Which should I play as for the Generals Challenge? [Pick 3] This poll is closed. |
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Laser | 60 | 14.74% | |
Air Power | 34 | 8.35% | |
Super Weapons | 49 | 12.04% | |
Tanks | 26 | 6.39% | |
Infantry | 39 | 9.58% | |
Nuclear Power | 68 | 16.71% | |
Toxin | 48 | 11.79% | |
Stealth | 42 | 10.32% | |
Explosives | 41 | 10.07% | |
Total: | 189 votes |
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Command & Conquer: Generals Lied, Civilians Died, Nobody was Tried Welcome to the sixth installment of this Command and Conquer Anthology Let's Play. Everything you know about Command & Conquer is [nearly] useless here. Again. This time, EA Games decided that making a strategy game in extremely poor taste was the way to go. War-Crimes-A-Plenty are on deck as we play a game cashing in on patriotism following the events of 9/11. A three-sided conflict with the Command and Conquer name slapped onto it, there is more than enough social commentary that can be provided on the first video alone and, with that in mind, I would ask that we keep the political discussions for other, more well versed threads available on the forums. The objectionable material found in this game is glaringly obvious, and I would prefer to harp on other aspects of the game instead. How this will work Generals is the first game in the series that features 3 playable factions. The different campaigns follow each other, forming one overall narrative. As a result, very little can be missed apart from hidden units in un-discovered locations. Due to the lack of available files to dissect single-player missions, there will be no exploratory videos inspecting them. What games should we see/expect? 1995 – Command & Conquer 1996 – Command & Conquer – The Covert Operations 1996 – Command & Conquer: Red Alert 1997 – Command & Conquer: Red Alert – Counterstrike 1997 – Command & Conquer: Red Alert – The Aftermath 1998 – Command & Conquer: Red Alert – Retaliation 1999 – Command & Conquer: Tiberian Sun 2000 – Command & Conquer: Tiberian Sun – Firestorm 2000 – Command & Conquer: Red Alert 2 2001 – Command & Conquer: Yuri's Revenge 2002 – Command & Conquer: Renegade (Or Renegade X) 2003 – Command & Conquer: Generals 2003 – Command & Conquer: Generals – Zero Hour <--- You Are Here 2007 – Command & Conquer 3: Tiberium Wars 2008 – Command & Conquer 3: Kane's Wrath 2008 – Command & Conquer: Red Alert 3 2009 – Command & Conquer: Red Alert 3 – Uprising 2009 – Command & Conquer: Red Alert 3 - Commander's Challenge 2010 – Command & Conquer 4: Tiberian Twilight --- I'm not against mods, but I have no clue which ones are good or bad, and will consider adding any to the list upon request --- I will preface by saying I am not the best strategy player ever (Company of Heroes proved that one!) but I shall attempt to play on the harder difficulties, when available or if possible. And since this entire thing is being done chronologically, that means ABSOLUTELY NO SPOILERS AT ALL ABOUT ANYTHING! NO. SPOILERS. The Command and Conquer series has very little in terms of adaptations or spin-off content, having, I think, one "expanded universe" book sold in 2009, so let's just let things play out as the games intended them to. Thanks! https://www.youtube.com/watch?v=d7kGuBJjf60 [Not my video] https://www.youtube.com/watch?v=WbCNwuXoXsM [Not my video] https://www.youtube.com/watch?v=ClWxLmlVxuU [Not my video] https://www.youtube.com/watch?v=aKeUjcXEcqo [Not my video] The year is 20XX. War has erupted in the Middle East after a terrorist attack against China unleashed a nuclear weapon, killing both civilians and military targets. Those responsible, the Global Liberation Army, have risen to international status following increased tension in the reason due to [REDACTED]. The United States, suffering from attacks against its people, joins the war against the GLA. MISSION PLAYLIST Mission 00: Tutorial China 01: The Dragon Awakes China 02: Hong Kong Crisis China 03: A Flood of Violence China 04: Broken Alliances China 05: Scorched Earth China 06: Dead In Their Tracks China 07: Nuclear Winter GLA 01: Black Rain GLA 02: Pillage the Village GLA 03: The Astana Riots GLA 04: Down From The Skies GLA 05: Toxin Trade GLA 06: Splinter Cell GLA 07: Baikonur Cosmodrome USA 01: Final Justice USA 02: Treasure Hunt USA 03: Guardian Angel USA 04: Stormbringer USA 05: Blue Eagle USA 06: Desperate Union USA 07: Last Call USA X1: Global Security USA X2: Defending the Docks USA X3: Snow Fall USA X4: Black Gold USA X5: Area Fifty-Two GLA X1: The Great Escape GLA X2: Hidden Agenda GLA X3: On The Waterfront GLA X4: Jarmen Kell And The Forty Thieves GLA X5: Sneak Attack China X1: The Dragon Unleashed China X2: Defending The Fire China X3: Liberation China X4: Burning Skies China X5: The Dragon's Destiny General's Challenge Laser General Part 1 - Air and Tank Laser General Part 2 - Toxin and Nuke Laser General Part 3 - Superweapons and Stealth Laser General Part 4 - General Leang Nuke/Toxin Generals Part 1 Miscellaneous Flag for the GLA [by WhiteDragon25] pulled from Alternate History for use in titles/sections Units & Buildings Powers & Upgrades Zero Hour - Units, Buildings, Powers, and Upgrades C&C Generals Free and Flash Games General Spotlight #1: General Granger General Spotlight #2: General Kwai General Spotlight #3: Dr. Thrax General Spotlight #4: General Tao General Spotlight #5: General Alexander Jobbo_Fett fucked around with this message at 04:55 on Feb 21, 2022 |
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Construction Dozer RANGE: Short ARMOR: Dozer WEAPON: None COST: 1000 This multipurpose vehicle is the backbone of the Chinese fighting forces. In addition to constructing all of the Chinese military structures, you can use the Construction Dozer to repair structures. It is also effective at clearing minefields. Author's Note: Vital to the survival of any base, you need these like you need air to breathe. Supply Truck RANGE: Short ARMOR: Truck WEAPON: None COST: 600 The main link in the Chinese supply chain, the Supply Truck ferries freight from depots to its Supply Center. While its capacity is less than [REDACTED], the Supply Truck is cheap to produce and can be quickly built in quantity. Author's Note: Required for most income gathering you'll do on the map. These trucks serve as the average gatherer compared to the other factions. Red Guard RANGE: Short ARMOR: Human WEAPON: Assault Rifle COST: 150 The front-line trooper of the Red Army, the Red Guard operates best in large groups. Red Guard units can capture enemy facilities. When fighting in close quarters, the Red Guard can switch from his bolt-action rifle to his bayonet, which can do considerable damage Author's Note: One of three units that benefits from the Horde bonus, its design was changed after its manual entry, as there is no bayonet upgrade/ability. Tank Hunter RANGE: Medium ARMOR: Human WEAPON: Rocket Launcher COST: 300 A squad of Tank Hunters can ruin a tank division. Armed with an RPG rocket launcher, the Tank Hunter can hit-and-run against slow tanks or fire down from occupied structures. However, he may be even more dangerous when cornered. A zealous Tank Hunter can place a TNT charge on a vehicle, which can stop it [dead] in its tracks. Works very well in groups. Author's Note: The second of three units to receive the Horde bonus, the Tank Hunter is particularly great against tanks not designed to fight infantry. Generals beware.... Dragon Tank RANGE: Short-Medium ARMOR: Dragon WEAPON: Flamethrower COST: 800 A mobile hose of fiery napalm, the Dragon Tank is extremely effective against infantry, especially when garrisoned in buildings. When enemy forces are closing, Dragon Tanks can create a 180-degree wall of fire. Author's Note: The Chinese anti-building and anti-infantry vehicle, it can be devastating against infantry-held chokepoints, although its Wall of Fire ability is rather hit-or-miss. Battlemaster Tank RANGE: Medium ARMOR: Tank WEAPON: 125mm Smoothbore Cannon COST: 800 The basic tank platform for the Chinese side, the Battlemaster is cheap to produce and very flexible. When deployed in invasion-sized attacks, the Battlemaster can wear down enemy defenses and overrun installations. It can be upgraded with [REDACTED] and [REDACTED] ability at the [REDACTED] structure. Author's Note: The third of three units that should always travel in groups of 5 or more, the Battlemaster can easily swamp defenders with their cheap cost, and thus high numbers. Less versatile than enemy faction counterparts. Gatling Tank RANGE: Medium ARMOR: Anti-Air Vehicle WEAPON: Gatling Gun COST: 800 The Gatling Tank spews lead and more lead. This weapon is particularly lethal against infantry and other soft targets. Author's Note: Great when used in conjunction with heavier tanks as a means to provide anti-infantry and anti-air support. There's no reason to avoid using these except for one specific unit later. MiG RANGE: Short-Medium ARMOR: Airplane WEAPON: Napalm Missiles COST: 1200 This multi-role fighter is the basic air unit of the Chinese side. In the early stages of awar, the Chinese can dominate the air and do considerable damage. Each is armed with two napalm missiles, and groups of MiGs can create firestroms. Author's Note: The "Guard" function is such an amazing feature to combine with planes like the MiG and I regret never truly using it until now. Black Lotus RANGE: Short-Medium ARMOR: Human WEAPON: Laptop COST: 1500 A master hacker, Black Lotus can capture structures, disrupt vehicles, and steal money from the opposition. Always stealthed, she is difficult to detect and harder to apprehend. Author's Note: Lacking any personal defence, Black Lotus is an interesting unit with some cool abilities, but requires an escort for meaningful contributions, and