
2024 TIBERIAN SUN STRATEGY GUIDE
GDI STRUCTURES
GDI POWER PLANT
The GDI Power Plant costs: = $300
The GDI Power Plant has Health Points HP = 800
The GDI Power Plant has Wood armor.
The GDI Power Plant gives 100 Power, you can not power it down, it uses no power.
You can add Power Turbines to heal the GDI Power Plant to 100% health, each turbine adds 50 power.
POWER TURBINE
The Power Turbine costs: $100
The Power Turbine has Health Points HP = (same as the Power Plant it is sitting on)
The Power Turbine has armor = (same as the Power Plant its sitting on)
Power Turbines add 50 power to GDI Power Plants when you add them on top.
Power Turbine = full health Power Plant: Power Turbines heal a Power Plant to 100% when you add them on top. You can do this twice. Place a turbine will your GDI power plant is being attacked to give it full health and maybe even prevent it from dying. You can do this twice, by adding two turbines, one every time it is attacked to quickly repair it to full health. (like if it is attacked by an Orca Bmber)
Target Power Plant with Power Turbine first: Always target the Power Plants with Power Turbines first, destroying them will take more power from the enemy. A Power Plant with a Power Turbine has the same health as a normal Power Plant.
Power Plant with two Power Turbines = can't heal 100% by adding another: The full Power Plant with 2 Power Turbines is the best to attack because it can no longer heal to 100% by adding another Power Turbine. You can only add two Power Turbines to a Power Plant. This is the most Power you could take from the enemy's base by destroying a Power Plant. (It takes the same amount of shots to destroy GDI Power Plants no matter how many Turbines they have.)
COMPONENT TOWERS (VULCAN, RPG, SAM)
Component Tower Costs: = $200
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Component Tower Health Points: 500​ (All Component Towers have the same health (Empty Component Tower, Vulcan Cannon, RPG Uprage, Sam Upgrade) They all have 500 HP , which is the same as Nod's Laser.)
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Component Tower Armor: Light
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Add Vulcan, RPG, Sam = full health CT: Restore the Component Tower to full health by adding a Vulcan Cannon, RPG Uprage, or Sam Upgrade to the top of it.
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Empty Compsnent Tower =10 Power: An empty component tower uses less power than a full one (10 power). The Vulcan Cannon, RPG Uprage, Sam Upgrade all require additional power. Try building empty Component Towers to wait until an enemy sends a unit to decide which upgrade you want on it.The mystery empty Component Tower makes it harder for the enemy to predict what upgrade you will place and when. Leaving it empty gives you options, and it saves power for other buildings in your build order. When you need the Component Tower, place the correct upgrade on top.
Sam Upgrade Power: = 30
RPG Upgrade Power: = 30
Vulcan Cannon Power: = 30
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Place Component Towers to cover each other: Place Component towers close enough to cover each other, within range of each other. (Sam Upgrades and RPG Upgrade especially)
Number Component Towers to quickly target units: If you number your Component Towers, it will be faster to select them so that you can aim at specific enemy units manually. If you select "Aimable Sams" in the game options, you can also target units with Nod Sams or Sam Upgrades.
RPG misses units right next to it = misfire: The RPG Upgrade misses units that are right next to it. This is the perfect place to land a vehicle with a Carryall or send a SubAPC to.
Cliffs = RPG can miss target: RPGs on top of cliffs can miss units below or above it, but cliffs do give RPGS further range down below. (just not close to the cliffside near the RPG , it will shoot the ground )
Cliffs = Sam misfire: GDI's Sam Upgrades can miss a target if you build them too close to cliffs. If your Sam Upgrade is too close to a cliff down below, and the enemy flies his plane on the upper part of the cliff, the Sam Upgrades can hit the cliff and miss his planes.
All upgrades to the CT = work on low base power: The Rpg Upgrade, Vulcan Cannon, and Sam Upgrade all work even if your base has low power.
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Keep one CT = maintain build options: Always try to keep at least one Component Towers so that you can maintain the build options. Example: If you sell or lose your Radar and all your Component Towers, then you will not be able to build Sam Upgrades
VULCAN CANNON
The Vulcan Cannon cost: $150 ( The Component Tower Costs $200. This makes the total cost $350, which is $50 more than Nod's Laser costs.
The Vulcan Cannon has Health Points HP = 500
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The Vulcan Cannon range: = 2 - 6 cells (It can not hit units right next to it)
The Vulcan Cannon has Light armor.
The Vulcan Cannon has weapon damage: (36, 20, 28, 8, 2)
(The Vulcan Cannon works best on soldiers with none armor. It is weakest vs deployed Tick Tank concrete armor)
Sell Vulcan Cannon after Inf rush: Early in the game, after your Vulcan Cannon has defended an infantry rush, you can sell the Vulcan Cannon if you need cash.
