2024 TIBERIAN SUN STRATEGY GUIDE
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GDI UNITS -2
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ORCA FIGHTER
The Orca Fighter costs: = $1000
The Orca Fighter has Health Points HP = 200
The Orca Fighter has Light armor.
The Orca Fighter has weapon damage: (12, 38, 90, 60,16) (Each number represents a double shot bullet, it has 5)
The Orca Fighter damages light armor the most.
The Orca Fighter speed = 20 (The Orca Fighter is the fastest unit in the game. Utilize its speed for multiple attacks.)
Orca Fighter 5 bullets, each hits twice: The Orca Fighter has 10 shots. (2 shots for each of the 5 bullets of ammo it has)
Orca Fighter reload = 10 sec: The Orca Fighter reloads each bullet in 10 seconds. (Faster reload than the Nod Harpy)
Orca Fighter vs Carryall: Orca Fighters can quickly follow a Carryall carrying enemy units to help your Carryall and Mammoth MK2 finish the job. One Orca Fighter can destroy a Carryall in 3 shots (of 2 round bursts each.) The Orca Fighter sometimes misses the Carryall a few times and does not destroy it. The Orca Fighter is more likely to miss the Carryall sitting on a Helipad. It might not destroy the Carryall on a Helipad.
Orca Fighter vs Mammoth MK2: Five Orca fighters should kill a Mammoth Mk2. (Four Orca Fighter can almost kill a Mammoth MK2, very low red health)
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Orca F. vs Component Tower: One Orca Fighter and 1 JJ or infantry can destroy a Component Tower, two Orca Fighters will defeinitely destroy the Component Tower.
Orca Fighter = speedy follow-up attack: Utilize the Orca Fighters speed and finish off units and structures with low health quickly. They are perfect for sending after your initial attack almost destroyed something....to finish the job.
Orca Fighter vs. SubAPC: One Orca Fighter can destroy a SubAPC, but it might dive underground and escape. Orca fighter delivers 60 damage to heavy SubAPC (SubAPC health =175), 3 double shots from the Orca Fighter kills the SubApc.
Orca Fighter vs moving units = bad: The Orca Fighter has a range of 4 cells, it must maintain this distance to shoot a unit, which makes it slow to kill moving units and it sometimes misses fast moving units. Send Orca to enemy units, then attack them when you get there, if the units are walking toward your base. If you target the units from far away, the Orca Fighter will over shoot, while the vehicles move closer to your base. And have to fly back to them to attack.( Example: Titans are walking to your base, wait until your Orca Fighter are near the Titan to attack it) The faster a vehicle is, the more it will make the Orca Fighter fly over it and have to turn around and follow the unit to attack.
Orca F. -Attack unit close - structure far away: Fly to the unit first, then attack. For a structure it is the opposite, attack the building from far away so your Orca Fighters don't waste time re-arranging in the air to shoot the building after you get to it. (This gives enemy Sams more time to shoot down your Orca Fighters, you don't want that.)
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Orca Fighter vs Titan: Two Orca Fighter can kill a Titan.
Orca Fighter vs Disrupter: Two Orca Fighter can kill a Disrupter
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Orca Fighter vs Mobile Construction Vehicle (MCV): Four Orca Fighter can kill a MCV. Deploy the MCV and repair it quickly to possibly avoid it being destroyed by four Orca Fighter.
Orca Figher vs Harvester: It takes four Orca Fighter (unlike 3 harpy) to kill a Harvester. Orca Fighter will kill the Harvester quite fast though because it unloads all its ammo faster than the Harpy, and it moves faster than the Harpy, and it reloads on the Helipad faster than the Harpy. It only takes two Orca Fighters to destroy a half health Harvester. Harvesters self heal to half health, so this is common that a Harvester only has half of it's health left. The Orca Fighter should wait until the Harvester has stopped to eat Tiberium or dump Tiberium in the Tiberium Refinery to attack it. (NOTE: A Harvester with half health can drive away from three Orca Fighters and self heal just enough to avoid being destroyed. This works best on roads, dirt roads, and pavement.)
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Orca Fighter vs Orca Fighter: One Orca Fighter can destroy a Orca Fighter on the ground in 8 shots. The Orca Fighter can destroy another Orca Fighter on a Helipad in 11 shots. Make sure to target Orca Fighters on the ground first!
Orca Fighter vs Orca Bomber: The Orca Fighter can destroy an Orca Bomber in 11 shots, it does not matter if the Orca Bomber is on a Helipad or not. It takes two Orca Fighters to destroy a Orca Bomber without reloading. Make sure to target the Orca Bomber on the Helipad and not the Helipad itself. Doing this will allow your Orca Fighters to escape enemy Sams, if the enemy lifts their Orca Bombers to save them. (Note: Always attack any type of plane on a Helipad and not the Helipad itself)
Orca Fighter vs Harpy: The Orca Fighter can destroy a Harpy on the ground in 8 shots and Harpy on a Helipad in 11 shots. Always target the Harpies on the ground first. One Orca Fighter can destroy a Harpy on the ground. Two Orca Fighters can destroy a Harpy on a Helipad.
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Orca Fighter vs Banshee: The Orca Fighter can destroy a Banshee in 11 shots, it does not matter if the Orca Bomber is on a Helipad or not. It takes two Orca Fighters to destroy a Banshee without reloading.
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Orca F stay away from cliffs: The Orca Fighter can missfire because of cliffs. If the building is below the cliffs and your Orca Fighter tries to shoot the building from above the cliff, the bullet can sometimes be blocked by the cliffside.
Orca F. stay on outside of base: Tall buildings can sometimes force the Orca Fighter to delay his fire to reposition in the air, the edge of the map can do this too sometimes. It is best to attack buildings from the outside of the base away from the edges of the map.
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Two Orca F destroy no repair EMP: Two Orca Fighters will not destroy a EMP Cannon, if the enemy has a perfect response time for repairing it, but if they are slow to repair it, the Orca Fighters might destroy the EMP Cannon.
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Attack multiple planes at once: You can send each of your Orca Fighters to a different Helipad to hit more than one plane before the enemy planes all take off. When you do this, the enemy will have to heal a bunch of planes. Healing planes takes time. Number your Orca Fighters to make this easier.
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Stacked Orca F. unstack if sent to attack: Stacked Orca Fighters will unstack if you send them to attack something. Send the Orca Fighters close to the enemy base stacked, then un-stack before you get hit by enemy Sams by targeting the enemy building.
