2024 TIBERIAN SUN STRATEGY GUIDE
SHARED STRUCTURES
TIBERIUM REFINERY
The Tiberium Refinery costs: = $2000
The Tiberium Refinery has Health Points HP = 900
The Tiberium Refinery has armor = Heavy.
The Tiberium Refinery uses 30 power.
A Tiberium Refinery costs $2000.
Harv faster on certain terrain: Just like any other vehicle with wheels, the Harvester is faster on pavement, roads, downhill, and flat ground.
​
Watch enemy Refs to follow money: You can not see how much Tiberium is in an enemy's Tiberium Refinery, but if you watch his base, you can see which Tiberium Refinery he placed first. (The first Refinerys fill up first)
Use Ally's Refs: If your ally has a lot of un-used Tiberium Refinery, and you don't. Your Harvester can dump Tiberium in your ally's Tiberium Refineries. You will get the money when your Harvester dumps in your ally's Tiberium Refinery if you have enough room for it. ( a spare Tiberium Silo is all you need) Try not to use your team mate's Tiberium Refinery too much, unless he has a lot of Tiberium Refinery and money. Let his harvesters use the Tiberium Refinery first. You should ask your ally permission to use his refinery.
Four Tiberium Refinery: As a basic rule......It takes 1 Tiberium Refinery to make 1 thing, 2 refineries to build 2 things at once, 3 refineries to build 3 things, etc... make sure you have enough Tiberium Refinerys and Harvesters dumping so that you never run out of money. Running out of money can slow down your build order. Make four Tiberium Refinery to spam 4 categories at once.
One Ref left at first empty patch Tib: Consider selling old Tiberium Refineries near used up Tiberium patches, they can make Harvesters travel too far to dump Tiberium. One Tiberium Refinery next to a used up tiberium patch is probably enough.
​
Pavement = faster Harvesters: If you lay pavement in between the Tiberium and your Tiberium Refineries, the Harvesters will dump Tiberium faster because the Harvesters drive faster on Pavement. This will boost your money and economy.
Harvesters don't crack ice terrain: Harvesters do not crack ice terrain when they drive over it.
Orange Weed no hurt Harv: Harvesters can drive over orange Weed Vein without taking any damage.
​
Harvester not slowed down by Tib: The Harvester does not drive slower on top of Tiberium, some other vehicles with wheels do slow down on Tiberium.
Two Harf for each Ref: Always have at least 2 or more Harvesters on every single Tiberium Refinery that you have. If too many harvesters are using one refinery, they will have to wait in line which slows down your economy. Three or more Harvesters on each Tiberium refinery means you should consider making another Tiberium Refinery.
Two cells between Refs: Make sure there are two cell spaces between every Tiberium Refinery if they are near each other. Harvesters tend to get in each others way and take longer routes if Tiberium Refineries are only 1 cell apart or touching each other.
Refs on opposite sides of your base: It might make sense to have Tiberium Refineries on opposite sides of your base, if there is more than one tiberium field near you. This will make it harder for one enemy attack to take out both refinerys because they are so far apart.
Sell Ref = $1000 / 5 Inf: If you sell the refinery, you get $1000 + 5 infantry+ you get to keep the harvester.
​
10 infantry Ref Sell = no $1000: If you sell a Tiberium Refinery, you will get 5 infantry and $1000. If you sell it right as it is about to explode, you get no money, but you get 10 infantry instead. (If you time it correctly) (And hopefully keep the Harvester if it is not dumping Tiberium in the Tiberium Refinery when it is destroyed.)
Sell Empty Refs: Selling newer Tiberium Refineries can be good because they don't have a lot of Tiberium in them yet. Your first refinery has the most Tiberium in it.
​
Lose Ref = Lose Tiberium Money $$: If a Tiberium Refinery is destroyed, the money is lost, even if you had room in other Tiberium Refineries.
​
​
TIBERIUM SILO
The Tiberium Silo costs: = $150
The Tiberium Silo has Health Points HP = 300
The Tiberium Silo has armor = Wood
The Tiberium Silo uses 10 power.
Lose Tib Silo = loose money $$: If a Tiberium Silo is destoyed, you will lose the money inside it. Make sure to sell your Tiberium Silos before they are destroyed so that the money is transferred to other Tiberium Silos or Tiberium Refinerys. If you do not have room for the money, …..TEST
Sell Silos: Sell a Silo before it is destroyed. They are easy to destroy and you lose the money if you fail to sell it in time.
Wolverine vs Tiberium Silo: Veteran Balance Wolverine Tiberium Silo hunting. (Wolverine 9 shots , Changed from 20)
Cyborg vs Tiberium Silo: Veteran Balance Cyborg Tiberium Silo hunting. (Cyborg 17 shots, Changed from 13)
​
​
PAVEMENT
Pavement costs: = $75
Pavement uses no power.
Pavement lasts forever: Pavement lasts forever and cannot be broken.
Pavement = faster units: Pavement makes some units much faster. This can be used to squish infantry with vehicles, run vehicles away from incoming fire from planes, make Harvesters faster, etc.....
Pavement = cheap & fast: Pavement can be made quickly. You can make it for new Tiberium Refineries that have new Harvesters after you build them, and you might be fast enough to lay it before the Harvester leaves the area. Just remember that the Harveter spawns at the top left of the Refinery at various points along the top left edge of the Tiberium Refinery.
Pavement prevents SubAPC/Devil Tongue dive: Lay pavement under a Subterranean APC or Devil Tongue after it surfaces, and it won't be able to dive. You can continue to lay pavement to keep it from diving longer by following it with pavement. Don't lay the pavement before it surfaces or the SubAPC or Devil Tongue can simply just surface somewhere else.
