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TIBERIAN SUN GUIDE 2024

 

GDI STRUCTURES

 

 

COMPONENT TOWER:

 

EMP CT stays frozen, even if rpg, vulcan, sam added: If your Component Tower is frozen with an EMP, adding a Vulcan Cannon, RPG, or Sam Upgrade will not work, until the EMP Cannon wears off after 25 game seconds.

 

CT Vulcan RPG no hit Carryall glitched on: If you use a Component Tower to glitch a Carryall landing, neither the RPG nor the Vulcan Cannon Upgrade will be able to attack the Carryall glitch landed on top of it. (The Laser is better for glitching Carryall Landings)

 

 

 

POWER TURBINE

 

Turbine = cheaper faster GDI EMP: The Power Turbine can be built faster and cheaper than a new Nod Power Plant. This might help the enemy GDI opponent have a working EMP Cannon slightly faster than Nod. (small maps where EMP can reach your base, this might be important in a race to EMP Cannon)

 

 

 

VULCAN CANNON UPGRADE

 

Heal CT 100% fast with Vulcan Cannon: Vulcan Cannon is the fastest way to heal a component tower to 100% full health by placing it on top of the Component Tower. It is cheaper than using a Engineer to heal a building to 100% full health. It is not cheaper than just repairing the Component Tower with “R”. (It only costs roughly $58-60$ to fully heal a Component Tower with “R”)

 

2 Vulcan corners: Put one Vulcan Cannon on the left corner of a building, and one Vulcan Cannon on the right corner of a building to protect it from Engineer attack or “1-shot” Disrupter attack.(Diz 1-shot still might be possible) Four shots from a Vulcan Cannon destroy an Engineer.

 

 

 

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RPG UPGRADE

 

RPG Upgrade is expensive: The RGP Upgrade is $600, while the Sam Upgrade is $300, it might be better to make Titans and Sams

 

 

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GDI SAM UPGRADE

 

GDI Sam = 33 damage: The GDI Sam Upgrade does 33 attack damage.

 

GDI Sam = 6shot OrcaF. Or Harpy: The GDI Sam Upgrade can shoot down a Harpy or Orca Fighter in six shots, if all six shots don't miss.

 

Four GDI Sams can be powered by one GDI Power Plant with two Power Turbines placed on it. This is faster and cheaper than having to make two Power Plants like Nod has to.

 

 

 

SERVICE DEPOT

 

SD healing = damage tank = cost: If the enemy Service Depot is healing a vehicle, you can damage that vehicle or plane on the Service Depot while it is healing so that it costs a little more to heal it. (drains a small amount of money from enemy)

 

Sell Vehicles on ally SD: You can sell your vehicles on an ally's Service Depot.

 

SD heal low HP units first: The Service Depot heals vehicles and planes that have lower HP faster and cheaper than it heals high HP vehicles and planes. It might be wise to heal the lower HP units first because it is faster. The Mammoth MK2 takes the longest to heal, and it self heals anyway, try healing other units first if below half health self healing Mammoth MK2 is healing by itself.

 

2SD = heal MK before Carryall: If you have two Service Depots, it makes more sense to heal the Mammoth MK2 before the Carryall so that both heal at an optimized speed.

 

Units exit SD on left bottom: Units exit the Service Depot on the bottom left so keep your Carryalls on the bottom left side of the Service Depot for faster pickup.

 

Stage CC/Eng at SD: Stage your Subterranean APC with Cyborg Commando or three Engineers inside near the enemy's Service Depot, and wait for him to land his Mammoth MK2 on the Service Depot. Attack while the Service Depot is healing it.

 

SD heal Carryall while plane reload: Heal the Carryall while your planes are reloading on Helipad, start to heal your planes after they reload or when the Carryall is healed.

 

Emp wears off on SD: The enemy Emp Cannon's freezing ability lasts for 25 game seconds. It will wear down while a vehicle is healing on the Service Depot. (Note: sometimes after a vehicle becomes unfrozen, it will not leave the Service Depot automatically, you might need to manually move it off the Service Depot)

 

SD heals vets first: Consider healing veteran status vehicles before other vehicles on the Service Depot, because veteran status vehicles damage enemy units more.

 

 

 

GDI UPGRADE CENTER

 

GDI Upgrade Center = has seeker too: The GDI Upgrade Center has both Ion Cannon and Seeker control on it, so it is more valuable to destroy than a Temple of Nod that only controls Seeker. (Note: when vs Nod, The Missile Silo is a better option to target, because it controls Multi Missiles and Chemical Missiles too.

 

Build Ion before FS: It might make sense to build the Ion Cannon before building a Firestorm Generator because it takes a while for the enemy build up a lot of planes (Example 10 banshee for CY/Warf/ Ref) But if you notice a lot of early planes, you can always build the Firestorm Generator first.