they aren't stealthed like she is. Troop Crawler RANGE: Short ARMOR: Tank WEAPON: None COST: 1400 This large troop transport can carry up to eight Red Guards and dispense them in an instant. Equipped with stealth detection. When loaded with troops, this unit is ideal for rapidly capturing key structures on the battlefield. Author's Note: Spawning in with its 8 passengers, there's some bang-for-your-buck potential. You pay $200 for the troop crawler, while the rest is the cost for infantry. Hacker RANGE: Short ARMOR: Human WEAPON: Laptop COST: 625 While the enemy prepares for hardened soldiers, it is the Hacker who may deliver the most important strike. When the Hacker gets within range of an enemy structure, he can set up his satellite uplink to neutralize the structure and all of its dependent units and structures. In the rear of your own base, Hackers can hack into the world economy through the Internet to drain resources from it. Author's Note: Useful in numbers, hidden, and promoted. They cannot be used to generate money within buildings, thus making them vulnerable at all times. Overlord Tank RANGE: Medium ARMOR: Tank WEAPON: Twin 120mm Cannons COST: 2000 Large and slow, the Overlord Tank is a battlefield force to be reckoned with. In addition to basic firing, this tank can run over enemy vehicles. A single Bunker, Gatling Cannon, or Propaganda Tower can be erected on its back. Author's Note: I love this tank. Its the best. On top of it just being great, being able to customize itself in three unique ways, great voice lines, twin cannons, and a butt that just won't quit. Inferno Cannon RANGE: Long ARMOR: Tank WEAPON: Napalm Cannon COST: 900 This long-range cannon can launch napalm shells over perimeter defenses and onto enemy structures. When a shell lands, it explodes and burns. Author's Note: Rarely used, its in an awkward spot where I prefer Gatling Cannons on defense, or overrunning with Overlords. Nuke Cannon RANGE: Long ARMOR: Tank WEAPON: Tactical Nuclear Shells COST: 1600 The most dangerous artillery weapon ever created, the Nuke Cannon can fire small nuclear charges considerable distances. Detonating shells cause tremendous damage and radiate the ground for a long time. Enemy units continue to take damage from radiation. Author's Note: I have a hard time ever justifying purchasing this unit with a General Point. When I do use them, I'm never really satisfied. Command Center ARMOR: Structure [Tough] COST: 2000 POWER USAGE: 0 PURPOSE: Trains Construction Dozers, unlocks Base Building The first structure in a Chinese base, the Command Center generates Construction Dozers to build the rest. Upgrades include a Radar Map and Mines. Author's Note: The essential building for any base, the Chinese version of this building is required to unlock the minimap. Nuclear Reactor ARMOR: Structure COST: 1000 POWER PROVIDED: 10 PURPOSE: Provides Power to your base A strong yet volatile source of power, the Nuclear Reactor should be built a safe distance from other structures. When switched into Overcharge mode, the Nuclear Reactor generates additional power yet takes damage. If left in Overcharge mode, the reactor eventually explodes. Author's Note: Required if you want a working minimap and automated defenses, the Nuclear Reactor comes with a useful, if dangerous, ability to provide an additional +5 power while being Overcharged. Supply Center ARMOR: Structure COST: 1500 POWER USAGE: 1 PURPOSE: Resource drop-off point, builds Supply Trucks The Chinese Supply Center receives and holds resources that are found and delivered by the Supply Trucks it creates. Building extra Supply Trucks speeds your gathering of supplies. Author's Note: As mentioned, each faction requires differing amounts of resource getters. I tend to find 3 supply trucks works well when the SC is close to a resource point. Barracks ARMOR: Structure COST: 500 POWER USAGE: 0 PURPOSE: Trains infantry All Chinese infantry, including the Red Guard, Tank Hunter, [REDACTED] and [REDACTED], are trained and released from the Barracks. The Capture Building upgrade is developed here. Author's Note: One of the most vital buildings in the Chinese arsenal, for reasons that won't be 100% clear until we get further into the campaign. Bunker ARMOR: Structure COST: 500 POWER USAGE: 0 PURPOSE: Defensive Structure A Chinese Bunker can garrison up to five soldiers guarding an area. Units can be evacuated individually or simultaneously from the Bunker. It's best to garrison with a variety of Chinese infantry. Author's Note: Ignore the manual, toss all your Tank Hunters in here! War Factory ARMOR: Structure COST: 2000 POWER USAGE: 1 PURPOSE: Trains Chinese vehicles The Chinese War Factory builds and repairs Chinese vehicles. Author's Note: While the Barracks is more vital to long-term survival, the War Factory cannot be ignored, as it produces the more fun units. Gatling Cannon ARMOR: Base Defence COST: 1200 POWER USAGE: 3 PURPOSE: Defensive Structure A vicious machine gun, the Gatling Cannon can be targeted against air and ground attackers. A steady stream of bullets from the Gatling Guns can make short work of most enemy units - especially infantry. Author's Note: While I don't do it, a healthy mix of Gattling Cannons and Bunkers is heartily advised. Airfield ARMOR: Structure COST: 1000 POWER USAGE: 1 PURPOSE: Trains Aircraft The Air Field can produce, re-arm, and maintain up to four MiG aircraft. The MiG Armor upgrade can be developed here. Author's Note: You know, I've never really questioned it, but why doesn't China get domestically-produced aircraft? I understand that they have MiGs or MiG derivatives, but this seems like a strange omission. Propaganda Center ARMOR: Structure COST: 2000 POWER USAGE: 2 PURPOSE: Unlocks higher tier units/technology. From the Propaganda Center come inspiring messages to troops in the field. Author's Note: To get the best unit ever, one must buy a Propaganda Center. Propaganda Tower ARMOR: Structure COST: 500 POWER USAGE: 1 PURPOSE: Provides subliminal messaging that increases friendly units' rate of fire, and allows them to heal themselves. When the Red Army is hurting, its units turn to the Speaker Tower for inspiration. All units within range of its propaganda automatically heal their wounds. The Speaker Tower is a great way to heal units and get them back into the fight quickly. Author's Note: I rarely build these, if only because I'm too busy applying them to Overlord tanks and attacking! Nuclear Missile Silo ARMOR: Structure COST: 4000 POWER USAGE: 10 PURPOSE: Chinese Superweapon The Chinese special weapon, the Nuclear Missile can nearly destroy an enemy base with a single blow. While the Nuclear Missile takes time to set up and arm, its missile can destroy multiple structures and irradiate the vicinity of its detonation. It requires plenty of power to build and arm. Author's Note: Not only does it unlock the Chinese superweapon, but also some important tech. A must-buy with a hefty price tag. Worker RANGE: Short ARMOR: Human WEAPON: N/A COST: 200 The basic construction unit of the GLA, the Worker can be directed to erect GLA structures and repair them. When a structure is mined or a bomb is set, the Worker can remove it. Cheap to build, he has little natural protection against enemy attack. Author's Note: The GLA Worker is one of the units with the best lines. I can't help but want to get him some new shoes . Rebel RANGE: Short ARMOR: Human WEAPON: AK-47 COST: 150 The GLA Rebel has more spirit than training or equipment. The basic unit of infantry for the GLA carries a simple rifle. Author's Note: There's only one reason to use this unit, but it involves General points. RPG Trooper RANGE: Medium ARMOR: Human WEAPON: Type 69 RPG COST: 300 The RPG Trooper is the basic GLA weapon against armored vehicle. Author's Note: Your generic anti-vehicle/anti-air unit, lacking in flavor when compared to the enemy counterparts. Radar Van RANGE: Medium ARMOR: Truck WEAPON: N/A COST: 500 From a moving Radar Van, the GLA can keep track of enemy movements. This mobile unit can be hidden or repositioned based on the evolving battlefield conditions. Author's Note: I have reservations about the Radar Van, but I do, somewhat, like the unique factor involved in the GLAs radar and detection capability. Technical RANGE: Medium ARMOR: Truck WEAPON: .50 cal Machine Gun COST: 500 A mounted machine gun on the back of a truck, the Technical can be an effective weapon against infantry and other light vehicles. When an enemy is destroyed, a Technical can salvage parts to upgrade its own gun and bullets. Infantry can pile into a Technical, making it an impromptu troop transport for the GLA. Author's Note: I never use these as troop transports. Well... I never use these to begin with! Scorpion Tank RANGE: Medium ARMOR: Tank WEAPON: 90mm(?) Cannon COST: 600 These light and ancient tanks are a vital leg of the GLA hit-and-run attack strategy. Fast and lightly armoured, the Scorpion is a poor match against heavy weapons. Author's Note: Surprisingly effective against infantry when upgraded, its your main anti-vehicle unit without having to invest General points. Quad Cannon RANGE: Medium-Long ARMOR: Humvee WEAPON: ZSU-23-4 (Allegedly) COST: 700 Acquired through the Arms Dealer, these Soviet-era weapons can protect GLA units from airborne attack. Equipped with four heavy machine guns, the Quad Cannon can target both air and ground units. Author's Note: A good case study on how a good unit is made great thanks to its voice actor. There's NEVER a reason not to make Quad Cannons. Marauder Tank RANGE: Medium ARMOR: Tank WEAPON: 120mm Cannon(?) COST: 800 Acquired via the Arms Dealer, these tanks have improved range and defensive capabilities over the Scorpion. Author's Note: I've never really been impressed by the Marauder Tank. I doubt I would