​
Pavement must be made near buildings: Pavement has to be built near your buildings
Pavement stops SubAPC/Devil Tongue surfacing: Pavement can be used to stop a underground unit from surfacing near your buildings forever.
​
Pavement protects Engi: Pavement can be placed under Engineers to protect them from underground units surfacing under then with ALT button. (which kills them )
Pavement blocks Tib regrowth: Pavement can be used to block a Tiberium field forever and can be a nasty tactic on maps with low Tibeirum. Shoot the Tiberium first or eat it with your harvester so you can lay the pavement. You can not lay pavement on Tiberium. Once you lay pavement around the Tiberium Tree, it can not produce any Tiberium. (There are some maps where it can produce 1 square of Tiberium even if you pave over it.) If you can not defend your outbuild near enemy Tiberium, make sure to pave over the Tiberium before you lose your base, so that the enemy can't use the Tiberium either. Shoot the Tiberium before you pave over the area, you can not place pavement directly over Tiberium.
Pavement finds stealthed enemy building: If you are outbuilding into a stealthed enemy base, Pavement can be placed to find where stealthed buildings because Pavement can not be placed where buildings are located.
If building destroyed = hole in pavement: If a building is destroyed, you might want to pave over the hole left behind. If other areas around the hole are paved already. If you can't surface your underground unit because of pavement, you can leave a hole in the pavement by destroying a building.
​
​
​
WALLS: (Nod Wall / GDI's Concrete Wall)
Walls cost: = $250 (Both the Nod Wall, and the GDI Concrete Wall)
Walls no use power: Walls do not use any power.
​
Can't repair walls: You can not repair walls except by placing new walls over broken ones.
Nod units that destroy Walls: The Nod Artillery, Cyborg Commando, and Banshee are best for destroying walls. The Attack Cycle, Tick Tank, or Rocket Infantry are decent at destroying walls.
​
GDI units that destroy Walls: The Titan, Disc Thrower, HoverMrls, Orca Fighter, Orca Bomber are decent at destroying walls.
Walls protect building from Engi/Ghost: Walls around your building prevent a Ghost Stalker or Engineer from entering that building. Place walls around a building to prevent Engineer attack or Ghost Stalker attack. Leave a hole open with a tank on top to allow your Engineer to heal your building, while still blocking enemy Engineers from stealing the building.
Walls protect base from Visc: Walls are very useful in visceroid maps to keep the visceroid from eating your base.
​
Walls prevent Diz "1-shot": Walls around buildings and in the “1-shot” disrupter location, can really affect a Disrupter's ability to destroy a Tiberium Refinery in one shot.
Shooting wall and sold = continue shooting: If a tank is shooting a wall and you sell that wall, the tank might keep shooting even though you already sold the wall.
Connect walls = Bigger walls: You can build up to 5 wall sections for $500. You might as well connect 5 pieces in stead of building just one cell of wall. You never know when those extra pieces of wall might be useful. Each cell of wall costs $250.
Ttian vs Wall: Three to nine hits with a Titan destroys a wall, it depends on the angle you hit from as to how fast you destroy the wall. It also depends on if that wall section is connected to other wall sections, and how thick is it. (This is an estimated guess, walls might be randomly damaged by Titan every time)
​
Nod Wall = no connect to GDI's Concrete Wall: You can not connect GDI and Nod Walls (If you have the technology to build both kinds of walls)
Wall blocks Harv: You can keep placing walls, longer and longer, to make an enemy harvester keep having to drive farther out of its way to get to the Tiberium. The Harvester is so slow on some terrains that you can place the new wall section before the Harvester has time to get around the last wall you built.
Walls trap units: Its good to have a few random well place wall sections in a base, for faster trapping of enemy units with walls. You can trap several different units with walls( Infantry, Attack Buggy, Ghost Stalker, Mammoth MK2, Cyborg, Mutant Hijacker)
Outbuild Walls attack: Carryall a new MCV near the enemy and deploy it so that you can build walls inside the enemy base to mess with the enemy's Harvesters, Tiberium Refinery, and production buildings by surrounding them with walls. This attack works best on maps with a lot of endless Tiberium. It is one way to slow down an economy on a map with infinite Tiberium like “Giants of War”.
Walls trap SubAPC/Devil Tongue: You can trap a Subterranean APC with walls and pavement. (This is easier to do if the SubAPC is frozen by an EMP cannon. You can build 4 walls and pavement before a SubAPC unfreezes).
Walls trap A-APC: You can trap an Amphibious APC with walls.
Walls trap Ghost Stalker: You can trap a Ghost Stalker with walls. (Then kill him easily by ALTing a subAPC under him)
​
Walls trap Mammoth MK2: You can trap a Mammoth MK2 with walls.
Wall off your Ref with Tib: You can wall off a tiberium patch, and put a refinery inside the walls to keep that 1 harvester eating that tiberium field and not wandering off.
Wall off enemy production buildings: You can wall off production facilities like the Barracks, Hand of Nod, or War Factory, to stop units from coming out.
Wall blocks base entrance: Walling off bottlenecks like entrances to a base, will slow down tank rushes. The tanks have to break through the walls to enter your base.
Walls affect Tick Tanks: Tick tanks can have trouble shooting over walls in certain locations with respect to the wall, deploying the tank might help a little, but it still sometimes shoots a wall instead of shooting over that wall at enemy units. Titans have no trouble with shooting over walls.