 

 

 

ION CANNON

 

Best Ion = stacked planes infinite: If you see the enemy stacking planes, use your Ion Canon to destroy as many planes as he stacked, in one shot.

 

Ion Damage: The Ion cannon damage to different armor types: ( None: X, Wood: 870+fire damage after possible, Light: 740hp, Heavy 756, Concrete: X )

 

SD strong to Ion: The Service Depot is strong and the Ion Cannon might not destroy it.

 

Ion destroys SubAPC: The Ion Cannon can destroy a Subterranean APC. If you time it correctly, the Ion Cannon can destroy a Subterranean APC that is diving or surfacing. The units inside will be fine and might even rise to the surface if you destroy the SupAPC while it was diving, surfacing.

 

Ion destroys Sensor: The Ion Cannon can destroy a Sensor Array.

 

Ion Damage Ref Warf CY: Ref = 131 before fire, 92 after fire. Warf=236 before fire, 209 after fire, CY= 238 before fire, 188 after fire. (Note: Remember that repairing badly damaged structures can reduce fire HP damage)

 

CC survives ION: Cyborg Commander might be broken in half by a Ion Cannon, but he will usually survive the hit.

 

Cyborg survives Ion: Cyborgs might be broken in half by Ion Cannon but they usually survive the hit.

 

Ion = Deployed Tick: Deployed Tick Tanks will be destroyed by an Ion Cannon.

 

Ion + 1 Orca F.: One Orca Fighter can usually finish the job if your Ion Cannon didn't destroy a building.

 

Repair FS = no ion: Repair your Firestorm Generator fast if hit by Ion Cannon, a fire might be able to destroy the Firestorm Generator afterward, if you don't repair it.

 

Ion destroys LF: Ion Cannon will destroy Laser Fence Post.

 

Ion Destroys Firestorm Wall Section: Ion Cannon will destroy Firestorm Wall Section

 

Ion no Harv: Ion Cannon will not destroy Full health Harvester

 

Ion destroys PP: Ion Cannon will destroy Power Plants and Advanced Power Plants. (Always go for Advanced Power Plants first because they are more expenive to build and provide more base power than a normal Power Plant) Do not build Advanced Power Plants if GDI has Ion Cannon.

 

Ion owns Weed Truck: Ion Cannon will destroy full health Weed Truck

 

Ion no destroy Barrack/Hand: The Ion Cannon will not destroy a Barracks or Hand of Nod but the fire afterward might, make sure to repair it fast.

 

Ion destroys Obe (and vetbal) The Ion Cannon will destroy an Obelisk of Light, even on Veteran Balance maps.

 

Ion owns Tib Waste (not vetbal): The Ion Cannon will destroy a full health Tiberium Waste Facility on normal maps but not on Veteran Balance maps.

 

Ion Cannon + 2 Orca Figther = CY: One Orca Fighter and One Ion Cannon can destroy a Construction Yard, but not if the enemy repairs it fast. Two Orca Fighter and One Ion Cannon will always destroy a CY, unless the enemy heals it with Engineer.(It always kills Mobile Construction Vehicle unless repaired by Mobile Repair Vehicle)

 

Ion Cannon + 2 Orca Fighter = Mk2: One Ion Cannon and two Orca Fighters can destroy a Mammoth MK2

 

Ion Cannon + 3 Orca Bomber = MK2: Normally if 3 Orca Bombers hit a Mammoth Mk2 along with an Ion Cannon it will destroy the Mammoth MK2. It is possible to destroy a Mammoth MK2 with 2 Orca Bombers and a Ion Cannon, only if you have a very tight group and perfectly power bomb the Mammoth MK2 long ways across its body. It is hard to pull off and using 3 Orca Bombers+ Ion Cannon to destroy Mammoth MK2 more likely.

 

Ion Cannon +2 Orca Fighter = Mk2: One Ion Cannon and two Orca Fighters is best to destroy the Mammoth MK2 because it is cheaper than 2 Orca Bombers.

 

Ion no destroy planes taking off: The Ion Cannon will not usually destroy planes that are taking off like the Multi Missile can.

 

Ion destroys FS Wall Sections: The Ion Cannon can destroy Firestorm Wall Sections which could create a path for your planes to enter the enemy base past the line of Firestorm Wall Sections.

 

Ion smashes stacked planes: The GDI Ion Cannon can destroy a lot of stacked vehicles or planes. Do not stack vehicles or planes if you suspect that the enemy's Ion Cannon is ready.

 

Ion Cannon downed planes during Ion Storm: You can use your Ion Cannon to destroy planes on the ground or on their helipads during an Ion Storm.

 

Ion = hole in terrain: On some maps the Ion Cannon can deform the terrain, making it impossible for the enemy to build new buildings on that terrain.

 

No Ion Cannon during Ion Storm: The Ion Cannon shuts down during an Ion Storm and you can not use it until the Ion Storm is over.

 

Ion Cannon no blow Tib: The Ion Cannon might not make the Blue Tiberium patch explode.