the same opinion if Marauder Tanks always had their final salvage state... Angry Mob RANGE: Short ARMOR: Infantry WEAPON: Pistols, Molotov Cocktails, AK-47s COST: 800 The GLA can incite an Angry Mob to attack enemy positions. Starting with a group of five, an Angry Mob can grow in size. Author's Note: One of the better unit icons in the game, the Angry Mob is deceptively strong. Either make sure they never get too many, or counter with AoE attacks. Rocket Buggy RANGE: Long-Extreme ARMOR: Truck WEAPON: Multiple Launch Rocket System COST: 900 This light all-terrain vehicle carries a small battery of long-range rockets across most surfaces on the map. When attacking an enemy, the Rocket Buggy launches all of its rockets and must then reload. So, attack and then move away quickly to reload. Author's Note: Great when upgraded, and the literal glass-cannon of this game. It may lack anti-infantry capabilities, but it is hard to justify the SCUD Launcher over this, most times. SCUD Launcher RANGE: Long ARMOR: Truck WEAPON: SCUD missile COST: 1200 Dating from the Soviet era, these ground-to-ground missile systems can do significant damage against enemy installations. The SCUD launcher can be toggled to launch one of two projectiles: a high-explosive missile or an anthrax bomb that poisons the area where it detonates. Author's Note: While it is multi-purpose, it is still hard to justify the spent General Point most times... Hijacker RANGE: Short ARMOR: Human WEAPON: None COST: 400 These daring thieves have been recruited to steal vehicles for the GLA. When he is idle, the Hijacker blends invisibly into the crowd. When he is directed to attack, he jumps into a vehicle, kills the drive, and takes control of the wheel. He cannot take Elite or Heroic units. Author's Note: I've never built a Hijacker. I blame the Hijacker from Tiberian Sun. Jarmen Kell RANGE: Long ARMOR: Human WEAPON: SVD Dragunov COST: 1500 This mercenary is an outstanding sniper with stealth capabilities. Working alone, he can occupy structures without detection from the enemy. Using a scope, he can pluck infantry or drivers inside vehicles. When an enemy driver is dropped, the vehicle loses its side and can be taken over by GLA infantry. Author's Note: Better than Black Lotus, but not the best hero out there. His ability to neutralize vehicles can be extremely powerful in the right hands! Bomb Truck RANGE: Short ARMOR: Truck WEAPON: Improvised explosives and/or Anthrax COST: 1200 Disguised as any enemy vehicle, the Bomb Truck can catch the enemy by surprise with terrible consequences. The fanatic at the wheel drives the truck into an enemy unit or structure to detonate the bomb on-board. Author's Note: The highest single-damage unit out there, it can be hard to master them, but incredibly powerful when used properly. Toxin Tractor RANGE: Short-Medium ARMOR: Toxin Truck WEAPON: Anthrax/Chemical sprayer COST: 600 From several on-board tanks, the Toxin Tractor releases a vicious poison that can contaminate the ground for a period of time, inducing illness and evend eath in infantry that touch it. When parked, the tractor can continuously contaminate the area, creating an effective defense against enemy personnel. The Toxin Tractor is especially effective at clearing out enemy garrisoned buildings. Author's Note: Too weak to stand up against hard defenses, it can still be a useful tool against infantry. Personally, I'd rather get Quad Cannons and Rocket Buggies. Terrorist RANGE: Short ARMOR: Human WEAPON: Suicide Vest COST: 200 There are few defenses against the motivated Terrorist. The GLA Terrorist costs little to train. Armed with several kilos of C4, the Terrorist charges opposing units or structures and self-destructs on impact. Terrorists can capture cars for faster, more lethal attacks. Author's Note: I forgot to include him in this earlier. Says enough, yeah? Command Center ARMOR: Structure (Tough) COST: 2000 POWER USAGE: 0 PURPOSE: Unlocks Base Building GLA recruits and trains its workers at the Command Center. Author's Note: Pretty standard, save for the fact that GLA's radar does not rely on the Command Center. Supply Stash ARMOR: Structure COST: 1500 POWER USAGE: 0 PURPOSE: Resource drop-off point, Trains Workers The GLA stores its resources in one or more Supply Stashes. When created, the Supply Stash is manned by a Worker, who immediately begins gathering supplies. Author's Note: The GLA Supply Stash works just like the other factions, save for the fact that GLA can create Workers (allowing for base building) from them. Barracks ARMOR: Structure COST: 1000 POWER USAGE: 0 PURPOSE: Trains Infantry All GLA infantry including the Rebel, Terrorist, and RPG Trooper, are trained in the Barracks. Author's Note: Exactly the same as the USA and Chinese Barracks. Arms Dealer ARMOR: Structure COST: 2000 POWER USAGE: 0 PURPOSE: Produces Vehicles When the GLA needs vehicles, it comes here. The local Arms Dealer can acquire or build fine weapons from all over the world. Author's Note: Exactly the same as the USA and Chinese War Factory. Tunnel Network ARMOR: Structure COST: 800 POWER USAGE: 0 PURPOSE: Defensive Structure, Underground Transit Network The Tunnel Network can put GLA fighters in the enemy camp very early in the battle. You can build multiple entrances to the Tunnel Network, which can hold up to ten units at a time. Each unit can be directed to a different exit. Manned by two RPG Troopers and a gun turret. Author's Note: Offering permanent anti-infantry and temporary anti-vehicle defense, the Tunnel Network offers a lot of bang for its buck. The ability to act as a Nydus Worm, sans the need to babysit it is great! I don't ever truly take advantage of its powers. Demo Trap ARMOR: Structure COST: 400 POWER USAGE: 0 PURPOSE: Booby Trap These hidden bombs can provide excellent perimeter and choke point security. A Demo Trap can be activated in either of two modes: Proximity Detection or Manual Control. Author's Note: You can get an amazing return on your investment if the AI can be tricked into running into these. Palace ARMOR: Structure COST: 2500 POWER USAGE: 0 PURPOSE: Unlocks higher-tier units and technologies. The source of secrets for the GLA, the Palace can create important upgrades to weapons, defense, and biological attacks. Up to five GLA fighters can garrison the Palace, and it cannot be captured by enemy units. Author's Note: Being able to garrison it, and it being unable to be captured, feels more like a novelty, but at least this unlocks some great upgrades. Stinger Site ARMOR: Stinger Site COST: 900 POWER USAGE: 0 PURPOSE: Anti-air/Anti-vehicle Defensive Structure To protect its bases against aerial bombardment, the GLA uses shoulder-launched Stinger missiles. Behind the barricade of sand bags at each Stinger Site, three soldiers can target inbound aircraft. When one soldier drops, the other two keep fighting until a replacement arrives. The Stinger can be used against ground forces, too. Author's Note: Essential for the survival of any GLA base, they provide detection as well as defense against air and ground units. Black Market ARMOR: Structure COST: 2500 POWER USAGE: 0 PURPOSE: Income-Generating Building and Unlocks Technologies To protect its bases against aerial bombardment, the GLA uses shoulder-launched Stinger missiles. Behind the barricade of sand bags at each Stinger Site, three soldiers can target inbound aircraft. When one soldier drops, the other two keep fighting until a replacement arrives. The Stinger can be used against ground forces, too. Author's Note: Essential for the survival of any GLA base, they provide detection as well as defense against air and ground units. SCUD Storm ARMOR: Structure (Tough) COST: 5000 POWER USAGE: 0 PURPOSE: Unlocks GLA Superweapon Under serious threat, the GLA can unleash its SCUD Storm. The nine SCUD rockets of this super-weapon contain biological weapons that can damage or kill enemy units on impact. Author's Note: Probably the strongest of the 3 superweapons, thanks to its large area of effect, and applying damage multiple times, unlike the Chinese Nuke. Ranger RANGE: Short ARMOR: Human WEAPON: M16 Assault Rifle COST: 225 There is no fighting man like the USA Ranger. Trained with the latest techniques and armed with the best weapons, the Ranger is a low-cost, effective weapon in numbers. His ability to clear neutral structures makes him an effective fighter in urban combat. Rangers can also combat drop into neutral structures via Chinooks. Author's Note: I can smell the Ameriboo off this one. Your standard basic infantry, but for the USA. Missile Defender RANGE: Medium ARMOR: Human WEAPON: Mk 153 SMAW COST: 300 Missile Defenders provide flexible support for your base's perimeter defenses. Garrison neutral structures to provide protection, and your Missile Defenders can stop heavy air and ground attacks. Author's Note: Another bog-standard equivalent unit. Like the ranger, it has a special ability, but to make it even better against vehicles. Pilot RANGE: Short ARMOR: Human WEAPON: None COST: N/A When titanium-plated vehicles are destroyed, the Pilot can escape into the battlefield. An escaped Pilot retains the veterancy status of his vehicle, so send him a new vehicle to apply his veterancy level to it. Author's Note: The first major difference between the USA and the other factions is the experience retention you have, and how managing such Pilots can be an incredible boon to the player. Construction Dozer RANGE: Short ARMOR: Dozer WEAPON: None COST: 1000 This multi-purpose vehicle is the backbone of the USA fighting force. In addition to constructing all of the USA military structures, you can use the Construction Dozer to repair occupied structures. It is also effective at clearing minefields. Author's Note: I've never tried to repair neutral structures, but I assume it works? In any case, its similar in all respects to the Chinese version. Humvee RANGE: Short-Medium ARMOR: Humvee WEAPON: Machine Gun COST: 700 This infantry transport can carry up to five soldiers at a time. Fast, yet reasonably durable, the Humvee has firing slots in its side panels for infantry inside. Author's Note: Better than a technical, but not something that can be relied on. Always make sure to repair these if you plan on using infantry in them. Crusader Tank RANGE: Medium ARMOR: Tank WEAPON: 120mm Cannon COST: 900 The fastest and most lethal tank in the world, the Crusader can deliver 125mm* shells onto near and far targets. Author's Note: The manual and wiki differ on size, and I'm inclined to stick with 120mm. Is barely comparable to the Scorpion when comparing anti-infantry or alpha strike capability. Chinook RANGE: Short ARMOR: Chinook WEAPON: N/A COST: 1200 The workhorse of the USA forces, the Chinook acquires and delivers supplies to the Supply Center. As circumstances require, the heavy-duty helo can be redirected to carry two vehicles and two infantry units or up to eight infantry units alone. Author's Note: I never use these as transports. 