Number Vulcan Cannon vs Engi Attack: Number your Vulcan Cannon so that you can highlight it faster and manually attack Engineers that come out of a Subterranean APC. (They will attack the SubAPC first if you don't)
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RPG Upgrade
The RPG upgrade costs: $600
The RPG upgrade has Health Points HP = 500
The RPG has Light armor.
The RPG Upgrade has weapon damage: (32, 82, 98, 110, 76)
Cliff = RPG mis enemy: Units can hide from RPGs on cliff edges where they can't be hit. (On top of the cliff, or right next to the cliff edge on the bottom side of a cliff.
RPG mises units right next to it: Units can hide from RPGs by standing right next to them.
RPG placed to back each other up: RPGs should be placed close enough so that they can cover each other, within range of one another.
Sam Upgrade
The GDI Sam Upgrade Costs: $300 (The Component Tower Costs $200. This makes a total of $500, the same as the cost of a Nod Sam.
GDI Sam Upgrade Health Points HP =500
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GDI Sam Upgrade Weapon Damage = 33 (All planes, and Jump Jet Infantry have light armor)
The Sam Upgrade has Light armor.
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The Sam Upgrade Rage of Fire: The Sam Upgrade's shoots 8-9 times every 10 seconds. (Using the Game Timer in the information Panel)
Sam Upgrade misses units flying over it: The GDI Sam Upgrade has a hard time shooting Jump Jet Infantry hovering directly above it.
Sam Upgrade misses units flying away: The GDI Sam misses units flying away from it a lot.
SERVICE DEPOT
The Service Depot costs: = $1200
The Service Depot has Health Points HP = 1100
The Service Depot has Wood armor.
The Service Depot Power: = 30 ( The Service Depot will still repair vehicles and planes if your base has low power )
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Power down Service Depot while repairing = stops repairing: If you power down a Service Depot while it is repairing a tank, it will stop repairing the vehicle. And it will not restart the repair if you turn the power back on. You will have to exit the Service Depot and get back onto it to restart the repair once power is restored to the Service Depot.
SD healing = 24HP: The Service Depot heals vehicles and planes 24 HP per healing sound. (The first healing is 8 HP)
Sell planes/vehicles on SD: You can sell vehicles and planes on the Service Depot. Just click the Mouse when it turns into a green dollar sign right on top of the vehicle or plane while it is healing on top of the Service Depot. When you sell a vehicle or plane on a Service Depot, you will recieve half of the unit's build cost in credits. (Example: A Titan costs $800, so you get $400 when you sell it on the Service Depot.)
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Timing a full health unit sell: If the plane or vehicle you send to the Service Depot has full health, then it might be hard to sell the unit before it walks off or flies off the Service Depot. Full health vehicles and planes immediately exit the Service Depot making it hard to sell the units. When you choose the sell option, left mouse click on the Service Depot before the unit gets on. As soon as the sell symbol turns green, release the mouse and you can easily sell full health vehicles and planes before they exit the Service Depot.
As planes target your vehicle on a Service Depot, you can sell the vehicle to waste their ammo.
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Spare SDs = faster healing: A second or third Service Depot is great for healing Titans or Orca Bombers really quickly. Try building spare Service Depots closer to the enemy's base so you can heal your units faster in a battle.
Shoot healing unit = hurts SD too: Shooting at a unit healing on the Service Depot damages both the Service Depot and the vehicle that it is healing at the time. This tactic works best when the Service Depot is powered down or stopped healing because of low money. (So their tank isn't healing from the damage you are delivering.)
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Healing groups of units at same time: The Service Depot will heal groups of planes and tanks if you send them all at once, they will wait their turn and walk on the Service Depot and heal when it is their turn. (Example: The Carryall and Mammoth MK2 can be sent to the Service Depot at the same time and will both heal, one after the other.)
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Auto SD Heal with Service Depot Waypoints: You can place a waypoint on a Service Depot in a waypoint chain. This will make your planes automatically heal on the Service Depot. You can put waypoints on your helipads and Service Depot. Make sure to send your planes onto the waypoint loop with CNTL+ALT and your planes will automatically heal on the SD after they reload automatically. After the planes reload and heal, tehy will automatically return to flying around on the waypoint loop and automatically attack enemy units nearby. Multiple Service Depots with waypoints looped on them will heal all of your planes very quickly.
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The SD + MK2 = good teamwork: The Mammoth Mk2 is one of GDI's best units. It does self heal to half health, but having a Service Depot to keep it fully healed is nice to have. Destroy your enemy's Service Depot, and his Mammoth MK2 will be weaker when you send your Mammoth MK2. Definitely destroy the Service Depot if the enemy's MammothMK2 has low health.
SD heals Carryall before MK2: The Service Depot heals the Carryall faster than it heals the Mammoth MK2. The Carryall has lower health and is more easily destroyed than the Mammoth MK2. For these reasons, you might want to heal the Carryall before you heal the Mammoth MK2 that it is healing. Normally, when you send your MK2 to the Service Depot while its being carried by the Carryall, the MK2 will land on the Service Depot first, and heal before the Carryall. It is faster to drop the MK2 on the Carryall and heal it first, so sometimes you might want to heal the Mammoth MK2 first, depending on how much health it has.