​
​
GATE
The Gate costs: = $250
The Gate has Health Points HP = 350
The Gate has armor = Heavy
Gate uses no power: The Gate uses no power.
​
No power down Gate: You can not power down a gate.
Gate repaired or Engi heal: The Gate can be repaired or healed with Engineers
Gate Hides and Protects Tick Tank Trick: To hide in a gate, click past it with unit, press S=stop, then click past it again with unit and press S= stop a second time. (requires practice and timing to perfect) Press “S” stop to stop your tank on a gate while its opening and closing and you can hide a tank inside a closed gate. The other way to hide in a gate is to move into it while it is opening or shutting which requires timing.The Tick Tank does not hurt a gate when firing out of it. When you are hiding the Tick Tank in the Gate. If the enemy targets the gate while your unit is in the middle of it, your unit will be hit,especially if its in the middle of the gate. The Tick Tanks hiding in the sides of the gate don't get hurt by Titan fire as much. The Tick Tanks can come out of hiding in a gate and squish Infantry. You can Engineer heal a Gate with Tanks hiding inside it. When the Tick Tank fires from a gate, he reveals himself.
Three vehicles hide in gate: Three vehicles can hide inside each gate. To do this, send the vehicle to go through the gate, and press the stop button. Now send the vehicle past the gate again, and press the Stop button again, to stop the tank on the gate. This trick requires timing and practice, but is easy once you know how. When you are hiding inside the gate, your vehicles can receive damage if targeted. The enemy usually wont know the tanks are hiding in the gate and only the middle tank will receive damage when the enemy targets your gate. Multiple gates can hide many tanks. Smaller vehicles hide in the gate better. (Example: hide a bunch of Tick tanks in a few gates, and watch your ticks kill the enemy Titans)
​
Orca Bomber destroys Tick Tank in Gate: The Orca Bomber will still hit the Tick Tank hiding in a gate.
Harv Bomb hides in Gate: You can hide low health Blue Tiberium Harvester bombs in your gate and wait for the Titans to pass through and shoot your Harvester bomb to hurt the Titans.
​
Gate Base entrance: Gates are great for placing at base entrances on maps that have walls around your base with one entrance, like BBG Big Bluntz Green map.
No hide vehicle in enemy Gate: You can not hide tanks in an enemy's gate.
Gate = noisy: The Gate makes noise and alerts your enemy that you are moving units through it every time it opens or closes.
Multiple Gates: You can setup Multiple Gates in a row.
Sell Gate while its opening or closing= doesn't sell: Sell a gate while its opening or closing, and it won't sell. This might glitch the gate causing a slight delay to let units through. It will sound like the building sells, but you won't get any money.
Gate vs super weapons = all '1-shot": The Multi Missile and Ion Cannon will kill a gate in 1 shot, the Chemical Missile will not. (make sure to repair the gate)
Gate = fast and cheap: The Gate is bigger than 1 wall section or 1 laser fence post. For this reason, the gate is the fastest way to block your entrance on some maps like the Big Blunts Green map.
No EMP Cannon Gate: A gate does not freeze when it is hit by an EMP cannon.
Unit stops on Gate = Gate no close: Stop a unit on top of a gate and the gate won't close. This might let an enemy scout by.
Lure enemy units to open enemy gate: You can lure enemy units behind a gate to follow you. This makes the gate open and you can then enter the enemy base. Shoot at the enemy soldiers or vehicles behind the enemy Gate, and then run away to lure them out of their base, opening the Gate in the process. Now sneaky your units past the Gate.
No power down Gate: You can not power down a gate.
​
Gates can be stealthed: Gates are invisible under stealth like Laser Fences. (walls are not)
Gate for Barracks or Hand of Nod: Make Gates around a barrack with 1 square open for your soldiers to spawn. Put pavement in the spawn location and a gate around it. This tactic will allow your newly built units to walk out of the barracks, but will prevent any engineer from stealing your barracks. (Example: the enemy has sold their temple of nod and has only 1 hand of nod, I might want to engineer it, if I suspect a commando is being built soon. It might be faster to steal the Hand of Nod, than to destroy it.)
​
Allys units open your gate to enemy: Friendly Ally units will go through your gate, be careful if your ally's units open your Gate. Enemy units might enter your base.
Random Gates slow units down: Random gates in your base can slow units down. (like the harvester)
Surround Warf with Gates: Surround production buildings like the War Factory with a Gate and your vehicles can still exit the War Factory, and you can still defend enemy Engineers from entering and stealing your building with multiple Gates.
MCV Warf Gate divider: A quick gate between the MCV and War Factory might not be a bad idea.
Gate off Tib = prevents enemy Harvs but not yours: Gates around Tiberium prevent enemy Harvesters from eating Tiberium, but allow your Harvesters to pass through.
​
Gate disappears units: A mean trick to play on new players, if you send infantry or other soldiers into the Gate with CNTL +ALT, they will disappear into the Gate forever. The only other reason you might use this trick is to make infantry disappear on a visceroid map so they don't break any walls (faster than killing them one by one). The Commando and Ghost Stalker will also disappear into the Gate, but not the Mutant Hijacker or Engineers.
​
​
SAMS, NOD OR GDI
​
Nod Sams and GDI's Sam Upgrades Weapon Damage = 33 HP
​
Nod Sam Armor = wood
Nod Sam HP =600
​
Sam Upgrade Armor = Light
Sam Upgrade HP = 500
​
Nod Sams and GDI's Sam Upgrades cover each other: Place Sams so that they all can cover each other in your main base.