Orca Fighter ALT crash: The Orca Fighter is harder to ALT hover over a building and keep the Orca Fighter above that building, its easier to ALT crash a Orca Bomber. It is possible to Alt crash the Orca Fighter, but you must left mouse click on the building very fast. Four Orca Fighters can rush attack a Construction Yard, and then ALT crash into it, in early game, to destroy an un-teched MCV.
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Orca Fighter hides in tank: You can stack a Orca Fighter in a large tank when the large tank is facing bottom right, and it can fully hide the Orca Fighter.
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Orca Fighter vs Artillery: One Orca Fighter can kill an Artillery before needing to reload. One Orca Fighter can ALT crash into a Artillery with full health and destroy it.
Orca Fighter vs Helipad (4 orca, and 32 shots): It takes four Orca Fighters and 32 shots to destroy a Helipad. It might be better to not attack structures with wood armor.
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One Titan/Carryall + one Orca Fighter vs Harvester : Send an Orca Fighter to help your Titan finish off a Harvester faster. Fly the Titan on a Carryall and send the Orca Fighter with it.
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ORCA BOMBER
The Orca Bomber costs = $1600
The Orca Bomber Health Points HP = 260
The Orca Bomber has Light armor.
The Orca Bomber weapon damage: (K, 288-485, 242-246, 104-156, K) VB: (K, 434, 242,104,104)
It damages units and buildings more if you power bomb them with the tightest group of Orca Bombers you can make. Stacked Orca Bombers power bomb the hardest, stacked Orca Bombers power bombing is known as "Perfect Power Bomb" PPB.
The Orca Bomber speed = 12
Orca Bomber Reload: The Orca Bomber has 2 bullets per full reload. (The Orca Bomber reloads each of its 2 bullets in 10-11 seconds)
Orca Bomber ranges: The Orca Bomber bombs 2 cells in front of the CNTL fire position, and 2 cells behind the CNTL fire position with a normal bombing. (5 cells total) The Power Bomb only affects the CNTL fire position and 2 cells after it. (3 cells total)
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Lure enemy Orca Bomber to damage enemy: Orca Bombers deliver a lot of collateral damage. This can be used to your advantage if you lure Orca Bombers to hit the enemy's own buildings and units. Example: drive Attack Cycles near their helipads so they destroy their own Helipads trying to kill your Attack Cycles.
Orca Bomber vs Titans: Wait until Titans bottleneck at ridges, tunnels, bridges, or narrow pathways and use a normal Orca Bomber attack. Attack from behind the Titans in the same direction that the Titans are travelling. Wait until the enemy Titans group tightly right before they attack your Ttitans. If the Titans are grouped very tightly power bomb them. If the Titans are grouped in a long line, attack the middle of the line and 5 cells will be affected. (2 in front of where you attacked, and 2 behind.)
Tunnels protect vehicles from Orca Bomber: Units are not safe from planes at the mouths of tunnels, but are safe while inside the tunnel. (The tunnel protects vehicles from any plane, not just Orca Bomber)
Orca Bomber = best ALT crash: The Orca Bomber is the best plane to use for ALT crashing into buildings. To ALT crash into buildings, hold the ALT key on your keyboard, and left mouse click on the building you want to hover over. Enemy Sams will shoot down your Orca Bomber and damage the building. Each time a Sam shoots the Orca Bomber over a building it hurts it. Buildings are hurt the most when the Orca Bomber crashes into them. (Out of every other plane)
Orca Bomber vs stacked vehicles/planes: One Orca Bomber can destroy every single stacked Hover Mrls, or stacked plane in one shot.
Do not waste Orca Bomber ammo: Send the exact number of Orca Bombers you need to destroy a building. Number your Orca Bombers into groups to help prevent wasting Orca Bomber ammo.
Orca bomber vs Artillery: An Orca Bomber can destroy a stationary Artillery in 2 shots. An Orca Bomber can destroy a stationary Artillery in one shot if you Power Bomb it long-ways. If you shoot the artillery from left to right or vice versa, 1 normal shot can destroy a stationary Artillery
Orca Bomber vs Laser Fence: An Orca Bomber can destroy a Laser Fence in 1 shot. On Veteran Balance maps, it takes 3 shots to destroy the Laser Fence.
Orca Bomber counters stealth toggle: The Orca Bomber can defeat a Stealth Toggle trick by using CNTRL fire on the ground near a target, on a target, or between two targets.
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Orca Bomber vs Construction Yard: Three Orca Bombers can power bomb destroy a Construction Yard. They must be in a very tight group or stacked. If the Construction Yard repairs, you need 4 Orca Bombers power bombing.
Orca Bomber vs Tiberium Refinery: Three Orca Bombers can destroy a Tiberium Refinery in two swoops, even if it repairs, by power bombing it while in tight formation or stacked.
Orca Bomber vs Helipad: One Orca Bomber can destroy a Helipad in two shots if you power bomb it.
Orca Bomber vs Power Plants: One Orca Bomber destroys a Power Plant if you power bomb it, unless it repairs, then it takes two Orca Bombers. The same applies to Advanced Power Plants, so always try to attack those first (unless its heavily guarded with air defenses)
Two Orca Bombers can destroy a Power Plant in one swoop if they perfectly power bomb.
Orca Bomber vs EMP Cannon: It takes 2 Orca bombers to destroy a EMP Cannon unless it repairs, then it takes three Orca Bombers.
Orca Bomber vs Firestorm Gen: Three Orca bombers destroy a Firestorm Generator,unless it repairs, then it takes four Orca Bombers.
Orca Bomber vs Service Depot: One Orca Bomber vs Service Depot unless it repairs, then 2.
Orca Bomber vs Temple of Nod: One Orca Bomber can destroy a Temple of Nod in two shots, if they don't repair it. Two Orca Bombers, power bombing in one swoop, can destroy the Temple of Nod.
Orca Bomber vs Missile Silo: 2 Orca Bombers can destroy a Missile Silo in 2 swoops.
Orca Bomber vs Tiberium Waste Facility: 2 Orca Bombers can destroy a Tiberium Waste Facility in 2 swoops.
Orca Bomber vs Stealth Generator: 1 Orca Bomber can destroy a Stealth Generator by power bombing it 2 times. The enemy can not save the Stealth Generator by repairing it, if you do this.
Orca Bomber vs Service Depot: One Orca Bomber can destroy a Service Depot, unless they repair it, then it takes 2 Orca bombers.
Orca Bomber vs Sam: One Orca Bomber can destroy a Nod Sam in 2 swoops if you power bomb it.
Orca Bomber vs Laser: One Orca Bomber can destroy a Laser in 2 swoops if you power bomb it.
