fully recover. GDI is more limiting, as you can't just continually crank out army after army, but they hit a lot harder.The big bonus of Nod is that if you fark up, the quick build times and lower costs let you recover before you get destroyed.
Also, Nod's flame weapons have an almost unfair advantage in that they can clear out garrisoned buildings with a single shot and without destroying them--which means they're free for you to commandeer. This basically eliminates the enemy's ability to stake out the roads into and out of your base and can really put a hurt on their recon/early warning and defenses.
Some "tips" based on how I play using Nod:
--Make sure you maintain a good economy and focus your building where it's needed (Try to get 3+ harvesters per refinery, get a Crane up very early to speed up base development, get out some basic base defenses and guard troops and then focus on building your tech pool).
--Keep an eye on your harvesters! If they run out of tiberium close to home, they'll wander--into enemy territory if necessary.
--Don't forget about the power toggle. Never stop building until everything's done. If you can afford to build it and you need it, build it--If you don't have enough power, turn it off until you do, but if either build queue is empty and you still need structures you're wasting time. Thanks to powerplant upgrades (as opposed to Advanced Power Plants in previous games) you don't even need to interrupt your build queues to get more power.
--When building, don't be random. Try and take advantage of the map and keep important structures turtled. Nod has the bonus of multi-turreted early base defenses so leave room among your structures to scatter defenses--try to keep at 2-3 turrets covering any given area at once. If you get a good starting position, though, you can just set up a wall-o-turrets at the entrance and be safe until the enemy gets an airfield.
--Send out tiberium scouts early. The enemy is likely avoiding exploration until they are comfortable with their army. Snatch the "no man's land" resources before they get cozy enough to seek them out. Has a nice double effect of leaving you with the convenient resources when things get nasty, and leaving the enemy completely screwed for cash at the same time. It's always nice to know you're rolling in the dough while the enemy (especially GDI) can barely afford to roll out a unit at a time.