Sams on edge of base limit enemy air unit scouts: Place Sams far outside from your base to kill scouts farther out from your main buildings.
Sam range = 10 cells: The GDI and Nod sams ranges are the same distance. = 10 cells ( It does not matter which direction you approach Sams from, the range is 10 cells.)
Build base in corner = fewer Sams needed: If your base is tightly packed into the corner of the map, you only need 2 Sams to cover it. Each Sam can reach to the edge of the map.
​
Sams reveal fog of war tp enemy: Sams reveal the fog of war when they shoot at planes. So an enemy will be able to send units into your base, if your Sams shoot at nearby enemy airborne units.
Sams in middle of base first: If you place sams too far out from your base, the Carryall and Mammoth MK2 can pick them off one by one. Try to keep them closer to your ground defenses in your base.
Sam protects outbuild: If you place the Sam at the edge of your build out, your Sam can also protect your Harvesters on the Tiberium as well as your base.
Sell or Engi One Sam vs One Orca Bomber: Sell your Sam as one Orca flys back over to finish it off with its second bomb. If you time it correctly the Orca Bomber will waste its ammo and you will get the money from the sale of the Sam.
BARRACKS (GDI) / HAND OF NOD (NOD)
Both the GDI Barracks and Hand of Nod cost: = $300
Both the GDI Barracks and Hand of Nod have Health Points HP = 800
Both the GDI Barracks and Hand of Nod use 20 power.
Build Hand of Nod / Barracks above Construction Yard: Build the Barracks above your MCV and right next to it. Now any Engineers you build or have on pause near completion will spawn right next to your MCV to save it from enemy damage.
Build Barracks / Hand of Nod middle of base: Build the Barracks in the middle of your base so that Engineers can reach all buildings, especially that only teched Helipad you have in early game after you sold your Technology Center.
Build Hand of Nod / Barracks above trees or buildings = hide units: Place your Barracks or Hand of Nod above trees so that the enemy can not see your units exit. (Example: on Terraces map in bottom left [BL] you start next to trees and can hide your units if you correctly place your barracks above them.)
​
WAR FACTORY
The War Factory costs: = $2000
The War Factory has Health Points Hp = 1000
The War Factory has Heavy armor.
The War Factory uses 30 power.
​
Place Warf near Tiberium = Harvs$$: Place the War Factory near the Tiberium right next to it so that Harvesters exit the War Factory and have to travel the least possible distance to your main Tiberium patch.
​
Destroy Warf as vehicle exits = vehicle destroyed too: If you kill a War Factory as the unit is coming out of the entrance, the unit can die if you time it right.
​
Outbuild Warf = units close to enemy: If you outbuild a War Factory, you can build tanks closer to the enemy. You can also build Sensor Arrays closer to the enemy vs Nod.
Sell glitched Warf: If the War Factory glitches and is not producing units, you can always sell it or build another one.
Hide new unit in Warf: To hide units in the War Factory, just build the second War Factory right when your vehicle is finished building. ( You need 2 War Factories total) Vehicles hiding inside the War Factory do not get damaged by friendly units, but can be damaged by enemy units if they target the unit inside. It is only a hiding spot if they know what you are up to. You can still build tanks normally even if a MCV or other unit is hiding in the War Factory, so you should basically ALWAYS try to hide your spare MCV in your second War Factory. An enemy can see the outline of the MCV hiding in the War Factory if they hover their mouse over it. So this is a temporary hiding spot because the MCV can receive damage while hiding there.
Hidden units in Warf can damage Warf: If you hide a MammothMK2 in your War Factory be careful he doesn't shoot out of it, this will eventually destroy your War Factory. (Disrupter , Devil Tongue)
​
Mis-click attack unit exiting Warf = Warf not destroyed: Be careful targeting an enemy's War Factory when an enemy vehicle is coming out it, your units can accidently target the vehicle coming out of the War Factory instead of targeting the War Factory. This is annoying and can cause you to not destroy the building your tried to target.
Sell Warf = save MK2: Once the War Factory door opens after your unit is done building, it is safe to sell the War Factory and you will not lose the tank that is coming out of it. (If you are afraid you War Factory is going to die before your unit can drive off its driveway, which will destroy the unit too) Perfect sell timing before the War Factory door opening can save the MK2 specifically.
Warf dies as MCV exits: If the War factory dies before the MCV can safely exit, it will die too. Here are the possible scenarios:
-
MCV is seen as the War Factory door opens = dies
-
MCV makes its way halfway out War Factory door = dies
-
MCV makes it all the way out of the War Factory door = dies
-
MCV coming off pavement = lives
-
MCV turns slightly as it exits pavement = lives
Mammoth MK2 exits Warf & Warf dies = exit pavement MK lives: The timing for the Mammoth MK2 might be different, but almost 100% out the door when the War Factory died, the Mammoth MK2 still dies, if he exits pavement he lives.
​
Warf is silent: The War Factory does not make a sound when tanks come out.
Once Warf door opens = power down Warf: The War Factory can be powered down after a tank starts to come out of it, and the tank will still come out.
​
​
RADAR
The Radar costs: = $1000
The Radar has Health Points HP = 1000
The Radar has armor = Wood
The Radar uses 40 power. You can power it down but you will lose the radar map.
Radar Map Screen: Click on the radar map in the top right corner of the game window, and your main view will instantly be taken to that area on your map. Clicking on the radar screen can be faster than scrolling your mouse across the map.If you play closer to your screen you can actually target individual units on the radar screen, but its small and hard to see. A magnifying glass over your radar is pro.Click on radar locations to send units across the map, one good reason to keep your radar powered up and not sell it.