Orca Bomber vs Gate: It takes 3 Orca Bombs to destroy a Gate ( 2 Orca Bombers)
Orca Bomber vs Component Tower: One Orca Bomber can destroy a component tower in 2 passes if you power bomb it. Repairing the component tower will not save it, if you correctly power bomb it.
Orca Bomber vs Obelisk: One Orca Bomber can destroy an Obelisk of Light in two swoops. You do not need to power bomb it, and repairing the Obelisk will not save it. (Veteran Balance Obelisk now takes 5 Orca Bomber shots to kill it so 3 Orca Bombers are needed to destroy an Obelisk of Light without reloading.)
Spare Helipad before SD if early Orca B: If one early Orca Bomber is coming, try to make two helipads before you make your Service Depot so you don't lose all your Helipad technology when the Orca Bomber destroys your only Helipad.
Orca Bomber vs Sam: If One Orca Bomber is targeting your Sam, don't repair it because doing so will most likely not save the Sam. Sell the Sam before the Orca Bomber hits it a second time and you can get the money while you might make the Orca Bomber misfire its second shot. (If you sell at the perfect time as it is about to bomb your Sam). You can send an Engineer into a Sam to save it, if you don't want to waste time rebuilding a Sam.
Orca Bomber CNTL fire hits spread out tanks: Even if deployed Tick Tanks are 5 cells apart in distance, an Orca Bomber can still CNTL fire on the ground in the middle of them and hit both of them with the same shot.
Orca Bomber can miss waypointed units: The Orca Bomber can miss waypointed units. It is harder to target units that are moving all over your base.
Drive vehicle in one direction vs Orca Bomber- Perpindicular: Any time a vehicle has to turn to change direction, it is slowed down and more susceptible to Orca Bomber fire. Try not to turn your vehicles when running from the Orca Bomber. Its better to drive away, in a straight line that is perpendicular to the Orca Bombers line of attack. (Example: If the Orca Bomber is about to attack a unit from the east or west, drive that vehicle in a straight line, north or south.) The Orca Bomber bombs the ground where his shadow is on the ground. Try to avoid the shadow to avoid being hit by the Orca Bomber.
Orca Bomber vs Tick Tank: One Orca Bomber can destroy a Tick Tank whether or not it is deployed. On Veteran Balance you need two Orca Bombers. You might be able to lure enemy Orca Bombers into enemy Titans by driving your Tick Tanks into a group of enemy Titans. It takes three Orca Bomber passes to destroy a Tick Tank on Vet Balance maps. It only takes one pass on normal maps.
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Orca B-Friendly fire short Waypoint loop: If your waypoint loop does not extend far enough from your base, your Orca Bombers are more likely to hit your buildings and units with friendly fire when they attack enemies that are near your units and structures.
Waypoint Carpet Bombing: Send Orca Bombers to a waypoint chain with each waypoint on a new building. Use CNTL+ALT and send the Orca Bombers to the first waypoint so that they will carpet bomb multiple buildings in one wave, without me having to number them individually. You can't predict which buildings will die so this tactic works best when you have a lot of Orca Bombers and are in a rush and don't have time to number each Orca Bomber.
CNTL fire past a vehicle if Carryall about to land on it: If the enemy is trying to save his tank from your Orca Bomber by landing a Carryall on top of it, you can still kill the tank if you CNTL fire on the ground in front or behind the tank. This way your Orca Bomber will continue to fire even after the Carryall lands.
Orca Bomber -MK2 support: Orca Bombers should be numbered and always ready to backup your Mammoth MK2 in battle vs Titans or an enemy Mammoth MK2. Use the Orca Bomber to destroy enemy Sams so you can fly in your Mammoth MK2 closer to the enemy base.
Lure a Mammoth Mk2 by landing your MK2. Now use your Orca Bombers to smash the tightly grouped Titans or Mammoth MK2 before finishing them with my Mammoth Mk2. Do not waste all of your Orca Bombers on the enemy Mammoth MK2. Use 1 or 2 Orca Bombers to help your Mammoth MK2 destroy the enemy Mammoth MK2 and save the rest of your Orca Bombers for attacking other units/structures.
Orca Bomber vs Harvester: The Orca Bomber can wait until Harvesters are grouped on a Tiberium patch to hit multiple Harvesters and destroy some of the enemy's Tiberium field in one attack. Wait until the Harvesters have stopped to eat Tiberium. It takes 5 Orca bomber to destroy a Harvester. This is alot of Orca Bombers that you could probably use better elsewhere.
Orca Bomber "X" and "G": If you X = scatter Orca Bombers, they will return home, unless you have sent them orders to attack something, then they will keep attacking and disregard your X command. If you press S= stop, the Orca Bombers will return home, even if you sent them to attack something previously. If you G=guard a Orca Bomber, it will it will attack nearby units. (whether or not the Orca Bomber is flying or on the ground or a Helipad)
Build SD before attacking Orca B returns: If you don't already have a Service Depot, make sure to build one before or during your first Orca Bomber attacks so it will be ready to heal your planes when they come home. (Applies to Orca Fighters too).
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Orca Bomb across Building = kill Engineer: If the enemy Engineer is close enough to a building, you can Orca bomb across the building in the direction of the Engineer and sometimes kill the engineer too. This is a great tactic to follow up with a Disrupter “1-shot” , especially if you injured an MCV enough to do a “1-shot with the Disrupter. The Orca Bomber can bomb a building in the direction that the Engineer is traveling in order to heal that building.
Orca Bomber kills inf so Titans battle: The Orca Bomber can destroy a lot of Infantry in a Titan vs Titan and Infantry battle. The Orca Bomber makes the fight fair for your Titans, so they can fight the enemy Titans with no enemy soldier fire.
Waypoint Helipads to group location = powerbomb formation: To save time grouping your Orca bombers tightly, for power bombing stronger, just put 1 waypoint on each Helipad, and the second waypoint on the ground. Each Helipad has a Waypoint on it that connects to one on the ground. All the waypoints on the ground are close together so the Orca Bomber will automatically fly into a tight formation on the ground after you send them all to one of the Helipads with a waypoint. You can spend time doing other things while they group tight automatically on the ground after reloading and/or healing on the Service Depot. (You could place Helipads close together, but one missile would destroy many planes)
Orca Bomber flight change during bombing = misfire: Do not change the direction of the Orca Bomber while he is about to bomb something or during the bombing. This can glitch the Orca Bomber so he doesn't continue his bombing, or doesn't even start bombing, but still loses one bullet of ammo from the glitch.