No "Q" units onto SD: You can not “Q” units in a chain onto the Service Depot.
Build SD under Carryall on vehicle = lure SD kill: Build the Service Depot under your Carryall that is sitting on top of a tank to make it look like you are healing both the Carryall and Tank. This trick can sometimes lure the enemy to try to destroy your Service Depot, thinking it will also damage or destroy the unit healing on the Service Depot.
SD costs to heal vehicles: The Service Depot costs money every time you heal tanks. Here are some of the costs to fully heal some of the vehicles:
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Woverine = Roughly $80
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Titan = Roughly $135
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APC = Roughly $140
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Sensor Array = Roughly $116
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Hover Mrls = Roughly $148
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Disrupter = Roughly $160
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MCV = Roughly $315
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Mammoth Mk2 = Roughly $400
Nod MRV saves GDI money healing with SD: Always help your GDI team mate if you are Nod and make a Mobile Repair Vehicle for his units.
Some units stop SD healing if fire off SD while healing: The Mammoth MK2, and other units, firing off the Service Depot can stop it from repairing the vehicle.
Sell SD while its healing = sells unit too: The Service Depot can be sold while a tank is healing on top of it, and it will sell both the building and the unit that is healing on the Service Depot at the same time. It does not give you the full 600 for the Service Depot, and 400 for the Titan. Instead of $1000, you only get $997. There is apparently a three dollar processing fee for selling both the Service Depot and the tank healing on it at the same time. (It is the GDI bureaucracy tax fee)
"S" = sell SD and not sell unit on it: Stop your vehicle with “S” while it is healing, and you can sell the Service Depot without selling the vehicle healing on top of it. Powering down the Service Depot also saves the vehicle from being sold with the Service Depot its sitting on top of.
No vehicle deploy on SD: If you try to deploy a vehicle on the Service Depot, the vehicle will not deploy, and the Service Depot will stop healing your vehicle.
Carryall drops EMPd unit = heals on SD: A unit that has been frozen by the enemy's EMP Cannon can be dropped by a Carryall onto the Service Depot, and the vehicle will be healed while it is still frozen. Drop the unit quickly onto the Service Depot because the EMP timer doesn't go down while you are flying on a Carryall. Once you land on the Service Depot, the tank will begin to unfreeze while simultaneously healing on the Service Depot. So... If you ever get EMPd, it might be a good time to heal on the Service Depot, if it is nearby. The EMP Cannon's timer also runs down while the unit is healing on the SD.
Sent infantry with vehicle to heal on SD = vehicle might not go: If you send infantry to the Service Depot with your vehicles the vehicles might not go. Only send vehicles or planes to the Service Depot.
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Lift vehicle off Service Depot = faster exit: Lifting vehicles directly off the Service Depot is faster than waiting for them to walk off it, and then lifting them with Carryall. Press "S" = stop so that you can use the Carryall to lift a vehicle off of the Service Depot.
Sell units on Service Depot: Use your "Z" Sell hotkey to sell vehicles and planes on a Service Depot. If the unit has full health it will immediately walk off the Service Depot after you send it. Click your mouse button to sell and release the button when the unit gets onto the Service Depot. This will make it easier to sell the full health unit before it walks off the Service Depot.To sell vehicles on the service depot, drive the vehicle onto the Service Depot, click the sell button, and then click on the vehicle which is repairing on the Serice Depot. Consider selling Harvesters on the Service Depot, if you are low on cash and do not have many Tiberium Refineries. Eight Harvesters waiting in line to use one Tiberium Refinery might be a good reason to sell 1-2 Harvesters.
Sell Weed Trucks: Consider selling Weed Trucks if your Tiberium Waste Facility is destroyed and you don't plan on making another one for a while.
No heal most ally's planes on you SD, but can heal ally vehicles: The Service Depot will not heal your Ally's planes, but will heal their vehicles. (The Carryall might be an exception to this. You might be able to heal your ally's Carryall.)
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Stacked vehicles on SD avoid EMP: Stack tanks on Service Depot to avoid EMP cannon. After the EMP cannon blast, send all of your tanks back off the Service Depot. (they are easily killed when stacked)
Ghost Stalker C4 SD = both SD and vehicle on it: If a Ghost Stalker destroys the Service Depot while it is healing a tank, both the Service Depot and the tank will be destroyed.
Units no drive onto powered down SD: Units will not go onto a powered down Service Depot
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"S" = stops unit from healing on SD: If you press "S" = stop while on a unit while it is healing on a Service Depot, the Service Depot will stop healling your unit.
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Hide SD in enemy's fog of war: Hide your Service Depot in the enemy's fog of war where he has not scouted yet. Try to remember where the enemy has scouted. If the enemy does not know you have a Service Depot, you can heal vehicles without him knowing.
Noisy SD = enemy hears in fog of war: The Service Depot makes noise when it heals tanks. This can be heard by the enemy.