CNTL force fire attack Radar Map Screen: You can use CNTL to Force fire attack on the radar screen in the top right of your screen.
​
GDI Radar hides units/vehicles/CT: The GDI radar is especially good for hiding units or component towers behind it.
Sell Radar for cash: Some players like to sell their early Radar for cash after they build a War Factory (And Component Towers for the Sam Upgrades if they are GDI)
​
Maybe not sell Radar: In long games, it might make sense to not sell the Radar if you have enough cash, you can always power it down instead. This helps you keep the Radar for later in the game when you want to power it back up. You will lose the Radar map screen if you power down the Radar.
​
ALT send units on Radar map screen: You can use ALT to send units on the radar map.
No CNTL+ALT Radar map screen: You can NOT use the CNTL+ALT button on the radar map. CNTL + ALT does the same thing as if you had just normally left mouse clicked on the radar screen.
GDI Radar hides units exiting Warf: The GDI Radar can be built below the War Factory to hide units that have exited the War Factory. The enemy can see the units walking out of a War Factory, but if he is not watching your base, he will not see them exit and the unit will quickly walk out of view behind the Radar. (The Mammoth MK2 and the MCV are the best vehicles to hide from the enemy's view)
Keep Carryalls flying vehicles using Radar map screen: You can use the Radar screen to keep Carryalls in the air by sending them really far away on the radar screen without having to scroll the map. Works best if the Carryall is numbered.
​
​
HELIPAD (Nod or GDI)
The Helipad cost: $500
The Helipad has Health Points HP = 600
The Helipad has armor = Wood.
The Helipad uses 10 power.
The GDI an Nod Helipads look different but function the same.
Plane on Helipad lures Engi steal: Lure Engineers to steal your helipad by keeping a plane on it. Right before the Engineers steal your Helipad, sell it. You will keep the plane and can use your Harpy or Orca Bomber to kill any remaining Engineers before they try to steal a different building.
"E"+"G" = planes auto defend from Helipad: If you are fast enough, press E+G right as a Subterranean APC emerges and all the planes on helipads will immediately take off and kill it.
Lose a lot of planes = sell Helipads for cash: If you just lost a bunch of planes in an attack, you can always sell a few Helipads since you don't need as many at the moment.
One Helipad for every plane: Try to keep one Helipad for every plane you have so they all can reload fast. Helipads are cheap and its useful to have one helipad for every plane you make, so they can all reload together.
Sell Helipad = 2 inf: Sell a Helipad and you get 2 free infantry. Sell a Helipad with a plane on top of it, and the plane will remain on the ground, where the Helipad used to be.
Shoot Helipad = hurts plane sitting on Helipad: Shooting at a Helipad while a plane is on it, hurts both the plane and the Helipad = Double damage
Destroy Helipad as plane landing = can destroy plane too: If you destroy a Helipad while a plane is landing, it can also kill the plane.
Group two Helipad clusters for offense and defense: Two groups of Helipads is sometimes a good decision. One group at your main base defends the main base on a waypoint loop. A second group of Helipads in your outuild in the middle of the map can attack the enemy base faster because they are closer. They can also protect the middle of the map on a waypoint loop.
Primary enemy Helipad: Try to notice which Helipad the enemy has set to primary. You will see new planes spawning on the primary Helipad. Maybe you can hit new planes that are made as you target the Helipad. Enemy changes primary Helipad: If the enemy wants to, he can change his primary helipad by double left mouse clicking the the Helipad to be made the primary building.
Helipads protected in back of base: If you place Helipads near the rear of your base they will be better protected from enemy tanks, infantry, and planes.
Stage planes with primary Helipad: Stage planes closer to the enemy by clicking on your primary Helipad and then clicking somewhere on the map. All new planes will be made on the primary Helipad and automatically fly to where you clicked on the map after clicking the helipad (Note: you used to have to hold ALT while selecting the Helipad and then tell the Helipad where to deliver planes, but the ALT was patched by cncnet.)
Sell Helipad = don't lose plane: You can sell a Helipad to prevent Engineers from Stealing the plane with the Helipad. It also prevents a Ghost Stalker from planting his C4 so you can lift your plane and destroy the Ghost Stalker.
GDI Helipad = Nod Helipad: GDI and Nod Helipads may look different, but they are pretty much the same structure and have the same capability to reload planes.
​
Power down Helipad = no plane reload: A Helipad does not reload planes if you power down the Helipad. The Helipad does reload planes if the whole base has low power.
​
Send plane as soon as it reloads on Helipad: If you have a loaded plane, use it. There is no reason to have planes chilling on Helipads unless you are saving them for immediate defense.
Helipad outbuilding: Helipads are useful for outbuilding because they are cheap, fast to build, and closer helipads to the enemy, means your planes hit his base sooner in later game.
Leave one Helipad Empty = planes spawn in base: Keep one Helipad empty at all times so your planes will spawn at your base, and not off the map somewhere randomly on the map edge (where they might fly over enemy Sams )
​
​
TECHNOLOGY CENTER
The Technology Center cost: = $1500
The Technology Center has Health Points HP = 500
The Technology Center has armor = Wood.
The Nod Technology Center uses 100 power
​
The GDI Technology Center uses 200 Power.
Tech Center = new build options: The Technology Center unlocks new build options for both Nod and GDI.
Nod's Tech Center = 100 less power than GDI's Tech Center: The GDI and Nod Technology Centers look different, but they are essentially the same, except the GDI Technology Center uses 100 more power than the Nod Technology Center.