 

Ion + Orca B = CY: One Orca Bomber and a Ion Cannon can destroy Construction Yard, but a fast repair might save it. (Two Orca Bombers is preferred, or ALT crash the first one too)

 

Ion Cannon = 6 Arts: The Ion Cannon can destroy multiple Artillery, in a very tight group.

 

2 Orca B+ Ion = Mk: The Ion Cannon and Two Orca Bomber can destroy the Mammoth MK2. This is a great way to save your other Orca Bomber ammo for attacking the enemy's buildings.

Ion Cannon one shots 9 Bans: The Ion Cannon can destroy Nine Banshees that are in a perfect square on the ground very close to one another. ($13,500 for Nine Banshee).

 

Ion = 9 Harpy: Ion Cannon can destroy nine Harpies in a tight group on the ground.

 

Ion = 9 Orca F: The Ion Cannon can destroy nine Orca Fighters in a tight group on the ground.

 

Ion = 6 Orca B: The Ion Cannon might only destroy six Orca Bombers and not nine Orca Bombers

 

 

FIRESTORM GENERATOR

 

Activate FS =GS c4 kill: If the enemy Ghost Stalker is trying to lay C4 on your Firestorm Wall Sections, activate the Firestorm Generator right when he plants his C4 and the Ghost Stalker might be destroyed, with no bad effect on the Firestorm Generator's Timer.

 

 

 

FIRESTORM WALL SECTION

 

FW section = Short Game = No: The Firestorm Wall Section does not count as a building at the end of the game. If your base is destroyed, the game will be over, even if you have remaining Firestorm Wall Sections on the map.

 

My plane crash =7/8 timer gone: If your plane crashes into your own Firestorm wall while it is activated, your Firestorm Generator Timer will lose time. You will not be able to use your Firestorm Generator for as long.

 

FS Timer = 20 Game Seconds: The Firestorm Generator lasts 20 seconds no matter how many Firestorm Wall Sections are on the map.

 

Thick FS Walls = plane crash timer more damage: If a plane crashes onto your active Firestorm Wall Sections it hurts the Firestorm Timer. Plane crashes hurt the Firestorm Timer more if it is a large tight group of multiple Firestorm Wall Sections next to one another. Space your Firestorm Wall Sections out more to prevent this from happening.

 

Harv Bomb no hurt timer: I think a blue Harvester Bomb used to affect the Firestorm Generator Timer, but this seems to be patched. It no longer hurts the Timer.

 

Carryall no land Harv on inactive FS Wall: You can not land a Harvester Bomb onto the enemy's inactive Firestorm Wall Sections, you must land next to it and drive the Harvester onto it by holding the ALT button.

 

Drop Pod not affected By FS: Firestorm will not affect a Drop Pod. The soldiers will land next to it.

 

Pro Firestorm: Hiding Firestorm Wall Sections Behind buildings, and placing one Firestorm Wall Section immediately in the flight path of a lot of planes (especially Banshee)

 

FS destrovys over 50 planes: The Active Firestorm Wall Sections can destroy a lot of enemy planes before the Firestorm Generator Timer runs out.

 

JJ no crash into FS: The Firestorm Generator Timer will not be affected by Jump Jet Infantry crashing into them. So larger groups of Firestorm could technically be used safely in this situation, but this is not a recommended strategy because planes could come later in the game and crash into that group of Firestorm Wall Sections. (You could sell them, but this seems tedious for destroying a group of Jump Jet Infantry, unless the group is massive.)

 

FS wall defends Carryall: Place one square of Active Firestorm Wall Section in the flight path of a Carryall to destroy it in mid air.

 

Firestorm wall section = speed of flat ground. If the terrain is rough, you can drive on your own inactive Firestorm Wall Sections and drive as fast as on flat ground.

 

FS WP faster Carryall Glitch: Place a Firestorm Wall Section under a Carryall landing and turn the Firestorm on faster by using a Waypoint “W” Place the waypoint on the map early where you think a Carryall might land. (depending on what attack units you see it carrying)

 

Vehicle prevent connect FS Wall: A vehicle will prevent you from connecting Firestorm Wall Sections. (note: It can not destroy units like a Newly built Laser Fence can)

 

Alt drive on FW = cant left mouse click unit: If you drive a vehicle onto an inactive Firestorm Wall Section, you might not be able to select the vehicle by left mouse clicking on it. You might need to click left mouse and drag the mouse square over the unit to select it.

 

FW around Helipad: If you lay Firestorm Wall Sections around a enemy Helipad, you can destroy new planes that try to fly off of it. (Note: Outbuild firestorm wall sections is not a tactic often used)

 

Corner PP & FS: If you build your Firestorm Generator in a map corner and Power Plants too, they can be harder to access with enemy planes because of Sam protection. Pavement in the corner is useful to prevent underground units from reaching the Firestorm Generator or Power Plants.

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