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Stacked Vehicles on SD = unstack fast: Stacked vehicles on a Service Depot unstack fast. If you sell the Service Depot and then try to unstack vehicles, they unstack more slowly, one by one.
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Power down SD = unit on top not destroyed when SD is: If you power down the Service Depot while a unit is on top of it and the Service Depot is destroyed, the unit on top of it will survive.
Hear missile = Power down SD or "S" stop: If you are healing a unit on the Service Depot and you hear a missile, watch the missile, you might need to power down the Service Depot or S=stop the unit on top of it, to save your unit, when the Service Depot Dies (SD= weak to both missiles 1 shot kill always)
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SD stacked SupAPC/Devil Tongue: You can stack subterranean units to make them look like one unit on the enemy's sensor array radar. To stack subs, place a slightly hurt sub on the GDI service Depot, press S=stop while they heal. Select multiple subs to go onto the Service Depot, and press S each time one starts repairing, to make this process faster. Now sell the Service Depot and send the subs to attack. They will dive underground and look like only one unit to the enemy sensor array. (NOD will need a GDI ally or GDI technology to build a Service Depot, for Stacked Subs attack to work.) Send them straight to the enemy, do not move the around a lot. They might unstack if you don't.
Lure vehicles off SD by attacking them: Vehicles can be lured off of the Service Depot by units nearby attacking. The tank will stop healing and chase the unit attacking it
Mammoth MK shoots off SD while repairing = SD stops repair: The Mammoth MK2 might shoot at nearby enemy units if he is healing on the Service Depot. The Service Depot will stop repairing if the MK2 does this. The Mammoth MK2 will destroy the Service Depot if it shoots enough times off of it, but the Mammoth Mk2 on top of the Service Depot will not die with it. (This was patched)
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SubAPC/AmphibiousAPC dies while SD healing it = units inside die too: If a APC dies while repairing on the Service Depot, any units inside the APC will also die. Consider taking units out of a SubAPC or Amphibious APC and spreading them out before repairing those vehicles on the Service Depot.
Protect vehicles from enemy planes with SD: Units healing on the Service Depot might take more damage before they die. (because they are healing as they are being attacked) This might be a good way to save a vehicle from planes. You could also sell the vehicle if you know it will die.
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FIRESTORM GENERATOR
The Firestorm Generator costs: $2000
The Firestorm Generator has Health Points HP = 800 (Each Firestorm Wall Section has 200 HP)
The Firestorm Generator has Heavy armor. (Firestorm Wall Sections have Concrete Armor)
The Firestorm Generator uses 200 power.
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The Firestorm Generator Build Requirements: GDI Tech Center
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Firestorm Wall Section Power = 2: The Firestorm Wall Sections use 2 power each. Each square is considered 1 Firestorm Wall Section, so if you connect more than one, it will use more power.
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No power down Firestorm Wall Section: Each Firestorm Wall Section uses 2 power, and you can not power it down, once it is built.
No repair Firestorm Wall Section: You can not repair Firestorm Wall Sections
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FS Wall Sections must be built near your buildings: Firestorm Wall Sections must be built near your buildings.
FS Wall Sections = 6 cell length: They can be built 6 cells in length if you connect two Firestorm Wall Sections that are 6 cells apart. This is the same length that you can build walls (Both Nod Wall, and GDI's Concrete Wall)
FS Wall Sections can only be built diagonally: You can only build Firestorm walls diagonally, like every other type of barrier in Tiberian Sun.
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The Firestorm Generator timer lasts 20 seconds: If the enemy does not attack the active Firestorm Wall Sections while the Firestorm timer is running down, then it will last 20 seconds. If the enemy damages your Firewall Sections while they are activated, the Firestorm Generator timer go down faster.
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Only place FS Wall Sections near your buildings: You can not lay Firestorm Wall Sections anywhere, they have to be near your buildings and you can not build them next to
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Firestorm Wall Section = Invincible when active: Firestorm wall sections can not receive damage while the Firestorm Generator is turned on.
Some units can shoot through the active Firestorm Wall Sections: Some units can shoot though active Firestorm. The Mammoth Mk2 is an example of a unit that can shoot through active Firestorm. It can shoot buildings through a Firestorm Wall Section to injure the building or unit on the other side. If the Firestorm wall is not active, it will be damaged when units shoot through it. If the Firestorm wall is activated when units shoot through it, the Firestorm Generator timer will go down faster, but the Firestorm Wall Section will not be damaged.
Firestorm Gen noisy = warns enemy: Firestorm Generators make noise when they are turned on, if you have at least one FireStorm Wall Section built. The enemy can hear this and might not send his planes. If you wait until the last second to turn on your Firestorm Generator, the enemy will have less time to react to the sound.
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Units on top of FS, when activated, firestorm timer not affected: If any units are on top of the Firestorm Wall Sections when they are turned on, they will all be destroyed and not slow the Firestorm Generator Timer at all during the process. Your own Blue Harvester Bomb will not affect your FS timer if the Harvester drives over your Firestorm right before you activate it and destroy the Harv Bomb.