Orca Bomber feint attack unit: The Orca Bomber can fly toward an enemy to make them think you are about to bomb, just to see which direction the enemy will try to evade the Orca Bomber's bomb. Now you see which way he is going. Only send your Orca Bomber to destroy the enemy unit after he trys to juke you. ( highlight the enemy unit with one of your other units, so he thinks the Orca Bomber flying towards it is about to attack.)
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Orca Bomber sinks vehicle in ice: In two passes, the Orca Bomber can sink any vehicle in ice.
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Multiple Orca B approach from different angles = no outrun: Multiple Orca Bombers can approach fast moving vehicles from different angles, minimizing their ability to outrun the Orca Bombers bomb attack. Triangulating fast units from 3 different directions can hit more of them. It is harder to outrun 3 Orca Bombers approaching from all 3 sides.
Orca Bomber resistant units: The Commando, MammothMK2, Disrupter, and Titan have the most armor against the Orca Bomber. (On Veteran Balance maps, the Tick Tank also has decent armor against the Orca Bomber.)
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Orca Bomber vs Advanced Power Plants: Always attack Nod Advanced Power Plants before you attack normal Nod Power Plants. The Advanced Power Plants are more expensive and give more power to an enemy base. The Advanced Power Plant dies just as easy as a normal Power Plant. When Nod is facing GDI, you might want to make more normal Power Plants.
Orca Bomber vs Power Plant Turbines: Always attack GDI Power Plants with Turbines, before you attack GDI Power Plants without Turbines. The Orca Bomber will destroy either Power Plant, but the enemy will lose more power if you destroy the Power Plant with turbines. If you are facing a GDI opponent, you might not want to make Turbines.
Orca Bomber vs Wall Sections: Two passes with an Orca Bomber should destroy a wall, to make the Orca Bomber's bomb damage walls more, approach the wall longways. This way your Orca Bomber will hit more of the wall because you are bombing it along the wall, not across it perpendicularly.
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CARRYALL
The Carryall costs: $750 ( $50 cheaper than the Nod Subterranean APC.)
The Carryall has Health Points HP = 175
The Carryall has Light armor.
The Carryall speed = 16
The Carryall can lift vehicles and fly them places faster.
Carryall does not "G": The Carryall does not "G" Guard. Any planes with ammo will fly off a helipad, or the ground, if you press “G” guard. The Carryall is an exception because it never has ammo.
Carryall no need Helipad: There is no reason to keep Carryalls on Helipads because they do not reload ammo.
Waypoint Carryalls over base = enemy Carryall might not land: You can waypoint the Carryall in a loop around important buildings to possibly interrupt incoming enemy Carryall landings. This trick rarely works, but there is no downside to keeping Carryalls moving in the air over your base. (Keeping the enemy Carryalls in the air longer might make them get hit by your Sams before it can land.)
Vehicle shoots same thing after Carryall lands it: A vehicle will remember what it targeted before you picked it up by a Carryall. When you land the vehicle with the Carryall, the vehicle will drive toward whatever it was shooting at before you picked it up with the Carryall.
Infantry Waypoint Loop = glitch Carryall landing: Infantry, or any other units, scattered around your main base can glitch a Carryall landing, especially if the infantry are moving around the base on a waypoint loop. (Light Infantry are the cheapest unit.)
Carryall lands on vehicle = planes stop shooting: If planes are targeting your tank and you land a Carryall on top of it, the enemy planes will go home.
Carryall + Mammoth MK2 - Rodeo trick: Lift Mammoth Mk2 up and immediately land him in the same spot using this trick. First land on the Mammoth Mk2 normally and lift off to fly away. Very quickly double click on the Carryall to deploy it in mid air as its taking off, and the Carryall will land the Mammoth MK2 in the same spot, so you can begin attacking their MK2 in a dual again.
Carryall drops vehicle on its shadow: Anticipate where the Carryall will land a tank by watching its shadow. It will drop the tank on its shadow on the ground. It also might circle around in the air before it drops a tank. It will slow down in the air before it drops a tank. The Carryall slows down, starts to fall to the ground, and makes a landing sound, as it is landing a tank on the ground.
Carryall fakes landing jukes EM-Pulse: The Carryall can feint like it is going to drop a tank, and then fly away. Just click for the Carryall to take the tank somewhere else before it lands. You can trick the enemy into using his EMP Cannon's EM-Pulse by faking a landing.
Early Carryall ALT crash = cheap: The Carryall is the cheapest plane. The Carryall is a good plane to use for ALT crashing into buildings to damage the building. The Carryall has lower health points, so it doesn't damage the building as many times before it crashes. You can ALT crash a Orca Fighter sooner than a Carryall because you need a Service Depot to build the Carryall, but you will save $250 by using a Carryall instead.(Every time a plane is hit by a Sam over a building, it causes damage. This is why the Orca Bomber is better for Alt crashes, if you have the money.)
Carryall + MCV: The Carryall can fly your MCV to new Tiberium patches. The Carryall can carry your spare MCV to locations that can't be traveled to by ground units (over water, on cliffs, etc...). The Carryall can also move your MCV to the back of your base quickly so that enemy planes will get hit by all of your Sams if they try to shoot at the MCV in the back of your base. The Carryall can land next to an enemy MCV and keep it from deploying. (Any plane can do this)The Carryall can land on your MCV and save it from planes if they are about to attack your MCV.
Carryall lands units facing top right TR: The Carryall will land most vehicles facing top right.
Carryall + MRV: If you are landing a Mobile Repair Vehicle to heal a vehicle, land the MRV to the bottom right of the vehicle, so that the MRV doesn't have to spin around to heal the tank (wasted heal time)
Carryall Tib Waypoint loop = fast hunted Harv save: A Carryall on a waypoint loop near the Tiberium can save your Harvesters from planes or other Harveter hunters quickly by landing on the Harvester and flying it to your base.
Pre-staged Carryall: The Carryall has a lot less health than many of the vehicles it carries (Mammoth MK2). When your Carryall gets low health, you can switch it out with a pre-staged Carryall that you put near the enemy base. This allows you to keep fighting with a healthy unit. The damaged Carryall can return to your base to be healed by the Service Depot. After healing the Carryall, you can prestage that Carryall and repeat the process.
Stacked Carryalls: Tighten a group of Carryalls flying in the air by flying them around in circles. This will make it appear to the enemy that you are sending fewer Carryalls because they hide each other when they are stacked. Make sure to spread out the Carryalls when you get to the enemy. Stacked Carryalls all get hurt at the same time if one Sam bullet hits the group. If you try to land a group of stacked Carryalls, some of the Carryalls will not release the vehicles on the ground when they land. The Carryall will stay stuck on top of the vehicle and you will need to fly it somewhere else. This might cause that Carryall to die to enemy Sams.