1200 is a high price to pay if you ever lose one, and they only return 600 bucks per supply run. Battle Drone FACTION: USA ARMOR: Tank COST: 600 PREREQUISITE: Vehicle PURPOSE: Attacks nearby enemy units and repairs the parent vehicle when idle. Usable by any USA vehicle, the Battle Drone fires a small machine gun at targeted enemies and, when needed, repairs its parent vehicle. It cannot be used in conjunction with the Scout Drone. Author's Note: The better of the two options any USA vehicle has, although the price tag can be prohibitive if the drones are not protected. Scout Drone FACTION: USA ARMOR: Tank COST: 100 PREREQUISITE: Vehicle PURPOSE: Reveals terrain and hidden units near the parent vehicle. Usable by any USA vehicle, the Scout Drone extends the sight range of its parent vehicle and reveals stealthed units. It cannot be used in conjunction with the Battle Drone. Author's Note: The other drone for your vehicles, it is good to have a healthy mix of the two. Col. Burton RANGE: Medium ARMOR: Human WEAPON: OICW COST: 1500 An expert in covert operations, Colonel Burton can wreak havoc against enemy infantry of all types. Armed with a sniper rifle*, knife, and remote or timed demo charges, Colonel Burton's stealth training allows him to move invisibly across almost any terrain. Author's Note: Best DPS, best anti-building ability, stealthed, can cross almost any terrain. Burton is OP. Paladin Tank RANGE: Medium ARMOR: Tank WEAPON: 120mm Ramjet-assisted Cannon COST: 1100 An advanced prototype, the Paladin tank fires a jet-assisted shell and automatically targets enemy missiles with its small, powerful laser. Still in development, the laser has a slow rate of fire, so the Paladin should be used with other anti-air defensive systems. Author's Note: In sufficient numbers, you can be immune to certain base defenses. They don't feel super durable, and their high cost can be prohibitive when adding in drones. Pathfinder RANGE: Long-Extreme ARMOR: Human WEAPON: H&K MSG90 COST: 600 These advance scout for the USA infantry are lethal to enemy infantry. With a long-range sniper rifle, a Pathfinder can take out an enemy soldier before he is even seen. When stationary, Pathfinders enter stealth mode. Author's Note: If only they didn't cost a General point to get. Powerful under the right circumstances, just make sure you don't get run over by vehicles! Comanche RANGE: Medium ARMOR: Comanche WEAPON: 20mm Autocannon, Missiles/Rockets COST: 1500 The Comanche has multiple weapon systems to suppress hard and soft targets. A 20mm nose cannon can keep infantry behind cover, while its four missiles can damage heavy armor. Author's Note: Very useful air power on display, especially upgraded. The extreme anti-air range some enemy units have make it hard to field Comanches effectively, but they can absolutely ruin your day if given the chance. Stealth Fighter RANGE: Medium ARMOR: Airplane WEAPON: Air to Ground Missiles COST: 1600 The ideal weapon against anti-air weapons, the Stealth Fighter can move unseen through most enemy defenses. It requires 2 seconds to lock on to a target. When the target is acquired and weapons are released, the results are predictable and excellent. Author's Note: I rarely build these, but its hard not to appreciate its cloaked nature. Not as great as alpha striking an opponent as another unit, it does tend to be more survivable. Tomahawk Launcher RANGE: Long-Extreme ARMOR: Truck WEAPON: Tomahawk Missile COST: 1200 This vehicle carries a Tomahawk ground-to-ground missile. Battle or Scout drone upgrades are available. A fantastic support weapon, the Tomahawk Missile Launcher can bombard targets from long range. Author's Note: I never really ever used Tomahawks. They can be incredibly powerful, have great range, and are fast in comparison to the Inferno Cannon or SCUD launcher. Just be careful your units don't wander into Tomahawk explosions. Raptor RANGE: Short-Medium ARMOR: Airplane WEAPON: A2A/A2G Missiles COST: 1400 The Raptor has the best performance characteristics and weapon systems of any aircraft in the world. Its four underwing missiles can be targeted at both air and ground targets. When its ordnance has been delivered, the Raptor automatically returns to its home base. Author's Note: If you aren't looking for an airplane with special characteristics, its hard to go wrong with the Raptor. Ambulance RANGE: Short ARMOR: Vehicle WEAPON: Anti-Toxin Sprayer COST: 600 This mobile infirmary can return injured soldiers to fighting form. Additionally, it can release a foam to clean up poisoned or radiated ground, which helps to keep infantry on the battlefield. Author's Note: I never use these, but they can be useful, especially against GLA/Chinese superweapons. Aurora Bomber RANGE: Short ARMOR: Airplane WEAPON: Bombs COST: 2500 Traveling at supersonic speeds on its attack run, the Aurora Bomber is invulnerable to enemy AA fire. After ordnance is released, the jet slows and regresses to base at subsonic speeds. On its return flight or in large groups, the Aurora can be hit by ground fire. Author's Note: Great in terms of Alpha Strike capabilities, it suffers from a high price tag and being vulnerable on the return flight, unlike the Stealth Fighter. Cold Fusion Reactor ARMOR: Structure COST: 800 POWER USAGE: +5 PURPOSE: Unlocks GLA Superweapon The power plant of the USA side, a Cold Fusion Reactor produces five units of power. Author's Note: Not much to say about this. It's safer than the Chinese Nuclear Reactor. Command Center ARMOR: Tough Structure COST: 2000 POWER USAGE: 0 PURPOSE: Unlocks GLA Superweapon The entire base of operations for the USA side grows from the Command Center. From the Command Center comes your fleet of Construction Dozers, which you use to build and repair. Additionally, the Command Center controls the USA radar systems and Spy Satellite. Author's Note: Needed for General powers, it is similar to the Chinese version in almost all respects. Supply Center ARMOR: Structure COST: 2000 POWER USAGE: 1 PURPOSE: Drop-off point for Supplies. The Supply Center dispenses Chinook helicopters to retrieve supplies from the nearest depot. While Chinooks are vulnerably to anti-air fire, they can cross any terrain, including mountains, to keep your Supply Center full of resources and money. Author's Note: Not sure why the manual states "resources and money". Oh well... Barracks ARMOR: Structure COST: 600 POWER USAGE: 0 PURPOSE: Trains infantry units. All infantry personnel are created in the Barracks. Injured Rangers, Missile Defenders, and even Colonel Burton can return to their Barracks to get healed. Author's Note: Similar in almost all respects to the Chinese/GLA versions. War Factory ARMOR: Structure COST: 2000 POWER USAGE: 1 PURPOSE: Produces vehicular units. In addition to building all USA vehicles, the War Factory can repair vehicles, too. Damaged vehicles can enter the repair bay one-by-one for repairs. Author's Note: Similar in almost all respects to the Chinese/GLA versions. Air Field ARMOR: Structure COST: 1000 POWER USAGE: 1 PURPOSE: Produces and houses aircraft. Each USA Air Field can build, arm, control, and repair up to four airplanes at a time. Author's Note: Similar in most respects to the Chinese airfield. Patriot Missile System ARMOR: Base Defense COST: 1000 POWER USAGE: 3 PURPOSE: Anti-Aircraft, Anti-Armour base defense The Patriot Missile System is the base defensive unit of the USA side. Multiple units can be linked in a network to unleash targeted firepower on both land and air targets. The Patriots are weak against infantry, so protect your missile system with fortified infantry units. Author's Note: I've always liked the idea of this defensive structure. The possibility to link with other defenses can provide an extra helping hand when you, or your opponent, aren't expecting it. Detention Camp ARMOR: Structure COST: 2000 POWER USAGE: 0 PURPOSE: To make players question why it needed to be included, and why it wasn't cut. From the Detention Camp, you can reveal everything that enemy units see for a period of time. Author's Note: This is the only mission that this building can be built. It will never be seen again, and its ability given to a different building. Strategy Center ARMOR: Structure COST: 2500 POWER USAGE: 2 PURPOSE: Unlocks technology and provides one bonus out of three options. The Strategy Center is the key element to building and controlling the more sophisticated structures in the USA arsenal. Provides one of three bonuses: Increased line of sight for all units; Improves the armor of all units; Increases the firepower of all units. Author's Note: The manual is inaccurate here. It provides 20% more damage [Bombardment], 20% more range [Search and Destroy], or 10% more health [Hold the Line]. There's no reason to not build this. Particle Uplink Cannon ARMOR: Structure COST: 5000 POWER USAGE: 10 PURPOSE: The USA's Superweapon The most advanced USA weapon, the Particle Cannon fires a focused particle beam off of an orbiting mirror and onto enemy targets at any distance from the source. Author's Note: Arguably the worst of the superweapons, I never liked the need to control its movement, and thus being stuck unable to control anything else at the same time. Supply Drop Zone ARMOR: Structure COST: 2500 POWER USAGE: 4 PURPOSE: Provides cash influx for USA faction. When a base is isolated from its supplies, a Supply Drop Zone can add a trickle of supplies to your stores. Periodically, transport planes drop supplies that add to your money. In large or small battles, a Supply Drop Zone can make a difference. Author's Note: Much like the Chinese Hacker and GLA Black Market, the SDZ is essential for survival when supplies have run dry on the map. These not only operate at slower intervals then the other factions, they provide a useful way to "scan" for anti-air defenses along their flight paths. Jobbo_Fett fucked around with this message at 17:11 on Sep 30, 2021 |