See 5 random Inf in a group = enemy sold tech? or Ref? If you see 5 infantry where a Technology Center might have been built, you might assume that the enemy has already built and sold their Tech Center before you had a chance to scout their base. Make sure to move those infantry or scatter them so it is not obvious you just sold your tech center.
Technology Center + Barracks = Ghost Stalker: If GDI sells their Technology Center, and they only have one Barracks, you can destroy that Barracks and remove their ability to make Ghost Stalkers.
Sell Tech Center or not: It might make sense to sell the Tech Center to save money and save power. Or...you might not want to sell the Technology Center in long games if you have enough power plants and money. Maybe you want to keep the GDI Tech Center.
​
EMP CANNON
The EMP Cannon costs: = $1000
The EMP Cannon has HP Health Points = 500
The EMP Cannon has armor = Heavy
The EMP Cannon uses 150 power.
EMP range = 27 cells: The EMP Cannon has a very long range of approximately 27 cells. Like many other ranges in Tiberian Sun, the EMP Canon appears to shoot the EM-Pulse. It can shoot 27 cells in all directions. The EMP Cannon's range is farther than Nod's Artillery.
EMP Cannon = freezes vehicles and planes on the ground for 25 seconds: The EMP Cannon freezes tanks for approximately 25 seconds, and takes 1 minute and 30 seconds to reload. (Using the Game Timer in the information panel)
​
First EMP Cannon warning: You will see the top of the enemy EMP cannon move before it makes any sounds or shoots its ball of electricity. (very first indicator of an incoming EMP blast)
​
Do not EMP your own Harvs: Try not to EMP your harvesters, it slows your economy down.
​
EMP Cannon has two warnings: The first warning sign of an EMP Canon attack is lightning forming at the top of the EMP Cannon. The Second warning is the sound the EMP Cannon makes when it shoots the EMP pulse.
​
EMP Cannon sent on left mouse click release: Click on the map to send your EMP Cannon but hold your mouse down and don't release it. As long as you hold your mouse down the EMP Cannon will not release yet. This is useful for timing your EMP Cannon shot to hit Carryalls as they land.
​
Light Infantry shoot at EMP Cannon = misfire EMP Cannon: The EMP Cannon sometimes does not work if it is being fired at. Try sending one Subterranean APC decoy with Light Infantry in it to the EMP Cannon and shoot it while your other vehicles attack elsewhere.
EMP Cannon destroys Carryall on vehicle, and vehicle: If you EMP Cannon a Carryall Sitting on top of a tank, both will die.
​
EMP Carryall Takeoff = might destroy Carryall: If you EMP Cannon a Carryall as it is taking off from the ground, it might be destroyed.
​
EMP Cannon Carryall as lands = vehicle can survive frozen: If you EMP Cannon a Carryall as it lands , the tank can survive EMP'd frozen, but the Carryall might be destroyed. It is hard to time the EMP Cannon to hit a landing Carryall, it depends how close the Carryall is to the EMP Cannon, usually you need to send it before the Carryall actually stops in the air to land the Disrupter. Remember its better to be late and only freeze the tank, than to be early and not freeze anything.
Sometimes let enemy use EMP Cannon first in Titan vs Titan: It might be better to wait until the enemy EMPs your Titans to use your EMP Cannon on their Titans in a Titan battle, because yours will unfreeze first and have the advantage on their Titans.
Lure enemy to EMP Cannon freeze his Harvesters = enemy loses money: Lure Enemy to use his EMP on his own Harvesters by attacking where a lot of Harvesters are clustered, knowing that your enemy will use his EMP Cannon. This freezes his harvesters and slows down his economy.
Emp Cannon vs Emp Cannon: The EMP Cannon does not work if it is EMPd. Try to hit their EMP Cannon with yours, when you hit their tanks. This way the enemy can not use their EMP Cannon or tanks.
Power down spare EMP: You only need to keep one EMP Cannon powered up to recharge the EMP Cannon. You can keep all the other EMP Cannons powered down to save power.
Nod might need EMP Cannon vs GDI early: Nod is weak to enemy GDI Titan rushes, an EMP Cannon is very helpful for this.
​
CC goes in SubAPC = no EMP frozen CC: Save A Cyborg Commando from EMP Cannon by getting into the Subteranean APC when you hear or see an EMP Cannon. The Subterranean APC will be frozen, but the Cyborg Commando inside it will not be. If the enemy breaks it open, your unfrozen Cyborg Commando can start attacking the enemy base.
​
The Nod Sub APC and Devil Tongue can spin dive to avoid being frozen by EMP Cannon: The Subterranean APC can spin dive to avoid EMP cannon. It will go offscreen, but if you have the Subterranean APC numbered, you can save it after 25 seconds and bring it back onto the map, most of the time.
​
Deploy/ Undeploy avoid EMP: Nod's deployable units like the Tick Tank, Artillery, and Sensor Array can escape the EMP Cannon by deploying or undeploying right as the EMP cannon hits the ground. If you deploy or undeploy a vehicle right as the EMP cannon hits the ground, the vehicle will not beEMPd. The easiest way to do this is to perform the spin move just like with subterranean units. Each vehicle deploys facing a certain direction, turn the tank to face the opposite direction so that the tank spins longer before it deploys. The spin move makes this trick a lot easier to time correctly. The Tick tank deploys facing Bottom Right, so face the Top Left direction if you suspect an EMP coming. (The artillery is the opposite) The Sensor Array(BR) and MCV (BL) face their own directions when deploying too.