Plane crashes into active FS Wall Section = FS timer runs out faster: You can ALT hover planes near Firestorm wall sections to make them fall onto it. This runs down the Firestorm Generator timer faster. You can shoot buildings or units from the proper angle so that the plane crashes into the Firestorm wall sections after it is killed by it. (this runs down the FS timer quickly) Pro players will quickly turn off their Firestorm Generator right after a plane is destroyed so that the Firestorm Wall Section is not active when the plane crashes into it.
Active Firestorm Wall Section stops enemy fire: The Firestorm Wall Sections can block the fire from some enemy units while it is on. (It can not block the Disrupter, Mammoth Mk2, Ghost Stalker CNTL fire, or Devil Tongue CNTL fire.)
FS timer has to completely recharge if power lost: Do not ever power down the Firestorm Generator or let your base lose power. The GDI Firestorm Timer will have to completely recharge after this. (This is a unique downside to the Firestorm Generator, compared to other super weapons. Other super weapons will pause in mid- build if you lose power. Once your base regains power, the other super weapons will continue charging from place where they were paused building when your base lost power.) If you need to power down a building to save power, choose a different building to power down. Keep the Firestorm Generator powered at all times.
Build spare Power Plants before FS Gen = faster FS timer: Build spare power plants before you build the Firestorm Generator to make sure the Firestorm Generator starts charging the Firestorm timer, right when the Firestorm Generator is built.
Shoot across multiple active FS Wall Sections = destroys FS timer: The Disrupter can shoot across five active Firestorm Wall Sections at one time and make the Firestorm Generator Timer go down very quickly. The MammothMK2, Ghost Stalker, and Devil Tongue can also shoot across multiple Firestorm Wall Sections.
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Use ALT to drive onto inactive Firestorm Wall Sections: You can not drive vehicles onto Firestorm Wall sections while they are off, unless you use the ALT button. You can drive across them without using the ALT button, but you can't park on the Firestorm Wall Section without using ALT.
Firestorm Wall protects MK2: A Carryall can not pick up a vehicle sitting on top of Firestorm Wall sections, but if you land the Carryall on top of a tank, you can place Firestorm Wall Sections under it. When you turn on the Firestorm Generator, the Carryall and the tank are unharmed! If you have thick Firestorm Walls, no ground units, flying units, or underground units will be able to hurt your Mammoth MK2 until the Firestorm Generator timer runs out.
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FS timer runs down faster every time a plane is destroyed: If a plane is killed in the air over your Firestorm Wall Section while it is turned on, it will make the Firestorm Generator Timer go down faster, if the plane crashes into the FireStorm Wall Section, while it is still on.
Pro Firestorm Wall Section placement: Big thick patches of Firestorm Wall Sections are a bad idea because crashing planes into thick Firestorm Wall Sections is easier for the enemy to do. Either make 1 line around your base, or hide single Firestorm Wall Sections behind buildings in your base. You can hide Firestorm Wall sections behind the TR part of the MCV on its north side. You can partially hide FS Wall Sections behind the GDI Power Plant. You can hide 1 square behind the War Factory in the TR of it's north side. You can hide 1 cell of Firestorm Wall Section behind the GDI Radar. ​One square of Firestorm Wall Section makes it unlikely that destroyed planes will crash into it.
Place FS Wall section in front of plane's flight path: If you time it properly, you can actually place a Firestorm Wall Section in the flight path of a plane and turn it on, killing the plane as it flies over. Turn off your Firestorm Generator after the plane is killed to conserve the Firestorm Timer and protect it from falling plane damage.(or other damage from other units like tanks)
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Planes counter FS flightpath placement: Make sure to fly your planes in random pathways as you approach the enemy base to make it harder for the enemy to predict your flight path and place an active Firestorm Wall Section in front of your planes.
Surfacing underground unit = no place FS Wall Section: You can not place a Firestorm Wall Section if a Subterranean APC is surfacing in that location.
No place FS Wall Sections under vehicles/buidlings: You can not place Firestorm Wall Sections under vehicles or buildings.
Put FS Wall Section under Carryall on tank = trap: Place Firestorm Wall Section under a carryall that is sitting on a tank. Now when the carryall tries to fly away, it will die when you turn your Firestorm Generator on. (Also, your carryall can not double left mouse click off of a tank, when you build under it, so the carryall HAS to fly away with the tank on it. The Carryall has to wait until the FS timer runs down before it can safely fly away)
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Damage inactive FS Wall Section = create path: You can break holes in the Firestorm Wall Sections when the Firestorm Generator is off, so that your soldiers, vehicles, and planes can fly past the Firestorm Wall Sections.
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FS Wall Section placed as Carryall lands a vehicle = Carryall landing glitch: You can place a Firestorm Wall Section under a Carryall as it lands a vehicle, and if you time it correctly the Carryall will sit there on top of the vehicle on the ground and not take off. Just wait for the carryall to lift the tank and turn on your Firestorm Generator, killing both units. (The Carryall can not double mouse click off of a tank when glitched, so it must fly with the tank, this ensures both units die, and not just the Carryall lifting off of the tank leaving the tank of the ground.)
