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TIBERIAN SUN GUIDE 2024

 

NOD STRUCTURES

 

 

 

 

LASER

 

 

Laser Adjacent = 4: You can place a Laser one cell farther away from your base as you can a Component Tower.

 

Laser less range than Titan: The Laser has one cell less range than a Titan, so try to build them as close as possible to moving Titans so they will shoot longer before the Titan moves away. The Laser can be build 4 cells away from buildings.

 

Laser blow blue tib: The Nod Laser can make blue tiberium explode if it accidently shoots enemies that are walking on the blue Tiberium nearby.

 

Laser defends Diz: The Laser can be quickly built to place under a landing Carryall to prevent it from landing. Usually the Carryall will land the Disrupter next to the Laser. The Laser can then help you destroy the Disrupter.

 

Sell or Power down Lasers: If you need cash or Power, you can sell a Laser or power it down after you have defeated a Titan rush or some other rush. (You might choose to keep the Laser too)

 

Laser = 6 shot Engi: A Laser will destroy an Engineer in six shots. So you need 3 laser to possibly shoot an Engineer twice before it enters your building. Six Lasers will one shot a Engineer.

 

Laser Range = less vulcan: The Laser's range is less than the Vulcan Cannon and if you put it on the corners of your buildings, the Laser might not cover the other side of the building as well as the Vulcan Cannon can.

 

Laser in front Tick vs Titan: The Laser has less range than your Tick Tank, place the Laser one cell in front of the deployed Tick Tank, vs early Titans small group.

 

 

 

LASER FENCE:

 

Build LF + Power down Speed = no emp: If you power down a Laser Fence fast enough after building it, the Laser Fence will never turn on. This requires mouse speed. Connect Laser Fences under your units to evade EMP and power it down before it turns on and destroys your units.

 

Deployed Vehicles block LF: Deployed Vehicles will block a connecting Laser Fence, so deploy your vehicles in Nod Base if you suspect he is going to use Laser Fence to destroy your vehicles.

 

Laser adjacent = farther than Vulcan Cannon: The Laser Fence Post can be placed farther away from your buildings on Veteran Balance maps:

 

LF waits for Carryall to land: Try to zap enemy vehicles with your Laser Fence after the Carryall lands, there is no need to try to glitch a Carryall landing with a Laser Fence Post.

 

LF on off behind Warf: Laser Fence behind the War Factory can be better than Wall Sections because you can either destroy units that try to escape from Warf hidden inside, and you can allow more units to hide in APCs hidden inside the War Factory. You can allow units out of the Warf too.

 

Build a lot of LF: The Laser Fence can be built a long way, especially on veteran balance maps. Try to build the most amount of it each time. Connecting 8 Laser Fence cells costs the same as building one stand alone Laser Fence Post.

 

2 Titan per LF: One Titan will not destroy a Laser Fence Post that is repairing. One Titan can destroy if you stop repairing it, once at full health. (It is better to send two or three /Titans to destroy a Laser Fence Post)

 

Stealthed LF Lure Titan vs Tick: Stealthed Laser Fence can block enemy Titans and your Tick Tanks have a longer range so they can reach the Titans, but the Titans won't reach your Tick Tanks.

 

2 Orca B per LF: One Orca Bomber might not destroy a Laser Fence Post, you might want to send two Orca Bombers. (especially on vetbal maps)

 

Plane safe lift off LF: Planes on the ground can be saved from a newly connected Laser Fence beneath them if they fly away fast enough.

 

 

 

OBELISK

 

Obe = 2 shot Diz: The Obelisk can destroy a Disrupter in two shots. The Disrupter will still destroy a Tiberium Refinery or War Factory in two shots, even if the Obelisk is firing at the Disrupter.

 

Obe CNTL force fire damage = same on vehicles, not soldiers: If you force fire the Obelisk on the ground, the damage to vehicles is the same, but soldiers might not be hurt that much. (So try to force fire on a Subterranean APC as it surfaces instead of CNTL firing where you think the first Engineer will come out of the Subterranean APC.)

 

Obe = 1shot SubAPC: The Obelisk of Light can destroy a Subterranean APC in one shot, but not the Devil Tongue.