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Radar FACTION: China COST: 500 PREREQUISITE: Command Center PURPOSE: Provides General with a Minimap Developed and deployed at the Command Center, Radar capability activated the Radar Map in the Command Bar. Author's Note: The minimap is quite useful for reacting to attacks, revealing [REDACTED], and quickly scouring the map. Land Mines FACTION: China COST: 500 PREREQUISITE: None PURPOSE: Surrounds the building with mines. When developed at any Chinese Structure, Mines surround the structure and are invisible to the enemy. Author's Note: An interesting way to afford short-range protection to any building, they are only truly effective against attempts to capture the building, or units that get too close. Capture Building FACTION: China, GLA, USA COST: 1000 PREREQUISITE: Barracks PURPOSE: Allows the basic infantry unit (Red Guard, [REDACTED], [REDACTED]) to capture structures. The Capture Building ability allows any basic infantry to capture Neutral or Enemy structures. Author's Note: While the ability to capture buildings can be incredibly powerful, one has to weigh it against the time it takes to capture said buildings, or the cooldown that a unit must wait before they can attempt it. Black Napalm FACTION: China COST: 2000 PREREQUISITE: War Factory PURPOSE: Increases the damage dealt by fire-based weapons (Dragon Tank, MiG, [REDACTED], Firestorm) Developed at the War Factory, Black Napalm increases the firepower of all flame units by 25%. Author's Note: At a whopping 2000 credits, its a little pricey, but if fire-based weapons are your thing, you should not skip this one! Chain Guns FACTION: China COST: 1500 PREREQUISITE: War Factory PURPOSE: Increases the damage dealt by Gatling weapons (Gatling Tank, Gatling Cannon, [REDACTED]) Developed at the War Factory, the Chain Gun upgrade increases the firepower of all Gatling weapons by 25%. Author's Note: Costing 500 less than Black Napalm is a nice start, and you'll get your money's worth when your primary base defense is made all the more deadlier. Nationalism FACTION: China COST: 2000 PREREQUISITE: Propaganda Center PURPOSE: Increases the bonus received by the Horde effect by 25% Developed at the Propaganda Center, Nationalism increases the Horde effect on all Red Guard, Tank Hunter, and Battlemaster Tank units. Author's Note: If you have 2000 bucks to spend, sure, why not? Battle Bunker [Overlord Tank] FACTION: China COST: 400 PREREQUISITE: Overlord Tank PURPOSE: Housing 5 infantry units. No entry in Manual. Author's Note: According to the wiki, the bunker is susceptible to chemical attacks. I typically skip this upgrade. Gatling Cannon [Overlord Tank] FACTION: China COST: 1200 PREREQUISITE: Overlord Tank PURPOSE: Provides a Gatling Cannon No entry in Manual. Author's Note: Essentially a way to have a mobile Gatling Cannon. Propaganda Tower [Overlord Tank] FACTION: China COST: 500 PREREQUISITE: Overlord Tank PURPOSE: Units in its radius heal automatically, as well as shoot faster. No entry in Manual. Author's Note: As with the static version, and the Gatling Cannon, this upgrade allows for a mobile version of the powerful structure. Uranium Shells FACTION: China COST: 2500 PREREQUISITE: Nuclear Missile Silo PURPOSE: Increases Battlemaster and Overlord tank damage by 25% and applies radiation effect to shots. Developed at the Nuclear Missile structure, Uranium Shells increase the firepower of Battlemaster and Overlord tanks by 25%. Author's Note: More damage, better anti-infantry effect, for slightly more than an overlord? Sure! Nuclear Tanks FACTION: China COST: 2000 PREREQUISITE: Nuclear Missile Silo PURPOSE: Increases Battlemaster and Overlord movement speed by 25%. Developed at the Nuclear Missile structure, Nuclear Tanks increases the speed of Battlemaster and Overlord tanks by 25%. Upgraded vehicles are volatile when destroyed. Author's Note: Faster tanks, hell yeah! The only side effect is they become a little more dangerous to friendly units when they blow up. Red Guard Training FACTION: China COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: All newly trained Red Guard units start at Rank 1 veterancy. Red Guard infantry emerge from the Barracks* as veterans. Author's Note: Always grab this one before you start your flood of Red Guard infantry. The upgrade also applies to Red Guard infantry that are provided with the Troop Crawler. Artillery Barrage I FACTION: China COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Allows for an Artillery Barrage of 12 guns to be called in anywhere on the map. From the Command Center, you can call in an artillery strike from off the map. Author's Note: A great way to deal damage without the risk of retaliation, the first level of AB is more for general harassment when compared to higher ranks of this ability. Artillery Barrage II FACTION: China COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Allows for an Artillery Barrage of 24 guns to be called in anywhere on the map. From the Command Center, you can call in an artillery strike from off the map. Author's Note: Doubling your firepower with a single added point is pretty sweet, and brings this ability to a far more useful tool, being able to destroy most buildings without issue. Artillery Barrage III FACTION: China COST: 3 General Points PREREQUISITE: Rank 3 PURPOSE: Allows for an Artillery Barrage of 36 guns to be called in anywhere on the map. From the Command Center, you can call in an artillery strike from off the map. Author's Note: You can get a devastating, 36 artillery, unstoppable strike that can destroy most units/buildings. Or Level 3 Cash Hack. Cluster Mines FACTION: China COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Air Deployed Mines for defensive or offensive purposes. Ability to call in a strike of Cluster Mines on a targeted area. Cluster Mines are invisible to the enemy. Deployed from the Command Center. Author's Note: The same as mines spawned from the building upgrade, Cluster Mines can be put to great use by the ingenious General who wields them. Emergency Repairs FACTION: China, GLA, USA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Instant repairs to all vehicles within a given radius. Ability to repair vehicles in an area of the map for a duration of time*. Author's Note: I don't recall there being a DoT effect on the ability's area. Nonetheless, the ability to keep units in fighting shape can be a blessing in any situation. Cash Hack FACTION: China COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Steal funds directly from an enemy Supply Center/Stash. Ability to steal money from enemy Supply Centers. Author's Note: Cash Hack 1 really isn't worthwhile, only being able to steal 1000 credit, when you could be getting the ability to repair vehicles for free, veteran Red Guards, or Cluster Mines. Cluster Mines FACTION: China COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Steal funds directly from an enemy Supply Center/Stash. Same as Rank 1, the rank 2 ability steals 2000 credits instead of 1000. Author's Note: Investing 2 points for a whopping 2000 credits... did I mention you need Line of Sight on the Supply Center as well? Cash Hack III FACTION: China COST: 3 General Points PREREQUISITE: Rank 3 PURPOSE: Steal funds directly from an enemy Supply Center/Stash. Ability to steal money from enemy Supply Centers. Author's Note: A "whopping" $4000 credits to steal. Hard pass when Hackers exist. Artillery Training FACTION: China COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Promotes all Inferno and Nuke Cannons to Veterans when produced from the War Factory. Inferno and Nuke Cannon units emerge from the War Factory as Veterans. Author's Note: I always forget this actually affects Nuke Cannons as well. The wiki states this upgrade makes Nuke Cannons able to one-hit kill any unit in the game, bar the Overlord tank. EMP Pulse FACTION: China COST: 1 General Point PREREQUISITE: Rank 5 PURPOSE: Unlocks the EMP Bomb Strike Ability to call in an EMP Pulse Strike. All vehicles and structures in the blast radius are disabled for a period of time. Author's Note: This game and Tiberian Sun cemented my constant use of EMP Pulse and not EM Pulse or EMP Bomb. The English language weeps for me. Technical Training FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Promotes all Technicals upon production All Technicals emerge from the Arms Dealer as Veterans. Author's Note: Hard to justify this over even the Marauder Tank. Marauder