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Send group of Carryalls to same location = landing glitch: If you send a large group of Carryalls to one location. Some of them will glitch when they land. Some of the Carryalls will not release the vehicles on the ground when they land. The Carryall will stay stuck on top of the vehicle and you will need to fly it somewhere else. This might cause that Carryall to die to enemy Sams. When you send a large group of Carryalls you should send each one to its own location in the enemy base. Number your Caryalls when you have a big group, and it will be easier to send them all to a unique location.
Place building over Carryall on vehicle: You can place a building over a Carryall that is sitting on top of a vehicle on the ground. The GDI war factory can completely hide a Carryall sitting on a Mammoth MK2, if you place it correctly. You want the Carryall to be in the top left part of the War Factory in the middle square of the top left. If this is confusing, just practice building a War Factory over a Carryall sitting on a Mammoth MK2 until you find the right place to build it.
Carryall lands vehicle on Helipad = glitch ally's Helipad: If you drop vehicles on a Helipad with a Carryall, the Carryall will start to land the vehicle on top of the Helipad. The Carryall will not actually land the vehicle on the Helipad; instead, it will lift the vehicle back off the Helipad and land the vehicle next to the Helipad. You will not be able to use the Helipad until you move the vehicle that landed next to the Helipad. This glitches the Helipad. A Carryall can not land on the vehicle, until you move the vehicle. No planes can reload on the Helipad until they destroy your vehicle. If you use a Stealth Tank, and then un-ally them, they won't even know a Stealth Tank is there. This is a mean trick to play on your Ally. You can stay allied and use this trick as a joke. If you think your ally is about to double cross you, then this trick is a sneaky way to disable the enemy Helipads before they un-ally you and attack you with planes.
Hide Tank in Helipad - deploy land Carryall: To hide a flying Carryall carrying a tank in a Helipad, double left mouse click on the Carryall to deploy the Carryall, right as it is landing a vehicle on the Helipad. If you time it correctly the Carryall lands on the Helipad. You almost can't even tell that the Helipad is hiding a MammothMK2 under the Carryall. When you do this trick, the Carryall looks like it is sitting on the Helipad and the Mammoth MK2 is somewhat hidden. No damage to the Helipad should hurt the Carryall or the Mammoth Mk2, unless the enemy targets your Carryall instead of the Helipad. The deployment timing takes some practice, deploy the Carryall as it lands on the Helipad.The Carryall will face the same way as it normally does while it is on top of a Helipad (top right), but it does slightly show the Mammoth MK2 if you know to look for this trick. (New players probably won't be able to notice that the Carryall is hiding a MK2 under it.)
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Build Helipad under Carryall on vehicle = hides vehicle: Build a Helipad under a Carryall sitting on a vehicle to hide that vehicle with the Helipad. It looks like the Carryall is sitting on a Helipad like normal.
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Deploy Carryall in air = lands vehicle: If you double left mouse click on a Carryall while it is flying a tank around, it can land the tank immediately. The Carryall might spin slightly in air, but it seems to not spin in the air before landing as much as when you use the "S" sto p button to stop a Carryall. It is hard to click on the Carryall as it is moving. This does not work if you use the "D" deploy button.
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"S" as Carryall takes off = might land near your building: Do not ever use the "S" stop command as your Carryall is taking off. This can cause the Carryall to land next to one of your buildings or units that is far away from where you intend to land. This only seems to happen if your other units or buildings are near the Carryall as you use the "S" command to stop it while the Carryall is taking off.
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Land Carryall inside a vehicle = avoid Sams: As your Carryall is landing a vehicle, left mouse click under the vehicle, where the Carryall is landing it. Click multiple times really quickly. If you time it right, the Carryall actually lands inside the vehicle. This might confuse the enemy. Both units will receive damage if they are shot at. If you immediately ground the Carryall after you land a vehicle, the Carryall will not have to take off after landing a vehicle and get hit by enemy Sams. This saves your Carryall health points.
Deploy Carryall while landing on SD = vehicle saved if SD destroyed: If the enemy sees you land a vehicle on your Service Depot, he might try to destroy the Service Depot as it heals the vehicle. When the Service Depot is destroyed while it is healing a vehicle, the vehicle being healed will also be destroyed. If you suspect that the enemy will destroy your Service Depot as you are dropping a vehicle onto it with the Carryall, you can double left mouse click on the Carryall as it lands the vehicle on the Service Depot. If you time it correctly, the Carryall will stay attached to the top of the vehicle as it lands on the Service Depot. Now. when the enemy destroys your Service Depot, the Carryall and vehicle will survive. You might be able to trick the enemy into wasting their Ion Cannon on your empty service Depot with this trick. (Note: The Service Depot does not heal your vehicle if you do this.)
Carryall flightpath blocks enemy targeting MK2: Fly the Carryall about 2-3 cells below the Mammoth MK2 on the ground so that it might interfere with your enemy being able to target your Mammoth MK2 with their Mammoth MK2. The enemy Mammoth MK2 might accidently attack your Carryall instead of your MammothMK2.
Double mouse click deploy off vehicle and immediately land back on it: Double left mouse click on a Carryall that is sitting on top of a Mammoth MK2 to make it rise into the air. Next, quickly send the Carryall to land back on the Mammoth Mk2 (or any other vehicle). Now, the Carryall will land back on the vehicle without circling around in the air as much. This is a fast way to get a shot off with your Mammoth MK2 and immediately land the Carryall back on top of it. (You can also click the bottom right of a mk2 immediately after deploying the Carryall off of it, so that the Carryall doesn't circle around a lot before re-picking up the MK2.)
MK2 Rodeo: You can make your Carryall lift a vehicle and set it back down in the same spot quickly. To do this, send the Carryall that is sitting on top of a vehicle somewhere on the map. Next, click in the bottom right corner where your cursor is green and not white. If you do it right the Carryall will lift your MammothMK2 up and set it right back down, confusing the enemy. You will want to click fast under the shadow of the Carryall before it completely lifts the tank. You have to be fast to do this trick correctly. It takes practice to perfect this trick.
Carryall Deploys off MK2 = your MK2 shoots enemy MK2 first: Land your Carryall on your MammothMK2 so that the enemy Mammoth MK2 targets thinks you are about to lift your Mammoth MK2. If the enemy thinks your are about to fly away, he might target your Carryall with his Mammoth MK2 to try to shoot it out of the air. Now, quickly deploy the Carryall off of the Mammoth MK2 by double left mouse clicking on the Carryall so it comes off of your Mammoth MK2 while leaving the MK2 on the ground. Fly your Carryall away from the Mammoth MK2's anti air missile so it does not hit your Carryall, and immediately shoot the enemy Mammoth MK2 with your Mammoth MK2. Now your Mammoth MK2 has more health and can win the 1v1 duel with the enemy Mammoth MK2.