 

Obe Glitch Carryall land= one shot Carryall: Place the Obelisk of Light under an enemy Carryall as it is trying to land a vehicle in your base. If you glitch the landing, the Carryall will be stuck on the ground on top of the vehicle for a short moment because he can not deploy off. While the Carryall is on the ground, shoot it with your Obelisk of Light and destroy both the Carryall and the enemy vehicle it is sitting on in one shot.

 

 

NOD SAM

 

Nod Sam Sight range = good: The Nod Sam will scout a decent area in your base fog of war, consider putting them at the front of your base in the likely path of incoming planes or JJ.

 

Nod sam uses 40 power: It takes 160 Power for four Nod Sams, so you need two Power Plants for four of them.

 

Sam Adjacent = 4: Nod Sam can be placed one cell farther away from your base as a Component Tower.

 

The Nod Sam does 33 attack damage.

 

The Nod Sam can shoot down a Harpy or Orca Fighter in six shots, if all six shots don't miss.

 

Nod Sam rate of fire: The Nod Sam shoots 8-9 times per 10 seconds. (Using the Game Timer in the Information Panel)

 

1 Orca B=Engi Nod Sam: Since you can not save a Nod Sam by building on top of it (like you can with a GDI Component Tower) you might want to keep an Engineer nearby your Nod Sams to save them from one Orca Bomber. (The Engineer and the Nod Sam both cost $500 so you might want to save your Nod Sams from one Orca Bomber with one Engineer)

 

Nod Sam glitch Carryall Landing: When you place a Nod Sam under a Carryall, it will either force the Carryall into the air and shoot at it, or, the Nod Sam will lock the Carryall in place on the vehicle it is trying to land on the ground. You will not be able to deploy off. You will have to fly both the Carryall and the vehicle it is carrying to another landing zone, also getting shot by the Sam again unless you fly directly away from it.

 

Nod Sam Adj 4= glitch Carryall land: Nod Sam can be placed one cell farther out from your base than the Component Tower and GDI Sam. This is better for glitching Carryall landing.

 

 

 

MAMMOTH MK2 DEFENSE

 

One Multi + 3 Harpy = Mk2: One Multi Missile and three Harpies will almost always destroy a Mammoth MK2 but be careful not to shoot your Harpies with the Multi Missile, it can hit them while they are flying.

 

One Harpy ALT crash+ Multi = CY: Send one Multi Missile to enemy Construction Yard while your Harpy is en route to ALT crash into the enemy CY. The Multi Missile will crash your Harpy into the MCV and possibly destroy it. (It is likely it will destroy CY)

 

 

 

STEALTH GENERATOR

 

Base Watch Stealth = Bookmark View: If the enemy base has Stealth Generators, it is even more important to have map view bookmark locations set so you can constantly monitor the enemy base to find stealthed buildings with various tricks)

 

Closer Stealth Gen = louder: The closer your map view gets to an enemy's Stealth Generator, the louder it is when his units or buildings stealth or unstealth. You can use this to approximate where his Stealth Generator is. (Note: don't build Tiberium Refineries in one stealthed base to keep the Stealth sound from happening. You should avoid building units in the newly stealthed area to also prevent Stealthing sounds.

 

Hide power plants in Stealth: The Stealth Generator can hide many power plants. It is harder for GDI Orca Bombers to target every Power Plant if the enemy can't see them. An outbuilt MCV and powerplants covered by stealth can be hard to find, especially if you hid it in the fog of war early.(depends on map size, works best on large maps with many areas to hide in fog of war.)

 

Mass Anti air in stealth: Create a lot of anti air units and Sams once you are stealthed and surprise the enemy when he sends planes. He might not expect that much air defense after you stealth.( Note: pros will watch your base to see you place new buildings and when new units exit factories)

 

Outbuild stealth Sams: You can outbuild Sams toward the enemy's expected flight path to your base.This might surprise the enemy if they didn't see you place the Sams.

 

Stealth Harvs & Tib field: You can keep your Harvesters invisible if you build your Stealth Generator near a full Tiberium field. This only works for a while because your Harvesters will deplete the field over time and move onto another Tib field, leaving the Stealth Generator's range.

 

Stealth Gen = harv hunting harder: Harvester hunting is harder when the enemy can't see your invisible Harvesters.

 

Watch enemy tib disappear = find invisible Harv: You can watch the enemy's Tiberium Field and see when invisible Harvesters are eating the Tiberium. Use this trick to target invisible Harvesters by force firing planes onto the map where the Tiberium is dissapearing. (Note: this might waste ammo if Harvester moves)

 

Heal in stealth: Stealth Generator allows you to heal units closer to the enemy, but the enemy can hear your units healing if he is looking at that map location.