Ghost Stalker C4's inactive FS Wall Sections: A Ghost Stalker can place his C4 on one cell of inactive Firestorm Wall Sections and it will blow up one cell of the Firestorm Wall Section.
Ghost Stalker destroys FS timer: If the enemy turns on their firestorm after you have targeted it with the Ghost Stalker, The Ghost Stalker will still lay his C4 after they activate the FS and blow up the Firestorm Wall Section, and the entire Firestorm timer will have to restart.
Counter a Ghost Stalker destroys FS timer: by turning on the FS (after ghost targets it while its off) right when the Ghost Stalker walks over it to plant C4. If you have perfect timing, the enemy Ghost Stalker will die, and your Firestorm Generator Timer will not be affected. (Note: You must activate the Firestorm Generator right as the Ghost Stalker plants his C4 for this trick to work).
No repair Firestorm Wall Section: You can not repair a Firestorm Wall Section, you must wait until it is destroyed and build another one.
Sell Firestorm Wall Section = $0.00: You do not get any cash for selling a Firestorm Wall Section. You can only sell it, when the Firestorm Wall Section is inactive. You can not sell the Firestorm Wall Section when it is active. ( You will get 2 less power draining on your main base's power for selling a Firestorm Wall Section.)
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Firestorm Wall Sections around enemy Service Depot = destroy unit exiting SD:. The vehicle will be destroyed when it exits the Service Depot unless the enemy "S" stops it. If the enemy tries to lift his vehicle off the Service Depot with a Carryall, you can turn on your Firestorm Generator and destroy his Carryall. Turning on your FS generator might trap the Carryall on the S.D. until your Firestorm Generator timer runs down completely.
Counter FS Wall Section around SD: To counter the FW around SD carryall on tank trick, just sell the service Depot. Now you can double clck the Carryall to release the vehicle, and only the Carryall will die to the Firestorm. (Example: An Mammoth MK2 is more expensive than a Service Depot.)
No build FS Wall section on top of another to heal it: You can not place a new Firestorm Wall Section on an existing one to make it have full HP. Nod Walls and GDI's Concrete Walls are different. You can place a new wall on a wall that has been damaged and restore it to full health.
No Power down Firestorm Wall Section: You can not power down a Firestorm Wall Section.
Waypoint Firestorm Glitch: Left mouse click on a waypoint labeled zero (the first waypoint in a group of waypoints is labeled zero). The mouse cursor will look like a white arrow with a white square under it. The mouse cursor should not look like a green arrow. If you do this correctly, the firestorm generator will activate. It can be quicker to activate Firestorm by clicking on a waypoint on the map, than to use the side scroll bar. Don't click waypoints labeled Zero if you have a Firestorm Generator that is ready to use. You don't want to accidentally activate your firestorm and destroy friendly air units. Don't waste the Firestorm Generator. Press "W" and click on the Waypoint labelled zero again to deactivate the Firestorm Generator.
FS no stop Multi Missile: Active Firestorm Wall Sections can not stop an incoming enemy Multi missile. Multi Missiles will damage your own Firestorm Wall Sections. Your Multi Missile will drain your Firestorm timer if it hits active Firestorm Wall Sections.
FS no stop Chemical Missile: The Firestorm Wall Section will not stop an incoming Chemical Missile.
FS vs Emp Cannon: The Firestorm Wall Section will stop an incoming enemy EM-Pulse attack. The EMP-Cannon's energy ball gets zapped in mid air as it flies over the active enemy Firestorm Wall Sections. You can use your own EMP Cannon to shoot over your own active Firestorm Wall Section.
Multiple EMP Cannons counter active Firestorm Wall Section: You can build multiple EMP Cannons in different locations and only power up the one you want to use. If your second EMP Cannon shoots from a different location/angle, maybe it can reach around the enemy's active Firestorm Wall.
FS no stop Hunter Seeker: The Firestorm Wall Section does not stop a Hunter Seeker from flying over it when the Firestorm wall is active (or inactive).
Firestorm Wall Sections protect units healing on SD: If you build active Firestorm Wall Sections around your Service Depot, you can stop planes from killing your tanks while they heal on the Service Depot. A vehicle will not leave your Service Depot while your Firestorm Wall Sections surrounding it are active.
Wall + Pavement + FS Wall Section = strong defense: After you trap a vehicle with walls and pavement, you can add a Firestorm wall around it, to prevent planes from breaking the wall or killing the trapped units inside walled up SubAPCs or Amphibious APCs. (Note: Super weapons can still hit a SubAPC or Amphibious APC behind all those combineed defenses.) After trapping a MK2 with walls, you can add a Firestorm wall section around it, to keep carryalls from picking up the MK2
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Firestorm Generator hides in back corner of map: Try to hide your Firestorm Generator in the back of your base near a corner on the map in the enemy's fog of war. The 4 corners of any map are the most easily defended areas. Firestorm is built diagonally, so it is easier to protect it with 1 line of Firestorm in the corner of a map.