Tank FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Unlocks Marauder Tank production. Ability to build the Marauder Tank at the Arms Dealer. Author's Note: Oh, hey. Uhhh... you're better than Technicals, so there's that. SCUD Launcher FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Unlocks the SCUD Launcher for production. Ability to build the SCUD Launcher at the Arms Dealer. Author's Note: Why make me make this choice?! Whatever, bomb trucks and rocket buggies it is then. Cash Bounty I FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Gain income for each unit you destroy. Ability to earn a cash bounty for every eliminated unit or building based on its cost to produce. Author's Note: Of limited use if not investing for, at least, Level 2. Cash Bounty II FACTION: GLA COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Gain income for each unit you destroy. Ability to earn a cash bounty for every eliminated unit or building based on its cost to produce. Author's Note: You only receive 5% of a unit's cost at level 1, while you double that (10%) for level 2. Definitely a worthwhile investment on low-money maps. Cash Bounty III FACTION: GLA COST: 3 General Points PREREQUISITE: Rank 3 PURPOSE: Gain income for each unit you destroy. Ability to earn a cash bounty for every eliminated unit or building based on its cost to produce. Author's Note: 20% return on all kills? Sign me up! Always get this. Rebel Ambush I FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Spawns a group of Rebels at a target location. Ability to launch a surprise Rebel ambush anywhere. Author's Note: Free units that can be deployed anywhere? Sure! Suffers from the same problem as other multi-rank powers, as the first rank is generally not worthwhile getting if no further investment is desired/possible. Rebel Ambush II FACTION: GLA COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Deploys Rebel infantry anywhere on the map. Ability to launch a surprise Rebel ambush anywhere. Author's Note: You only get 4 infantry on level 1, whereas you double that to 8 at rank 2. Along with other upgrades, this can be a very powerful tool. Rebel Ambush III FACTION: GLA COST: 3 General Point PREREQUISITE: Rank 3 PURPOSE: Spawns 16 Rebels anywhere on the map. Ability to launch a surprise Rebel ambush anywhere. Author's Note: 16 Rebels you can spawn for free, anywhere, really allows for some fun/crazy strats you couldn't attempt with other factions. Anthrax Bomb FACTION: GLA COST: 1 General Point PREREQUISITE: Rank 5 PURPOSE: Unlocks Anthrax Bomb for deployment. Ability to deploy a transport plane to drop an Anthrax Bomb. It creates a poisonous cloud of anthrax that lingers over the target area for a limited time. Author's Note: Great against infantry, I never feel like I get the most out of it. Hijacker FACTION: GLA COST: 1 General Points PREREQUISITE: Rank 3 PURPOSE: Unlocks ability to train Hijackers Ability to train the Hijacker at the Barracks. Author's Note: One of the most useless General abilities to buy. Scorpion Rocket FACTION: GLA COST: 1000 PREREQUISITE: Arms Dealer PURPOSE: Adds a rocket attack to the Scorpion Tank Developed at the Arms Dealer, Scorpion Rockets adds a side-mounted rocket to the Scorpion Tank. After firing, it requires a short reload time. Author's Note: Area of Effect damage anti-tank/anti-infantry rocket that only has 1 counter? Hell. Yes. Toxin Shells FACTION: GLA COST: 1000 PREREQUISITE: Palace PURPOSE: Adds toxin damage to Scorpion and Marauder tanks. Developed at the Palace, Toxin Shells add a small amount of anthrax to the shells of Scorpion and Marauder tanks. The anthrax contaminates the target area for a short period of time. Author's Note: Allows for a more consistent anti-infantry output from your basic tank(s). Arm the Mob FACTION: GLA COST: 1000 PREREQUISITE: Palace PURPOSE: Increases the damage of Angry Mobs by 25%. Developed at the Palace, Arm the Mob places AK-47s in the hands of the Angry Mob. Author's Note: A significant damage increase to an already strong, if underused, unit. Anthrax Beta FACTION: GLA COST: 2500 PREREQUISITE: Palace PURPOSE: Increases damage for all GLA Toxin units by 25%. Developed at the Palace, all toxin units do 25% more damage. Author's Note: This only increases Toxin Tractor damage, according to the wiki. AP Bullets FACTION: GLA COST: 2000 PREREQUISITE: Black Market PURPOSE: Increases the damage of Rebels, Jarmen Kell, Technicals, and Quad Cannons by 25%. Developed at the Black Market, Armor-Piercing Bullets increase the firepower of Rebel, Technical, Quad Cannon, and Jarmen Kell units by 25%. Author's Note: Worthwhile for the Quad Cannons alone, it can be particularly useful alongside Rebel Ambushes. AP Rockets FACTION: GLA COST: 2000 PREREQUISITE: Black Market PURPOSE: Increases the damage of Rocket Units by 25% Developed at the Black Market, Armor-Piercing Rockets increase the firepower of all rocket units by 25%. Author's Note: RPG Troopers, Stinger Sites, Rocket Buggies, and Scorpion Tanks all benefit from this, making it an even easier decision than the AP Bullets upgrade. Junk Repair FACTION: GLA COST: 2000 PREREQUISITE: Black Market PURPOSE: All GLA vehicles auto-repair Developed at the Black Market, Junk Repair allows all GLA vehicles to auto-repair. Author's Note: A strong upgrade that, on its face, I might not attribute to GLA, but makes a lot of sense when you consider most/all of their vehicles are jalopies or common models built on cheap, easy to maintain designs. Camouflage FACTION: GLA COST: 2000 PREREQUISITE: Palace PURPOSE: Applies Stealth to all Rebels. Developed at the Palace, Camouflage hides non-firing Rebels from enemy sight. Author's Note: Pairs extremely well with Rebel Ambush! Rocket Buggy Ammo FACTION: GLA COST: 1200 PREREQUISITE: Black Market PURPOSE: Doubles* the ammo supply of Rocket Buggies. Developed at the Black Market, Rocket Buggy Ammo increases the number of Rocket Buggy rockets fired per volley by 25%. Author's Note: The wiki says double, the manual says +25%. Regardless, this is a lovely upgrade if you use Rocket Buggies at all. Radar Scan FACTION: GLA COST: 500 PREREQUISITE: Black Market PURPOSE: Temporarily reveals a small area of the map. Developed at the Black Market, Radar Scan allows Radar Vans to reveal stealthed units and targeted areas of the map. Its effects are limited in duration and require time to recharge. Author's Note: Requires way too much micro-management to ever be useful. At least it can spy some spots to drop SCUD storms on. Spy Drone FACTION: USA COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Spawns 1 Spy Drone anywhere on the map. Ability to deploy the Spy Drone from the Command Center. The Spy Drone reveals part of the map, yet can be shot down. Author's Note: Useful for spotting/reconnaissance, although there are better choices for a General Point. Pathfinder FACTION: USA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Unlocks ability to train Pathfinders Ability to produce the Pathfinder at the Barracks Author's Note: See above notes on the Pathfinder. Useful if you ever find yourself against a heavy infantry-focused opponent. Paladin Tank FACTION: USA COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Unlocks the ability to produce Paladin Tanks Ability to build the Paladin Tank at the War Factory. Author's Note: See remarks on the Paladin Tank above. At least its just a Rank 1 commitment. Stealth Fighter FACTION: USA COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Unlocks ability to build Stealth Fighters Ability to build Stealth Fighters at the Air Field. Author's Note: Self explanatory. I never find this one to be an easy decision. There's a different unit that I usually get instead. A-10 Strike FACTION: USA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Ability to call in an A-10 Strike Ability to call in an A-10 air strike from the Command Center. The A-10 Strike pummels its target with mini-gun and missile fire. Author's Note: While not too powerful at Rank 1, I can never imagine a situation where I would want to skip out on this. A-10 Strike FACTION: USA COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Ability to call in an A-10 Strike Ability to call in an A-10 air strike from the Command Center. The A-10 Strike pummels its target with mini-gun and missile fire. Author's Note: Even two A-10s can do a significant amount of damage, especially against GLA base defenses. A-10 Strike FACTION: USA COST: 3 General Points PREREQUISITE: Rank 3 PURPOSE: Ability to call in an A-10 Strike Ability to call in an A-10 air strike from the Command Center. The A-10 Strike pummels its target with mini-gun and missile fire. Author's Note: Three A-10s can mulch just about any building or unit in the game. The only notable exceptions are Superweapons or Command Centers. Paradrop I FACTION: USA COST: 1 General Point PREREQUISITE: Rank 3 PURPOSE: Call in a stick of 5 Paratroopers (Rangers) Ability to deploy a Paradrop from the Command Center. Author's Note: Want some free Rangers? Sure you do. Has the distinct downside of a vulnerable transport towards its destination, but otherwise is fine, I guess. Paradrop II FACTION: USA COST: 2 General Points PREREQUISITE: Rank 3 PURPOSE: Call in a stick of 10 Paratroopers (Rangers) Ability to deploy a Paradrop from the Command Center. Author's Note: Double the Rangers for double the investment in General Points. Paradrop III FACTION: USA COST: 3 General Points PREREQUISITE: Rank 3 PURPOSE: Call in a stick of 20 Paratroopers (Rangers) Ability to deploy a Paradrop from the Command Center. Author's Note: 20 Rangers is actually worthwhile getting, but I'll pass on it sometimes for Pathfinders and Paladins if needed. Fuel Air Bomb FACTION: USA COST: 1 General Point PREREQUISITE: Rank 5 PURPOSE: Ability to call in a