Hide Carryall sitting on vehicle at mouth of tunnel: You can hide both the Mammoth Mk2 and the Carryall in the mouth of a tunnel. Use this trick to creep across the map, going from tunnel entrance to tunnel entrance hiding along the way, especially while your opponent is occupied defending. You can sneak your Carryall and Mammoth MK2 across the map this way. You can also hide a spare MCV that is attached to a Carryall using this trick.
Carryall targets vehicle = no deploy vehicle: Once a Carryall targets a vehicle for pickup, you can not deploy a vehicle or the Carryall. You can deploy the vehicle after the Carryall starts to land on the vehicle right before it picks it up. The timing is difficult, but if you do this trick correctly, the Carryall will land inside the deployed vehicle and not on top of it. For this trick to work, the vehicle must face the way it will face when deployed so it doesn't spin when you try to deploy it (speed deploy). (Tick tanks face BR, Artillery face TR, Sensor Array fac BR) The Carryall will a Tick Tank and an Artillery that has not lifted its Artillery cannon to target a vehicle yet. The Carryall will not hide the deployed Sensor Array as well because the top of the Sensor array always sticks out above the Carryall.
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Carryall targets vehicle, deploy last second = sell vehicle: You can use a Carryall to sell a deployable vehicle. Send your Carryall to pick up a deployable vehicle. Deploy the vehicle at the last second as the Carryall is landing on it. If you time it correctly, the Carryall will land inside your deployed vehicle. Now move your deployed vehicle out from under the Carryall to sell it.
The Carryall faces BR when empty on ground: The empty Carryall will face bottom right when it lands on the ground.
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Carryall carries stealthed vehicle = looks empty: If you pick up an ally's unit that is covered by stealth. The unit will stay stealthed as the Carryall flies it around. If you have both GDI and Nod technology, you can pick up your own vehicles covered by the Stealth Generators stealth, and then when the Carryall flies out of the stealth, only the Carryall will be visible. It will look like the Carryall is flying empty. (You don't need the Stealth Generator if you are picking up Stealth Tanks)
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Carryall Carrying Stealthed units lands facing TR: If an enemy is Carryall is carrying Stealthed units, the Carryall will look empty as it flys around. The way you can tell if a Carryall is carrying a stealthed unit is how it lands. An empty Carryall lands facing BR and stays on the ground after landing. A Carryall carrying a stealthed unit will land facing TR, and will take off again immediately after landing. The enemy could send the Carryall somewhere else after landing a stealthed vehicle to make it look like they accidently landed there, make sure you see which way the Carryall was facing when it landed.
Carryall = no pick up vehicles off LF: The Carryall can not pick up vehicles that have ALT'd on top of a Laser Fence connected section.
Carryall = no pick up vehicles off Firestorm Wall: The Carryall can not pick up vehicles that have ALT'd on top of a Firestorm Wall Section.
Carryall picks up stolen vehicle: The Carryall can pick up a stolen tank if you send the Carryall to pick up your tank right before it is stolen by the Mutant Hijacker. The Carryall must land on the vehicle right as the Mutant Hijacker steals it, for this trick to work. If you do this trick correctly, the Carryall will attach to the stolen vehicle and you can fly it around on the map. Send your Carryall to die over enemy Sams to kill both vehicles, or send the Carryall to a group of your units so that when it lands you can destroy the vehicle and the Mutant Hijacker that comes out of it. You can also land the Carryall carrying the stolen vehicle one cell to the top right of your Mutant Hijacker, if you have both technologies, so you can steal the stolen vehicle back.(Note: The Carryall won't usually pick up the stolen vehicle if the enemy moves the it before your Carryall lands on the vehicle, but I have seen someone do this. I still have not figured out how they did this.)
Speed Carryall numbered pickup vehicle: The fastest way to load up multiple tanks on Carryalls is to number your Carryalls. Another way to load groups of Carryalls onto tanks is to send multiple Carryalls to pick up one tank. Only one of the Carryalls will pick it up the tank, the others will land on the ground. Now you can send the group to pick up another Carryall and repeat the process. This is slower than sending individual Carryalls to pick up tanks with your mouse without numbering the Carryalls.
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Carryall "Q" from targeted vehicle = Carryall no pick up: If you are about to pick up a tank with the Carryall and hold the “Q” button and click far away, the Carryall will not pick up the tank, but first travel to your “Q” point and then it lands next to your nearest building or unit. (Not sure if this is useful)
Carryall no lift vehicle off SD: The Carryall can not lift a vehicle off the Service Depot while it is healing, unless you press “S”= stop while the tank is highlighted. This will stop the Service Depot healing, and now you can lift the tank off of the Service Depot with the Carryall.
Low Power Service Depot heal: If you power down a Service Depot it will continue to repair a vehicle. The Service Depot only needs power to start healing a tank. Once the Service Depot starts healing a tank you can turn the power off. Keep the Service Depot powered down while not in use to save power. This will save 30 power for your other GDI buildings. (The Service Depot works when your base has low power too.)
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Lure Hijacker with Carryall on Mammoth MK2, then deploy off = dead MH: If you parked your Carryall on top of a Mammoth MK2 and an enemy Mutant Hijacker is coming to steal the Carryall, you can either lift and fly the MK2, or double left mouse click on the Carryall to deploy off of the MammothMK2 and then shoot the Hijacker with the MK2. It should be easy to shoot the Mutant Hijacker because he was trying to steal the Carryall not the Mammoth MK2. (The Mutant Hijacker can't guard "G", like the Mammoth MK2 can)
Repeat "X" hover Carryall in mid air: The Carryall will hover above in mid air by pressing “X”= scatter repeatedly. To use this trick in a 1v1 MK2 duel, send your Carryall to pick up your Mammoth MK2 Next, deploy the Carryall off the MammothMK2 and start pressing “X” to float it in the air above the MammothMK2. The Carryall lands faster on the Mammoth MK2, while hovering in the air, because it doesn't have to take off from the ground. It is easier to repeatedly press the "X" button to keep the Carryall in the air, than to manually keep it in the air, or setup a waypoint loop for the Carryall repeatedly all over the map. You can only use so many waypoints, its better to save them. You can send the Carryall 2-3 cells below the Mammoth MK2 on the ground and press "X" to make the Carryall repeatedly fly over your MK2. Number your Carryall and MK2 to quickly switch from firing the MK2 back to hovering the Carryall with "X".