Protect Firestorm Gen in middle of base: Protect you Firestorm Generator by placing it near the middle of your base where all your defensive units and structures are, to make it harder to destroy.
Spare Firestorm Generators and spare Power Plants: A 2nd or 3rd Firestorm Generator is good to keep for backup in some games, along with a few spare Power Plants.
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Stealth Firestorm Generator and spare Power Plants: You can try to hide the Firestorm Generator and extra power plants in stealth if you have both Nod and GDI technologies. ( If you have a Nod Ally in a team game, you can ask for one of his MCVs so you can build your ownt Stealth Generator, or you can steal one of your Ally's Stealth Generators with three Engineers).
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FS Wall Section can not be placed where underground unit is surfacing: A Firestorm Wall Section turns red as a SubAPC surfaces, you can not place a Firestorm Wall Section to kill the surfacing Sub APC or Devil Tongue after the vehicle starts surfacing.
Conserve your Firestorm Generator Timer: Keep the Firestorm Generator off at all times. Only use it briefly when you really need it. Flicker it on and off quickly to keep destroyed units from falling onto the Firestorm Wall Sections while they are on.
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APC deploys units on one cell FS: An Amphibious APC can deploy units onto a Firestorm Wall Section if it is just one square in size, otherwise it can not. The Amphibious APC can only be driven onto that square of Firestorm Wall Section by holding the ALT button when you send it.
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Tiberium Silo quickly and cheaply extends range of FS: Tiberium Silos can be used to quickly across the map so that you can lay down Firestorm Wall Sections in more places. You can spread Firestorm Wall Sections in a team mate's base. You can even build Firestorm Wall Sections across the entire map, cutting off access to half of the entire map from enemy planes.
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FIRESTORM WALL SECTION
The FireStorm Wall Section costs: $250
The FireStorm Wall Section has Health Points HP = 200
The FireStorm Wall Section has Concrete armor.
The FireStorm Wall Section uses 2 power for each square the size of one cell. You can not power down the Firestorm Wall section.
Hide Firestorm Wall Sections: You can hide Firewall Sections behind buildings, trees, structures, cliffs, and even under your own Carryall and MK2, just move before you turn it on. Sometimes the enemy MK2 chasing yours will fly over it.
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More info about Firestorm Wall Sections under FS section: See the Firestorm Generator section for mor info about the Firestorm Wall Sections.
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GDI TECHNOLOGY CENTER
The GDI Technology Center costs $1500.
The GDI Technology Center has wood armor.
The GDI Tech Center uses 200 power. ( This is 100 more power than what the Nod Tech Center uses)
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Keep Tech Center build options with extra Helipads: You can keep your Orca Bomber build options if you sell the Technology Center, as long as you have at least one helipad that was built at the time you made your Tech Center. You might want to make extra Helipads once you sell your Tech Center.
GDI Upgrade Center built = sell Tech Center: You can sell the Tech Center after you build the GDI Upgrade Center to keep your Hunter
Seeker and Ion Cannon Uplink technology in the building options.
VetBal Tech Center = sell faster: In Veteran Balance maps, you can sell your technology center before you make the GDI Upgrade Center and still be able to make an Ion Cannon Uplink.
GDI UPGRADE CENTER
The GDI Upgrade Center costs $1000
The GDI Upgrade Center has Health Points HP = 1000
The GDI Upgrade Center has Wood armor.
The Seeker Upgrade and the Ion Cannon Uplink are placed on top of the GDI Upgrade Center.
The GDI Upgrade Center uses 150 power.
Closer GDI Upgrade Center to enemy base = faster Hunter Seeker: If your GDI Upgrade Center with a Seeker Control is closer to the enemy, the Hunter Seeker has less distance to travel to destroy a random enemy unit. This gives the enemy less time to spread his units out before the Hunter Seeker hits its target. (The Hunter Seeker destroys units nearby other units. )
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Place Ion Cannon or Hunter Seeker = full health GDI Upgrade Center: Place an Ion Cannon Uplink, Hunter Seeker, or a Drop Pod (Firestorm Games only) on your GDI Upgrade Center will get full health. You can do this twice on every GDI Upgrade Center.
SEEKER CONTROL
The Seeker Control costs: $1000
The Seeker Control uses 50 power.
Seeker Control heals GDI Upgrade Center Full Health: Place the Seeker Control on the GDI Technology Upgrade Center to heal the GDI Upgrade Center to 100%.
Hunter Seeker destroys closely grouped units: The Hunter Seeker can destroy multiple units on the map that are close together. You many want to scatter "X" your units if you see a Hunter Seeker coming.
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Silent Hunter Seeker: The Hunter Seeker makes no noise when it is launched, the enemy will have to see the Hunter Seeker coming to "X" scatter his units.