 

Missile no stealth = find Silo: Multi Missiles and Chemical Missiles do not stealth in mid air, so watch your enemy's base to see where they are launched from to find the Missile Silo.

 

Gate LF FS = Stealth: The Gate, Laser Fence Post, and Firestorm Wall Sections can all become invisible to the enemy if your Stealth Generator is built close enough to cover them with stealth.

 

Steath =not EMP Ball: The ball of electricity that generates on top of the EMP Cannon before it is about to fire the EM_Pulse does not stealth. The enemy can see the EMP Cannon before it strikes, even if the EMP Cannon is stealthed so watch the enemy base to find the invisible EMP Cannon location and know when it's EM-Pulse is coming.

 

Spawn visible = find stealthed buildings: New Soldiers, Vehicles, and Planes will all spawn visible and have to become invisible with stealth. If the enemy is watching your base, he can guess where your production buildings are. (Barracks/Hand of Nod, War Factory, Helipad)

 

Subs no stealth under ground: Subterranean APC or Devil Tongue will not stealth underground if they enter the Stealth Generator's range underground. They will need to surface and then stealth.

 

Subs lose stealth underground: SubAPC and Devil Tongue will lose stealth underground if they leave the Stealth Generator's radius. (not that important, Sensor Array will see a stealthed Sub anyway underground)

 

MCV deploy = unstealth: The MCV will temporarily unstealth as it deploys into a Construction Yard with “D”.

 

Deploy = unstealth: When units deploy or undeploy they temporarily unstealth.

 

Overlapping Stealth: If two Stealth Generators are covering one building, and one of those Stealth Generators is destroyed or powers down, the building will temporarily unstealth and restealth. For this reason, it might be better to spread out your stealth Generators. (Or, you might like the overlapping stealth, some players do) If you power down one of the overlapping Stealth Generators, even the other Stealth Generator will temporarily unstealth which is not a good thing. If one of the overlapping Stealth Generators is EMP'd and frozen, then the second Stealth Generator will temporarily unstealth.

 

Buildings unstealth when firing: Obelisk of Light,Laser, Nod Sam, Vulcan Cannon, RPG Upgrade, Sam Upgrade unstealth when they fire at the enemy.

 

Turning Radius Stealth: Vehicles have to unstealth first, before they force fire on the ground behind them.

 

Unstealth to fire = slow: Units have to unstealth before they fire, which slows down their first shot.

 

Art unstealth fast: It seems like the Artillery unstealths more quickly than other units, but this might be an optical illusion.

 

Deployed Tick unstealth fast: It seems like the Tick Tank unstealths to fire faster if it is deployed.

 

Walls/Pave no stealth: Walls and Pavement do not stealth. They can also give the position of your stealthed buildings away. (You might want to lay pavement under the Stealth Generator or other buildings before you build them.)

 

Build Stealth as planes attack: If you build your Stealth Generator right as the enemy planes get near your base, your Sams can shoot at the enemy planes as they get confused and try to travel home because the building they targeted became invisible. (similar to the stealth toggle power down trick)

 

Place a Stealth Generator in between your Tiberium Waste Facility and the nearby Orange Weed to keep your Weed Trucks stealthed too. Your enemy will not know how many Weed Trucks you have, unless he was watching your base and saw them spawn from the War Factory.

 

No stealth CY = lure Engi to invisible DT nearby: The Stealth Generator can intentionally not cover your Construction Yard but be right next to the edge of the stealth, that way, Invisible Devil Tongues can be sitting very close to your Construction Yard when the Nod enemy tries to Steal it with Engineers.

 

 

TEMPLE OF NOD:

 

Sell before send seeker: You can sell a Temple of Nod and quickly move the mouse over to release the Hunter Seeker and your Hunter seeker might still fire, if you are fast enough. (This trick might not work with the GDI Upgrade Center because it sells faster, it might be possible....) So... If you ever have to sell your Temple of Nod, ALWAYS send your Hunter Seeker immediately after.

 

Seeker before Temple destroyed: Send your Hunter Seeker if your Temple of Nod is about to be destroyed.

 

The Cyborg Commando can somewhat hide behind the point that the Temple of Nod has in the top left corner of the building.