Carryall force SubAPC to surface: Force your underground unit to rise while its underground by targeting it for pickup by the Carryall. This works on allys underground units too. You might need a Sensor Array so you can see the underground unit. This is a mean trick to play on your Ally. He won't understand why his SubAPC keeps surfacing, if you keep your Carryall far away from the SubAPC while you target it.
Carryall pickup = no APC deploy: No APC will deploy the units inside it, if the Carryall has selected it for pickup. ( A mean trick to play on allies in a team game, or you could save their engineers from Orca Bomber by doing this)
Carryall Glitches Carryall Landing: Land a empty carryall (or a Carryall that is carrying a tank)on the ground where another Carryall is currently trying to land, and the enemy's Carryall will have to lift their tank back up and land somewhere else.
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Carryall drops vehicle on first waypoint in chain: A Carryall will drop a vehicle on the first waypoint in a chain. The Carryall will not fly units to multiple waypoints in a waypoint chain.
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MCV can deploy if Carryall tries to land on it: The MCV is the only vehicle that will deploy, even if a Carryall has targeted it for pickup.
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Carryall prevents ally MCV deploy: If you use the Carryall glitch to land a Carryall inside a MCV, the MCV will not deploy. This is a mean trick to play on your Ally to keep their MCV from deploying.
Hovering Carryall Tripple Click Glitch: Rapidly click 3 times in the bottom left of a Carryall while its sitting on a tank and you can glitch the Carryall to where it hovers in mid air. (I could only do this move in offline games, maybe the lag affects it?) The Carryall hovering over the Mammoth MK2 might make the enemy accidently shoot your Carryall instead of the Mk2 under it. This can give your MK2 a chance to kill theirs before they can kill yours.
Tripple Click Glitch Carryall to hide in MCV: Hide a empty floating Carryall inside the Construction yard by first doing the Tripple click glitch. After the Carryall is hovering in mid air, move the MCV, then move the MCV back under the Carryall and deploy it. Now the floating Carryall is hidden by the deployed Construction Yard. (The Carryall can not be hit by Ion Cannon while floating)
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Auto Carryall attack: Put your first waypoint on your vehicle. Put your next waypoint on the enemy building you want your vehicle to shoot at. Next, select the vehicle, hold CNTL+ALT and left mouse click on the first waypoint that is already on top of your vehicle. The vehicle should not move during this process. Then, send your Carryall to the first waypoint on top of your vehicle, and the Carryall will automatically fly your vehicle to the next waypoint in the chain. Once the Carryall lands your vehicle next to the second wyapoint on a enemy building, the vehicle will automatically start shooting that building. (MammothMK2, Disrupter, APCs, etc... can all be used in an auto carryall attack. Make sure to deploy the APCs.) The "Auto Carryall Attack" is better than the "Auto SubAPC attack", when you use tanks becuase you don't have to deploy the tank at the enemy base, its 100% hands free once the Carryall leaves your base.
Carryall + Amphibious APC + 3 Engi attack: Use the Carryall to carry Amphibious APC with three Engineers in it to the enemy base and steal an enemy building. (This attack requires no Tech Center, it is a faster rush than a "Carryall + A-APC + Ghost Stalker attack").
Units no go in APC if Carryall targeted: If a Carryall is landing on an Amphibious APC, units will not go into the A-APC, they will go under it. If the Carryall is flying to the Amphibious APC, but hasn't started landing yet, then the Engineer will go inside the APC. If your Carryall is far away from your A-APC, it is faster to send it close to the A-APC, then quickly send your units inside the A-APC, then send the Carryall to land on it while the Carryall is still travelling to your A-APC in mid air. This makes the Carryall get to the A-APC faster than if you first send the units in, and then send the Carryall to pick up the Amphibious APC.
Build a building under Carryall landing = glitch: You can build a building under a Carryall landing to make the Carryall have to land somewhere else and get hit by your Sams in the process. If you wait until the last second before the Carryall lands, you can build the building inside the Carryall and prevent the Carryall from releasing its vehicle. The Carryall will stay on top of the vehicle and will not be able to left mouse click deploy off of it. A Laser, Sam, Component Tower, or any other defensive structure can be used to do this trick, and these buildings will damage the Carryall. The Firestorm Wall Section is the best building to do this trick with. After you lock the Caryall in place, you can wait for the enemy to lift their Carryall, turn on your Firestorm Generator, and destroy their Carryall and the vehicle it is carrying in mid take off.
Rapid Carryall click pickup Harv = Harv stops: Sometimes the Harvester keeps driving if you send a Carryall to pick it up, preventing the Carryall from picking up the Harvester. If you very quickly send the Carryall to pick up the Harvester multiple times, the Harvester might stop. You can also "S" stop the Harvester for easier Carryall pickup.
Carryall picks up A-APC and HoverMRLS off water: The Carryall can pick up an Amphibious APC or Hover Mrls off the water surface.
Carryall no land units in water: The Carryall can not land units into the water.
Sam hurts Carryall on ground or on tank less than in air: If a Sam is shooting at your Carryall that has landed on a vehicle. Do not lift a Carryall that just landed. Stay parked on the vehicle, until the last Sam hits your Carryall. Sams hurt Carryalls less if they are parked on a vehicle than if your Carryall is flying when the Sam hits it. After the last Sam hits the Carryall, then you can fly to another location.
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Stealthed Carryall and visible vehicle: The Carryall can fly into your stealth with a tank, and it makes your Carryall invisible. The vehicle that the Carryall is carrying will still be visible to the enemy. The enemy will see a flying vehicle in your base with nothing carrying it. (not sure why you would do this, except it looks cool)
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EMP Carryall sitting on vehicle = both die: The Carryall will die sitting on a unit, if an EMP cannon is used, even when the carryall is sitting on units in the water.
Land a Carryall on the water: If the amphibious APC or the Hover Mrls are killed after your carryall targets them for pick up(in water), the Carryall can actually land on the water surface. This trick will cost $800 to kill a A-APC, but might be worth it if you pre-stage a sneaky Carryall in the water fog of war that has not been scouted by the enemy yet.
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Carryall no land on Firestorm Wall Section: A Carryall will not land a tank on an inactive Firestorm Wall Section.
Carryall = no pick up stacked vehicle: A Carryall can not pick up a stacked vehicle. You can pick up stacked vehicle if you hold ALT and send the Carryall twice to pick up the stacked vehicle. This trick does not always work, you might have to send the Carryall several times.