​
Shoot EMP Cannon's EM-Pulse when its ready or save it: You can either save your EMP Cannon for when you really need it, OR immediately find a way to use the EMP Cannon whenever it charges up. Some players don't like to waste EMP charge cycles and will find a place to use it when its ready,
EMP'd MK2 = heal on SD: If your Mammoth Mk2 is EMPd, you might as well send it to the Service Depot. The Service Depot will heal the Mammoth MK2 when you land on it with a Carryall. The Emp Cannon freeze will also wear off while your Mammoth MK2 is healing on the Service Depot. (Remember frozen units flying around on a Carryall, will not wear down the EMP freeze timer, you must land the tank for the EMP timer to resume.) The Mammoth Mk2 will wear off the EMP Cannon freezing effect while he is healing on the Service Depot.
EMP Cannon destroys plane taking off: Any plane, not just a Carryall, taking off from the ground right when the EMP Cannon hits the ground can be destroyed if timed correctly. Do not wait until the last second to move your planes when you hear a EMP Cannon. Any plane or Carryall taking off from a Helipad right as an EMP Cannon lands will not only crash, but they will crash into the Helipad and destroy it too!! Maybe you can lure planes into taking off from Helipads with ground units right before you EMP Cannon the enemy base.There is no need to lift planes off Helipads because an EMP Cannon does not freeze planes on a Helipad.
Carryall fake landing lures EMP Cannon: When a Carryall fakes a landing, this can trick the enemy into wasting their EMP Cannon.
EMP + pavement: + walls = trap CC in SubAPC: After you EMP Cannon a Subterranean APC with a Cyborg Commando in it, place pavement under it so it can not dive. Then put four walls immediately around the Subterranean APC. You should be able to build all of that in the 25 seconds it is frozen from the EMP Cannon. Now the enemy can not build another Cyborg Commando and can't exit the SubAPC because of the walls. They will have to shoot the SubAPC with planes to let the CC out.
Ref Warf pave = no EMP freeze: You can avoid a EMP Cannon by walking on the pavement in front of the War Factory or Tiberium Refinery. Keep important vehicles next to these areas if you are expecting a outbuild EMP Cannon attack on your base.
Rush enemy after they use EMP: A good time to ground rush your enemy is right after they have used their EMP Cannon.
Destroy unfrozen tanks first maybe: In a tank battle, if you EMP half of their units, use your tanks to kill their tanks that are not frozen first. Save the frozen tanks for afterwards you can destroy them after the dangerous unfrozen tanks.
Fake powered down EMP Cannon = saves power for base: If you are low on power, you can always power down your EMP Cannon to save power. Just having a EMP Cannon visible, might scare the enemy into not attacking you, even though it has no power. The enemy might figure this out if they count your power plants. Stealth can help stop the enemy from counting your Power Plants.
Deploy a SubAPC underground as EM-Pulse lands = units inside deploy out not frozen: If the enemy tries to EMP Cannon freeze your Subterranean APC, you can deploy the Subterranean APC underground right as the EMP Cannon's EM-Pulse hits the ground. If you time it correctly, the units should deploy out of the Subterranean APC without being frozen, when the frozen Subterranean APC surfaces.
​
Surface SubAPC lures EMP Cannon: You can surface your Subterranean APC to try to lure the enemy to use their EMP Cannon. Now either spin dive to avoid the EMP Cannon, or Dive and deploy underground as the EMP is landing. Both tactics require timing and skill. You can lure the EMP Cannon to hit your SubAPCs instead of the tank rush you are also sending. (Attack Cycles and Attack Buggies and Cyborgs, and Cyborg Commandos can not avoid being frozen by the EMP Cannon by deploying)
EMP Cannon powers down Laser Fence: The EMP Cannon powers down a Laser Fence when you shoot the EMP Cannon's EM-Pulse at the Laser Fence posts.
​
EMP protects first Tib patch and Harvs: If you position your EMP Cannon correctly, you might be able to reach several of your build outs, and your main base. One EMP Cannon can reach a long way.
The EMP Cannon does not work on most soldiers: Infantry, Disc Thrower, Rocket Infantry, Ghost Stalker, Mutant Hijacker, and Jump Jet Infantry. But tt does work on Cyborg Commando and Cyborg.
Split Tick Tank groups and Stealth Tank groups, use Ticks to deploy lure EMP: If you have a group of Tick Tanks and another group of Stealth Tanks, split them up so that the EMP Cannon hits the Tick Tanks, but your Stealth Tanks are not frozen and can help your Tick Tanks by running over infantry or shooting tanks. (if they dont have a Sensor Array)
EMP underground unit under water = returns to shore: EMP a SubterraneanAPC or Devil Tongue while they are in water terrain and they will drive underground to the nearest shore and surface frozen. This could be good if you froze them in water and the nearest shoreline is heavily defended, your EMP can send them to any shoreline that is closest, you choose.
Service Depot stack = avoid EMP: Tanks on a Service Depot will not be EMPd. You can stack tanks on a service depot by press “S” = Stop, every time one of your tanks gets on the Service Depot. Now your many tanks on the Service Depot will not be frozen from EMP Cannon.
Use spare EMP that is not being fired at: If you have two EMP Cannons and one of them is being shot at by Infantry, power that one down. You don't want it to glitch fire. Now your other EMP Cannon will fire and not glitch. (Note: requires 2 EMP Canons)
Disrupter continues "1-shot after frozen by EMP: Never get your EMP Cannon get juked by a fake Carryall landing. You can wait until the tank lands to throw the EMP Cannon. (The Disrupter will still 1-shot a building even if EMPd if it gets its shot off, so this is a dangerous tactic if your timing is off, with Diz)
EMP Cannon + Mutant Hijacker vs MCV: Emp Cannon a MCV so that the enemy can't avoid your Mutant Hijacker by deploying his MCV into a Construction Yard.