Fuel Air Bomb Ability to call in a Fuel Air Bomb strike. Delivered by a B-52 to a selected target. Author's Note: Strong, but relies on a vulnerable delivery system akin to the Paradrop. Control Rods FACTION: USA COST: 500 PREREQUISITE: Cold Fusion Reactor PURPOSE: Increase power output. Control Rods applied to any Cold Fusion Reactor increase its output by 100% Author's Note: You'll need these sooner or later, so keep them protected! Flashbang Grenades FACTION: USA COST: 800 PREREQUISITE: Barracks PURPOSE: Allows Rangers to use the Flashbang Grenade ability. Developed at the Barracks, the Flash Bang grenade is an effective weapon of the Rangers against enemy infantry. It's not effective against vehicles. Author's Note: Effective is an understatement! It does require the Ranger to switch from his Assault Rifle, but the AoE effect of the Flashbang is worthwhile to use, just tough to micromanage. Spy Satellite FACTION: USA COST: Free PREREQUISITE: Command Center PURPOSE: Temporarily reveals an area of the map. No entry in the manual. Author's Note: Useful to have, though stymied by the lack of a handy sidebar to maximize usage. Laser-Guided Missiles FACTION: USA COST: 1500 PREREQUISITE: Air Field PURPOSE: Increases missile damage by 25% Developed at the Air Field, Laser-Guided Missiles allow Raptor and Stealth Fighters to do 25% more damage. Author's Note: No boost to the Comanche?! What a ripoff! Rocket Pods FACTION: USA COST: 800 PREREQUISITE: Air Field PURPOSE: Unlocks the Rocket Pod ability for the Comanche. Developed at the Air Field, Rocket Pods are fitted to Comanche helicopters. When deployed, a pod fires a barrage of rockets and then reloads after a short period of time. Author's Note: If you ever bother going Comanche-heavy in your composition, there's literally no reason to skip this upgrade. Drone Armor FACTION: USA COST: 500 PREREQUISITE: Strategy Center PURPOSE: Increases the armor on all drones. Developed at the Strategy Center, Drone Armor increases all drones' protection by 25%. Author's Note: At 500 credits, there's little reason to skip this. Unless you are going air-only. Composite Armor FACTION: USA COST: 2000 PREREQUISITE: Strategy Center PURPOSE: Increases the armor on all Crusader and Paladin tanks. Developed at the Strategy Center, Composite Armor increases the armor protection of Crusader and Paladin tanks by 25%. Author's Note: A significantly larger investment than the prior upgrade for drones, it does help having if tanks is your strategy. Advanced Training FACTION: USA COST: 1500 PREREQUISITE: Strategy Center PURPOSE: Doubles the experience received from combat. Advanced Training allows all USA units to gain veterancy at twice the normal rate. Author's Note: Better units, faster? Add in the pilots to transfer such veterancy and you have a great way to retain their lethality. TOW Missile FACTION: USA COST: 1200 PREREQUISITE: War Factory PURPOSE: Provides Humvees with a missile weapon. Developed at the War Factory, the TOW Missile can be targeted from a Humvee at air or ground targets. Author's Note: I never really used Humvees, so even when I bought this for completion sake I never made use of it. Jobbo_Fett fucked around with this message at 23:29 on Sep 9, 2021 |
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Mission 00: Tutorial https://www.youtube.com/watch?v=BSLZaKJ6qSA Mission 00: Tutorial FOREWORD We're here... Likely the most controversial title in the C&C franchise, depicting a conflict that I have a hard time reconciling with. The tutorial itself is nothing to write home about, although it does an alright job at explaining the base mechanics that we should [expect to] see as we progress through the campaigns. I want to re-iterate how I feel towards playing and commentating over this game with so much hindsight and such a different view of the world and its people; to avoid the discourse on the frequent depictions of civilians being targets, or the racial stereotyping at play, feels like muting a discussion before it can be had. On the other hand, that poo poo's bad and wrong. I hope we all know the limits of our abilities to have a conversation about it on the SomethingAwful.com™ Forums, and I ask that people exercise restraint. US troops must reinforce an abandoned base in the Mazar region to investigate and destroy a Bio-Chemical plant that has allegedly been captured by the Global Liberation Army. Mazar, a small village north of Kabul. Not to be confused with Mazar-i-Sharif. Strangely, wikipedia points to Baharak when looking for Mazar, and google points to Mazar-i-Sharif instead of "just" Mazar. Location: Mazar, Afghanistan Objective: Find and Destroy the GLA bio-chemical plant. Author's note: The tutorial for the game, it features USA units, and instructs the player on how to play Generals. N/A N/A Aftermath: With the Bio-Chemical plant destroyed, the General is to be dispatched against other GLA forces targeting US and Civilians in the region. Jobbo_Fett fucked around with this message at 02:47 on Aug 12, 2021 |
# ? Aug 11, 2021 20:24 |
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As an aside, I was going to hold off on this thread for like another week but I guess when you preview the poll that's also the Go button so Mostly because I'm still waiting on the walkthrough to see if it has an added tidbits that I can't find elsewhere. For example, there appears to be a "Fact Sheet" for the USA Faction that follows closely to what we've seen in Tiberian Dawn, but I couldn't find the same information on the other two factions. Similarly, after getting footage of the entire game, I went into the "world builder" tool to build missions and found that there is no way of inspecting the campaign missions, sadly. The US forces seen in the Tutorial won't get any information as we are playing both the Chinese and GLA factions first. Edit: To change the in-game resolution to one that isn't 800x600 or 1024x768, go to the following location C:\Users\[REDACTED]\Documents\Command and Conquer Generals Data And change Resolution to what you have. There is only 1 space between the resolution dimensions. Again, be aware that changing any settings (even simply hitting Accept/OK) will reset the resolution and require you to change it in the .ini file. Jobbo_Fett fucked around with this message at 20:56 on Aug 11, 2021 |
# ? Aug 11, 2021 20:46 |
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I both really like this one and find it really troubling politically. It does a nice bit of mixing things up for the series without being a spin off. It's just... the everything about the setting.
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# ? Aug 11, 2021 21:07 |
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The change from the side bar construction made this feel like a generic RTS with the C&C name slapped on, but the GLA may have my favorite faction mechanics of any game in the whole series.
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# ? Aug 11, 2021 21:10 |
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FoolyCharged posted:I both really like this one and find it really troubling politically. It does a nice bit of mixing things up for the series without being a spin off. It's just... the everything about the setting. This is about how I feel. I appreciate Generals for doing something different with the series, but it's also... very unfortunate in a lot of ways.
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# ? Aug 11, 2021 21:11 |
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FoolyCharged posted:I both really like this one and find it really troubling politically. It does a nice bit of mixing things up for the series without being a spin off. It's just... the everything about the setting. I'll have things to say about Zero Hour, when we get there, but playing this game in 2021 (when it can be tried for warcrimes as an adult) is not the same as a white kid shortly after 9-11. Unreal_One posted:The change from the side bar construction made this feel like a generic RTS with the C&C name slapped on, but the GLA may have my favorite faction mechanics of any game in the whole series. I'll definitely have more to comment on the construction bar when we get to it, but slapped on feels apropos. The UI takes up way too much space!
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# ? Aug 11, 2021 21:14 |
We're already seeing one of the biggest issues I have with this game: pre-mission briefings. Gone are the cutscenes and story, instead we get all slo-mo explosions ALL THE TIME.
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# ? Aug 11, 2021 21:45 |
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In addition to what was said above, it's disappointing how the IRL issues that generated the setting for this game is still, basically, ongoing 20 years later.FoolyCharged posted:I both really like this one and find it really troubling politically. It does a nice bit of mixing things up for the series without being a spin off. It's just... the everything about the setting. Nthing this. The game itself becomes quite interesting to play later on, but it's hard to go back to due to the setting. Also, can I post a maybe-kinda-correction about a thing that was said in the video? That is going to be covered as the LP goes on for sure, but I'm not sure if I should post it now or just hold on to that.
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# ? Aug 11, 2021 21:59 |
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Space Kablooey posted:Also, can I post a maybe-kinda-correction about a thing that was said in the video? That is going to be covered as the LP goes on for sure, but I'm not sure if I should post it now or just hold on to that. Sure, unless you want to PM or give a hint as to what it might be.