ION CANNON
The Ion Cannon Costs $1500
The Ion Cannon uses 100 power.
Place Ion Cannon on GDI Upgrade Center= full health: Place the Ion Canon on the GDI Technology Upgrade Center to heal the GDI Upgrade Center to 100%.
Ion Cannon reload time: The Ion Cannon takes 2 minutes and 50 seconds to reload (Using the game timer in the information panel)
Ion Cannon "1-shot Obelisk of Light: The Ion Cannon destroys the Obelisk of Light in one shot. (Vetbal maps too)
Ion Cannon = 1/3 health MK2: The Ion Cannon takes a Mammoth Mk2 health to one third yellow health points.
Ion Cannon = broken CC: The Ion Cannon cuts a Cyborg Commando in half, try to stay in the Tiberium so the broken Cyborg Commando can heal back to 500 HP..
Ion Cannon = broken Cyborg: The Ion Cannon cuts a Cyborg in half, but it survives, try to heal in the Tiberium.
Ion Cannon no hit flying units: The Ion Cannon can not hit air units that are flying in the air.
Ion Cannon destroys SubAPC = Engi inside live: The Ion Cannon will not kill Engineers inside a Subterranean APC.
Ion Cannon no "1-shot" SD: The Ion Cannon will not “1-shot” a full health Service Depot, but one Orca bomber can finish off that Service Depot in one pass using one bullet.
Ion Cannon no "1-shot" Tib Waste Fac: The Ion Cannon does not destroy the Tiberium Waste Facility in one shot on Veteran Balance maps.( You need 1 shot from an Orca Bomber)
Ion Cannon no hit multiple buildings: The Ion Cannon will not destroy two buildings next to each other at one time.
Ion Cannon = 1 red HP bar FS: Leaves one red bar on Firestorm Generator.
Ion Cannon no "1-shot" MCV/CY: The Ion Cannon will not "1-shot" a full health Construction Yard MCV like the Multi Missile can. The Ion Cannon will not destroy a MCV either. (The MCV will be left with red health)
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Ion Cannon no "1-shot" MK2: The Ion Cannon can not destroy an enemy's Mammoth Mk2, the Mammoth MK2 will be left with about 1/3 yellow health. You will still need about 3-4 hits by an Orca Bomber to finish off the Mammoth MK2 (It self heals so do it fast)
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Lose Base power = Ion Cannon timer paused: If your base loses power, your Ion Cannon's rebuild timer will remain on hold until power is restored, then, it will continue regenerating until you can use the Ion Cannon again when it is ready.
Ion Cannon no "1-shot" Harvester: The Ion Cannon will not 1-shot kill a Harvester.
Ion Cannon "1-shot" Weed Truck: The Ion Cannon will 1-shot kill a Weed Truck.
Ion Cannon "1-shot EMP Cannon: Ion Cannon will 1-shot kill a Emp Cannon.
Ion Cannon no kill MK2 on SD: The Ion Cannon does not 1-shot kill the Mammoth MK2 on a Service Depot.
Ion Cannon sink vehicles in ice: The Ion Cannon can sink vehicles in ice water.
Ion Cannon damages Firestorm Gen timer: Lure a FireStorm Generator to turn on with your planes, then use your ION Cannon to hit the Firestorm Wall Section while it is on. This will make the Firestorm Generator timer go down faster.
Ion Cannon is instant attack: The Ion Cannon is instantaneous, so if there are any planes on the ground trying to lure a Multie Missile or Chemical Missile to hit their planes, will be destroyed instantly by the Ion Cannon. Better keep your planes in the air on waypoints if the enemy has a Ion Cannon Uplink.
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Enemy sells Tech Center = destroy enemy GDI Upgrade Center so they lose build options: If the enemy sells their Tech Center, you can destroy the GDI Upgrade Center, and they will have to make a new Tech Center if they lose their Construction Yard, before they can make a GDI Upgrade Center again.
Ion Cannon + Orca Bombers/Orca Fighters = strong: The Ion Cannon and one Orca Bomber, power bombing correctly, can destroy many types of buildings. The Construction Yard, the Temple of Nod, and several other buildings can be destroyed by an Ion Cannon and Orca Bombers or Orca Fighters. Send an Orca Bomber or Orca Fighter before using your Ion Cannon to finish the job if your Ion Cannon doesn't fully destroy a building. (The Orca Fighter is the faster of the two, or you can prestage an Orca Bomber near the enemy before you use the Ion Cannon.)
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The Ion Cannon can sink units in ice terrain: The Ion Cannon does not double break ice???? (not 100% sure)
Ion Cannon Cannon destroys bridge: The Ion Cannon will destroy a full strength bridge even if a Mammoth MK2 is sitting on the bridge where you shoot it. The Mammoth MK2 falls to the ground and is destroyed.
Ion Cannon no hit Carryall sitting on vehicle: The Ion Cannon will not damage a Carryall sitting on top of a vehicle. Both the Carryall and vehicle are safe.