 

 

 

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MISSILE SILO

 

Missile Silo = no Multi itself: The Missile Silo might accidently shoot itself if you misclick, no worries, the Missile Silo is not likely to be destroyed by its own Multi Missile. (Note: The Multi Missile can destroy other Missile Silos)

 

 

 

 

MULTI MISSILE

 

The Multi Missile = points: The Multi Missile kills will give you kill points for the end of the game.

 

Multi Missile 1.3-1.5 x faster than Orca F: The Multi Missile flies through the air about 1.3 -1.5 times faster than a Orca Fighter. ( For timing ALT crash)

 

Multi M= 1-shot Hand of Nod: The Multi Missile can destroy a Hand of Nod.

 

Multi M = 1-shot Temple: The Multi Missile can destroy a Temple of Nod.

 

Multi M no break cc : The Multi Missile might not break the Cyborg Commando in half.

 

Multi M. = destroy green/blue Tib: Multi M. can destroy green or blue Tiberium. It can make blue Tiberium explode.

 

Multi M = Obe or TibWaste: On normal maps, the Multi Missile is capable of destroying the Obelisk of Light and the Tiberium Waste Facility.

 

Missile Silo in corner behind Sams: Consider hiding your Missile silo in the corner of the map protected by Sams so that the enemy will lose a lot of planes trying to reach your Missile Silo.

 

Multi Missile Reload = 3:20: The Multi Missile takes three minutes and twenty seconds to reload. (Note: This is quite a while and the enemy can mass over ten to thirteen thousand dollars in this time for new attacking units. A Refinery only builds in 30 seconds, so they could build seven Tiberium Refinery in the time that it takes for your Multi Missile to be ready again.)

 

Tick Tank Group Deploy = Multi Missile Neutralize: If your tightly packed group Tick Tanks is targeted by a Multi Missile and you see it coming too late to move out of the way, you might be able to minimize the damage by deploying your Tick Tanks as the Multi Missile hits them. If you time it correctly so that the Multi Missile hits the tanks as they are deploying or undeploying, the damage received is greatly reduced. This trick does not work if you only have one Tick Tank. You need several tightly packed group of them with no spacing. (9 Tick Tanks in a square should work). This trick does not seem to work with Artillery, but I did get it to work with a group of Sensor Array. There is no need to cluster a group of Sensor Array in Tiberian Sun, so this is mainly a tactic for Tick Tanks. The trick works no matter which way the tick tanks are facing (TL facing spin deploy, or BR facing fast deploy).

 

Multi +1 ban kills CY: One Multi Missile and one Banshee can destroy a Construction Yard, but you might want 2 Banshee in case the enemy repairs his Construction Yard. Alt crashing the Banshee onto the CY can help also. (Alted Harpies are easier to crash into buildings than Alted Banshee)

 

One Multi + 4 Bans = Mk2: The Multi Missile is weak vs a Mammoth MK2, it only takes roughly one fourth or one fifth of the health away from Mammoth MK2. Four Banshee + Multi Missile can destroy

Multi Missile + Engi: You can send a Multi Missile if your Engineer attack fails, to finish a building.

 

Multi kills MK2 flying to SD: If you suspect the enemy is flying his Carryall holding a Mammoth MK2 or other vehicle to repair on the Service Depot. You can fire your Multi Missile before the Carryall can land on the Service Depot. If you time it correctly, your Multi Missile will reach the Service Depot as the Carryall is landing and destroy both the Carryall and the vehicle its carrying.

 

Multi Missile stain ground: The Multi Missile can stain the ground black or deform the terrain when it hits. (Note: If the enemy's base is stealthed and you forgot to mark buildings, you might recall where your Multi Missile hit before and judge distances to buildings better.

 

Hiding MCV in Warf no prevent Multi 1-shot: You can still destroy a War Factory in one shot with the Multi Missile, even if a Mobile Construction Vehicle is hiding inside of it.

 

 

 

TIBERIUM WASTE FACILITY:
 

Tiberium Waste Facility can be built far from other buildings like the Temple of Nod. These are great for building over walls in maps like Super BBG. (This may have been increased in Vetbal maps)

 

 

 

CHEMICLE MISSILE

 

Chem Missile = points: The Chemical Missile gives you kill points, but the green gas from the Chemcial Missile does not give you points when it destroys buildings or units.