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# ? Aug 11, 2021 22:06 |
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Jobbo_Fett posted:Sure, unless you want to PM or give a hint as to what it might be. It's about what you mentioned about the resources in the map. While technically they run out, each faction has a way of creating resources of thin air, basically, so the maps don't necessarily end when there's no cash in the map. IIRC, It's more relevant for skirmishes, though.
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# ? Aug 11, 2021 22:22 |
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listen i know it's not politically correct anymore, everyone knows that. but generals is cool and fun and good and i like it despite being hella racist. when this came out after RA2 the jump to semi-realistic 3d was pretty mind-blowing at the time.
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# ? Aug 11, 2021 22:25 |
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Space Kablooey posted:It's about what you mentioned about the resources in the map. While technically they run out, each faction has a way of creating resources of thin air, basically, so the maps don't necessarily end when there's no cash in the map. Oh, yeah, duh. That'll come in sooner rather than later
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# ? Aug 11, 2021 22:44 |
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Generals owned when I was younger, I think it was the first C&C game I actually finished, most of the earlier ones I tended to find the later missions an unfun slog and didn't bother to complete them. The sound effects and stuff were also generally better developed in terms of making blowing things up feel more rewarding, almost all weapons really sounded like they hit and had a punch to them, while sometimes in the earlier games weapons could just feel like they were bouncing off and doing really minor damage, and I'd argue that it generally has better balance in terms of making sure every unit in the game is one you'll actually want to produce. Obviously, yeah, in retrospect, it features a bunch of stereotypes, but I still think that the actual gameplay works pretty well. Sadly, I recall from trying to play it again a while back that it's not super easy to get running on newer machines in a way that isn't janky as gently caress.
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# ? Aug 11, 2021 22:51 |
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PurpleXVI posted:Generals owned when I was younger, I think it was the first C&C game I actually finished, most of the earlier ones I tended to find the later missions an unfun slog and didn't bother to complete them. The sound effects and stuff were also generally better developed in terms of making blowing things up feel more rewarding, almost all weapons really sounded like they hit and had a punch to them, while sometimes in the earlier games weapons could just feel like they were bouncing off and doing really minor damage, and I'd argue that it generally has better balance in terms of making sure every unit in the game is one you'll actually want to produce. I'm playing straight from Origin, not a single issue so far.
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# ? Aug 11, 2021 23:10 |
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jobbo mentioned there's a lot of explosions and action movie shots. even in the tutorial you can see the towers falling on tanks/buildings when they die and crushing them. that poo poo was mindblowing in 2003
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# ? Aug 11, 2021 23:11 |
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Gameplay wise this is my favorite of the entire catalogue. But on the presentation looking back when I'm not a post 9/11 high school student
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# ? Aug 11, 2021 23:24 |
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Destroying the bio-weapon lab at the end of the mission released a whole bunch of anthrax that preceded to instantly kill every infantry unit in the area, and also began damaging vehicles. Had Jobbo been a bit slower, the friendly parachuting reinforcements would have been instantly slaughtered. Good job everyone!
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# ? Aug 12, 2021 01:17 |
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SoggyBobcat posted:Destroying the bio-weapon lab at the end of the mission released a whole bunch of anthrax that preceded to instantly kill every infantry unit in the area, and also began damaging vehicles. Had Jobbo been a bit slower, the friendly parachuting reinforcements would have been instantly slaughtered.
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# ? Aug 12, 2021 01:23 |
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SoggyBobcat posted:Destroying the bio-weapon lab at the end of the mission released a whole bunch of anthrax that preceded to instantly kill every infantry unit in the area, and also began damaging vehicles. Had Jobbo been a bit slower, the friendly parachuting reinforcements would have been instantly slaughtered. Bioweapons counter: 1
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# ? Aug 12, 2021 01:23 |
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I felt generals was too different for the other games so I never really played it. Also when I started seeing the promotional material when it first came out I felt the characterizations were going to be in poor taste. I look forward to seeing this one played through to see what it is actually like.
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# ? Aug 12, 2021 01:57 |
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SoggyBobcat posted:Destroying the bio-weapon lab at the end of the mission released a whole bunch of anthrax that preceded to instantly kill every infantry unit in the area, and also began damaging vehicles. Had Jobbo been a bit slower, the friendly parachuting reinforcements would have been instantly slaughtered. Also if you noticed in the pre-mission briefing. The GLA captured the chemical weapons plant. So someone ELSE was the one manufacturing it. I thought the campaign order was different - maybe I am thinking of Zero Hour though.
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# ? Aug 12, 2021 03:06 |
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Despite being the first C&C title without Frank Klepacki doing the soundtrack, the result is absolutely amazing.
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# ? Aug 12, 2021 08:58 |
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We've seen plenty of them already but throwing missiles at things in this game kicks rear end.
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# ? Aug 12, 2021 09:05 |
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Ohh boy Generals. As has been already said, also have mixed feels about this one, but for the game itself, I played it and the expansion(expansion a TON moreso) lots back in the day, and even on normal, or as the game calls it "hard", I remember it being quite difficult, and that is with knowing various tricks and whatnot for triggers in the various missions, so good luck with hard, err brutal. It definitely feels like the C&C name was just slapped onto it though, but beneath all the... issues with the setting, the gameplay does have some pretty interesting/solid ideas, and trying out now a true 3-way faction system *Yuri's broken-rear end faction really doesn't count* was pretty novel. Will be missing the fmv cutscenes though, those are the heart and soul of a C&C game.THE BAR posted:Despite being the first C&C title without Frank Klepacki doing the soundtrack, the result is absolutely amazing. Do agree with this, some of the GLA tracks in particular were really solid, and in general they do well in setting the tone of each faction.
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# ? Aug 12, 2021 09:06 |
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Jobbo, can you link your previous LPs in the OP please. Thanks. For what it's worth, the over the top nature of the setting in this game tends to ameliorate any politically incorrect aspects to me. It's very Team America: World Police. Fangz fucked around with this message at 11:33 on Aug 12, 2021 |
# ? Aug 12, 2021 11:16 |
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Ah Generals. I think it's safe to categorise this one as a problematic favourite. I played many many hours of this, and especially Zero Hour back at various LAN parties as a dumb teenager in . Back then I barely noticed and absolutely didn't care about the, uh, political commentary. These days the setting and the narrative is rather uncomfortable, but I still have those fond memories of countless hours of Zero Hour multiplayer. This might very well be the game that cemented my love of turtling.
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# ? Aug 12, 2021 11:37 |
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Fangz posted:Jobbo, can you link your previous LPs in the OP please. Thanks. You know what, I'm not quite sure why I didn't put links in the game titles as I've been going through this... Thanks! As for the setting, I feel like it only really gets over the top with the expansion, but there's plenty to see as the various campaigns progress.
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# ? Aug 12, 2021 14:41 |
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One subtle thing about this game that I do like, though: it's the first and only time in the series where you can explicitly play as a female character. One of the playable specialist generals is a woman.
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# ? Aug 12, 2021 14:47 |
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Dale-Taco posted:I felt generals was too different for the other games so I never really played it. Pretty well my opinion; I did play a fair bit, but it never really drew me in.
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# ? Aug 12, 2021 14:51 |
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Yeah, this game brings up a lot of shameful memories of hitting high school in the aftermath of 9/11 and being exposed to nothing but Jingoistic nonsense in media until college. My friends and I beat the Iraq level the day Baghdad fell, all while someone else was watching the Blue Collar Comedy Tour. Just an utterly insane little time capsule. But I'll be damned if I still don't get a kick out of "In the modern world, great leaders resolve their conflicts with words. Words like... SCUD LAUNCHER *sick guitar riffs*"
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# ? Aug 12, 2021 15:01 |
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Oh boy, Generals. Never finished this one, so I'm interested to see how the later campaign missions look.
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# ? Aug 12, 2021 16:34 |
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This and Red Alert 2 are the only C&C games I’ve played to completion, but I remember next to nothing about the plot of this one.
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# ? Aug 12, 2021 18:10 |
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White Coke posted:This and Red Alert 2 are the only C&C games I’ve played to completion, but I remember next to nothing about the plot of this one. I never played much of Generals but I don't think there's much of a plot really.
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# ? Aug 12, 2021 18:23 |
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Not really, yeah
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# ? Aug 12, 2021 18:27 |
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The plot sorta ramps up by the end of things, but I cannot stress enough just how crazy things will get to once Zero Hour arrives. Until then, you'll just have to live with the suspense because I don't want to spoil that for anyone who hasn't seen it.
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# ? Aug 12, 2021 19:18 |
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Things going crazy is a tall order considering the two main C&C timelines, I'll keep myself in the dark and wait. DO NOT DISAPPOINT ME.
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# ? Aug 12, 2021 19:42 |
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# ? Apr 29, 2024 06:20 |
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Jobbo_Fett posted:The plot sorta ramps up by the end of things, but I cannot stress enough just how crazy things will get to once Zero Hour arrives. Until then, you'll just have to live with the suspense because I don't want to spoil that for anyone who hasn't seen it. Weirdly, though I think I got every other C&C game AND their expansions... I think I somehow missed Zero Hour. Probably because I lent my copy of Generals to someone and they never returned it.
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# ? Aug 12, 2021 21:55 |