Carryall Harvs = faster money: A Carryall can carry harvesters, which can help faster money flow. This is a huge advantage for GDI on large maps that have few Tiberium patches that are widely spaced apart.
Fake lead fodder Carryalls are stealthed vehicle carry: Make your lead Carryalls look empty by using the stealth trick in a Carryall + vehicle attack. (Example: mass disrupter attack with several more disrupters that were invisible on the lead carryalls). The enemy might think the lead Carryalls are just empty fodder Carryalls. You will probably still need 1-2 lead fodder Carryalls.
Land Carryalls on opposite sides of enemy base: Land simultaneous Carryall groups at different times in different locations to make it harder to defend all of them at the same time. (Avoid all of them getting hit by the enemy EMP cannon too).
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Send Carryalls to Tib - use Helipad waypoints = fast: Use the Helipad Waypoint trick, to send Carryalls to the Tiberium, without having to scroll across the map. Send a Carryall to a waypoint on a helipad, and it will go to the 2nd waypoint on the Tiberium. (in a waypoint chain) This will give you more time to do other stuff before you manage the carryall and harvesters at the Tiberium. You can waypoint different helipads to different Tibeirum patches. (When you need to reload planes on those helipads with waypoints on them, make sure to send the planes to the helipad, and not the waypoint inside the helipad. If you send a plane to a waypoint inside a Helipad, the plane will reload and then follow the waypoint to the second waypoint in the Tiberium)
Carryall ALT faster pick up - healed vehicle leaving Service Depot: If you rapidly left mouse click to send a Carryall to pick up a tank that is leaving the Service Depot, the Carryall might pick it up. You have to click fast to do this trick. The Carryall will land on the vehicle immediately after it exits the Service Depot. This is faster than waiting until a vehicle completely walks off the Service Depot to pick it up. Warning: you will not be able to double click on the Carryall to deploy lift off the vehicle without carrying the vehicle. You will only be able to pick up the vehicle with the Carryall and fly it to another location.
Land Carryall far from base = no building glitch landing: Land tanks outside an enemy base on the perimeter so they can't glitch your Carryall with a building, or other units. If you land the Carryall far enough away from the enemy base, the enemy can not place his paused Tiberium Silo under your Carryall landing because the enemy can only build new buildings a certain distance from other existing buildings.
Carryall drop Blue Harvester Bomb: The Carryall can drop Blue Harvester Bombs past cliffs and walls into the enemy base. The Carryall carries the Harvester Bomb faster than the Harvester Bomb can drive to the enemy's base. The Carryall can quickly take your Harvester to eat your enemy's blue Tiberium to make a Blue Harvester Bomb. It is better to eat your enemy's blue Tiberium for a Harvester bomb than to waste your own valuable blue Tiberium. You can pre-damage the Blue Harvester bomb so that when it lands next to an enemy building, the Harvester Bomb blows up faster because it has low health. (The Harvester does not self heal while attached to a Carryall). When you do drop a Harvester Bomb in the enemy base, make sure to stop the Harvester with "S" or the Harvester will try to dump Tiberium in your base.
Carryall saves EMPd vehicle: Save your EMPd vehicles with a Carryall by lifting them away from danger, but realize that the EMP timer does not wear off in the air. You need to land the vehicle to let the EMP wear off.
Carryall tries to pick up force fired upon vehicle: If you select both a Carryall and a vehicle, then use the vehicle to force fire on another one of your vehicles, the Carryall will try to pick up the vehicle that you are CNRL force firing on. (This also applies to your ally's units, but does not apply to enemy units) (Example: You are trying to weaken a MCV before you deploy it, but you have the Carryall selected along with the unit you are using to fire on the MCV, the Carryall will try to pick up that MCV)
Hover Carryall by picking up unit moving to Warf Pave: Pick up a vehicle as it moves over the pavement in front of the War Factory, and the Carryall will hover in mid air. This trick is extremely hard to do, and I have not perfected it. I have done it before, but I can not seem to replicate this trick. Maybe buildings were in the way of the Carryall landing, I don't know. (A hovering Carryall can move to a disrupters location fast because it does not have to take off from the ground. A hovering Carryall is also one less place an enemy can land a disrupter or mk2 in your base.)
MK2 and Disrupter not as useful without Carryall: The Mk2 and Disrupter can't really escape without a Carryall. Try taking out the Carryall first so that those units can not escape as quickly.
Carryall Fodder: Carryall fodder in front of an airborne attack, helps you use the auto-mk2 or auto-diz attack, without having to worry about sams as much.
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ALT Carryall picks up vehicle sitting on Warf/Ref Pave: Normally, a Carryall can not pick up a vehicle sitting on the pavement in front of a warfactory refinery or tiberium waste facility. (when the tank uses S =stop to stop in the middle of the pavement). You must hold the ALT button and send the Carryall twice for it to pick the vehicle up in this location. (Note: The Carryall sitting on top of a vehicle on the War Factory Pavement will still die to an EMP) ( You can double left mouse click deploy off the tank in this location)
Carryall lifts off and lands fast with one ALT pickup on Warf/Ref pave: Carryall takes off and lands quickly in one spot when you send it to pick up a vehicle off the pavement in front of a War Factory if you only send the Carryall once while holding the ALT button.. (Not sure if this trick has any applications in battle)
Carryall feints-building pause = enemy can't build new stuff: If you know the enemy likes to try to glitch Carryall landings by placing a building under the Carryall as it lands, you can trick the enemy into keeping his building on pause for a long time by flying the Carryall around his base and never landing. The enemy will not be able to build any new buildings while they have a building on pause.
Enemy place building = time window to land Carryall + Diz: If you see the enemy place a building, then you know you can land your Carryall carrying a Disrupter safely for a brief period of time. It takes time to build a building, so you will have a few seconds before the enemy can make a quick Tiberium Silo to glitch your landing.
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Carryall lifts stuck vehicle: If a unit gets stuck on the map near a cliff or water, you can use the Carryall to pick it up and move it. Nod can not do this. (Harvesters getting stuck near water has supposedly been patched in Veteran Balance maps.)
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Carryall helps Nod team mate: You can use your Carryall to fly your team mates MRV, Artillery, Harvesters, and any other Nod vehicle. Help your Ally expand to a new Tiberium patch faster by lifting his MCV to the new location. You can prestage a Carryall next to your ally for when he needs it for whatever reason. Carryalls can fly Artillery around the map fast, and Artillery are the strongest attacking vehicles that Nod has vs heavy armor. (For attacking an enemy's Tiberium Refinery, War Factory, or Construction Yard)