 

Steal your team mates chem = faster chem: If you steal your team mate's Tiberium Waste Facility so you have two of them, you will make Chemical Missiles faster.

 

Chem green gas, can destroy planes: Dont land on an area that has Green Chemical Missile gas on the map. It can destroy planes that land in it. (After the Chemical Missile has already hit the ground and spread its green gas).

 

Chem kills Sensor: The Chemical Missile can destroy a Sensor Array in one hit. Using your Chemical Missile on a Sensor Array is somewhat wasteful, but might give you an advantage in some games.

 

Chem no destroy Tick: The Chemical Missile will not destroy undeployed or deployed Tick Tanks on normal non-modded maps.

 

Chem no destroy planes taking off: The Chemical Missile will not destroy planes taking off like a Multi Missile can.

 

Chem no kill Carryall on tank: The Chemicle Missile does not hurt Carryalls parked on tanks.

 

Aim middle of building: Aim your Chemical Missile at the middle of a building to maximize the damage. (Tit might be possible that there is a better way to maximize chemical missile damage by targeting certain parts of buildings, practice makes perfect)

 

3Bans, 2 swoops + Chem = Ref: Destroy a Tiberium Refinery with one Chemical Missile and three Banshee in two swoops, 2 shots for each banshee, unless enemy heals building with Engineer.

 

3 Bans+ Chem = CY: Three Banshee and One Chemical Missile can destroy a Construction Yard, even if the enemy repairs it. Two Banshee can do it if the enemy is distracted and does not heal his CY fast enough.

 

2 Bans + Chem = Ref: Two Banshees and a Chemical Missile can destroy a Tiberium Refinery, even if the enemy tries to repair it.

 

6 Bans 1 swoop + Chem = Ref: Six Banshee can destroy a Tiberium Refinery in two swoops by using a Chemical Missile. 5 Banshee can do it too.

 

4 Bans, one swoop + Chem = No repair Ref: If the enemy does not repair fast enough, four Banshee can destroy a Tiberium Refinery in one swoop, when sent with Chemical Missile.

 

4Bans + Chem = MK2: Four Banshee and one Chemical Missile can destroy a Mammoth MK2.

 

4Harpy + Chem =MK2: Four Harpy can easily destroy a Mammoth MK2 when used with a Chemical Missile. (It is possible to do with 3 Harpy, but might not work)

 

Chem weak vs MK2: The Chemical Missile does not hurt the Mammoth MK2 that much.

 

Chem + 3 Bans =CY: Three Banshee will destroy enemy Construction Yard, even if they repair it. Two Banshee can destroy the CY if the enemy is distracted and doesn't repair the Construction Yard fast enough.

 

4 Harpy +Chem =CY: Four Harpy and one Chemical Missile should destroy a Construction Yard even if the enemy repairs it quickly. (Two Harpy can destroy Contruction Yard if enemy is distracted for a long time, and can not repair it. This takes a while and is not recommended.)

 

Chem damages CY more than MCV: The Chemical Missile damages a Construction Yard more that it does a Mobile Construction Vehicle. This happens because more of the Green Chemical Missile gas damages the larger surface area of the Construction Yard. The MCV is only one cell big.

 

Chem destroys Ion: One Chemical Missile can destroy the GDI Upgrade Center which has the Ion Cannon on it.

 

Chem weak vs Firestorm Wall: Two Chemical Missiles might not destroy Firestorm Wall Sections.

 

Chem + Engi: You can finish a building that your Engineers failed to steal with a Chemical Missile.

 

Planes fly and ok vs Chem: Your planes can take off a split second before a Chemical Missile hits and they will receive no damage.

 

Chem waits cyb exit SubAPC: It might be better to wait until the enemy Cyborgs exit their mass SubAPCs. The Chemical Missile really damages Cyborgs a lot.

 

Hide Cyborgs in Sub vs Chem Missile: The SubAPC can save your Cyborgs from Chemical Missile damage.

 

Chem vs Missile Silo: The initial blast from the Chemical Missile might not destroy the Missile Silo, you may be able to save it by sending one or more Engineers into it while the green Chemical Missile gas is floating around it, damaging the Missile Silo even more.

 

Chemical Missile no hurt Weed Truck: The Chemical Missile does not hurt Weed Trucks that much.

 

Chem between 2 PP or Silos: You might be able to hit two Power Plants at one time with your Chemical Missile. Or multiple Tiberium Silos

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