EMP Cannon reveals stealthed units and structures: The EMP cannon reveals your stealthed buildings and units. It also reveals your team mates buildings and units.
​
Pause Build = unbuilt unit avoids EMP: Avoid EMP Cannon by pausing a build, right before your unit exits, so the EMP cannon doesn't freeze it (an EMP cannon blast to a cyborg commando could win or lose the early game)
EMP HoverMrls over water = sinks: If you EMP Cannon HoverMRLS over water, they will sink and be destroyed.
​
EMP Cannon Hover Mrls over Orange Weed= destroyed: If you EMP Cannon a HoverMrls over Orange Weed it can be destroyed.
Don't EMP your ally's Harvs: Be careful when you use the EMP cannon, not to freeze your ally's Harvesters. Frozen Harvesters is not making money for your ally.
Fast unit EMP Juke: You can force someone to miss with the EMP cannon, by quickly changing directions with fast vehicles right before you think they will use it, it helps to know the range of the EMP cannon is about 12-15 inches on the screen (roughly). Attack Cycles or other fast units might be able to escape the EMP Cannon's EM-Pulse blast radius if they change directions quickly.
​
EMP SubAPC= goes to shore frozen: If you EMP cannon a Subterranean APC while it is under water, it will go to the nearest shoreline, surface there, and freeze for 25 seconds.
​
Spin dive: The Subterranean APC and the Devil Tongue can avoid EMP cannon. To do this send the unit in the opposite direction that they are currently facing. If you time it right, the EMP cannon hits the ground as the unit is spinning to get ready to dive underground. When you do this, your underground units will go off the map. You will not be able to control them, and will lose them off the map unless you number them. When they go off map, keep clicking for them to return and they will after the EMP wears off. You have about 5 seconds to save them off screen once the EMP wears off.
Avoid EMP on SD planes: Vehicles and planes are not EMPd when they are on the GDI Service Depot.
​
EMP Cannon freezes base defensive buildings: The Laser, Rpg, Obelisk, Vulcan Cannon, Sam Upgrade and Sam site, are all affected by the EMP cannon.
​
Planes on Helipad = no frozen by EMP: Planes on helipads do not get EMPd.
​
MCV speed deploy face BL = CY not frozen: The MCV will deploy faster facing Bottom Left and Construction Yards do not get EMPd. So it makes sense to deploy the MCV as fast as you can (facing bottom left).
ALT drive onto FW section = avoid EMP Cannon: Avoid EMP Cannon by ALT driving onto a nonactive Firestorm Wall Section.
ALT drive on to Powered down LF Fence = avoid EMP: Avoid the EMP cannon by ALTing onto a powered down Laser Fence.
Avoid EMP using "S" on SD: Avoid the EMP by pressing S=stop on the Service Depot.
Lure enemy to EMP his own Harvs or his ally's Harvs: Try to get the enemy to EMP his harvesters to slow his economy down. This can be done with decoy subterranean units.
Stacked vehicles = EMP frozen: Stacked Vehicles and planes can be EMPd on the ground if you sell the Service Depot under them.
​
EMP no affect Barracks, Hand of Nod, Warf: EMP Cannon does not affect the output of factories or units being built.
Group tanks vs EMP Cannon: Splitting tanks into two groups is a good way to avoid an EMP cannon ( at least one of the tank groups will not be EMPd and can provide support for your frozen tanks.
Lure enemy to EMP his own Sams: Force an enemy to EMP cannon his own sams, by sending subterranean units to lure an EMP blast onto his own Sam Sites. Then send your planes to attack while his Sams are frozen.
Do not EMP your own base defenses: Do not get fooled into EMPing your own base defenses, make sure to deploy the sensor array far enough out, so that you can EMP units before the get inside your base.
Build EMP in middle of base: Keep your EMP Cannon close to the middle of your base for protection.
​
Spread Power Plants = enemy air hit by your Sams: Spread out power plants around your base so that they are harder to kill all at one time. This strategy might keep power in your base going for a little while longer. (pretty important for nod sams)
​
The Firestorm Generator not affected by EMP: The Firestorm Generator can not be EMP'd.
EMP Cannon foils LF trap: An EMP Cannon will temporarily power down a Laser Fence. You can foil your enemy's Laser Fence Trap with this tactic. Make him think he will kill all your units that walk over the Laser Fence, and surprise him with an EMP Cannon.
​
Outbuild EMP attack: Fly a MCV with a carryall or drive it close to the enemy and place a EMP Cannon after you deploy the MCV. Now your EMP Cannon can reach deep into the enemy base, which is nice if NOD has bunked hard with artillery and sam sites.
​
EMP Cannon vs Amphibious APC: EMP cannon will freeze an Amphibious Apc on the water. Destroy it with a JJ or plane over water before the Amphibious APC unfreezes.
​
Stacked planes on water = EMP frozen: Stacked planes in the water freeze on the water surface, if an EMP cannon is used.
Stacked SubAPC/DevilTongue stay underground when EMP'd: Only one SubAPC or Devil Tongue rises at a time if they are stacked underground when a EMP freezes them. Each SubAPC or Devil Tongue that surfaces, has to be destroyed, before the next SubAPC/Devil Tongue rises where it used to be. If you have a lot of stacked underground units, this trick might save enough of your underground untis so that you can attack after the EMP cannon wears off in 25 seconds.
EMP no freeze units on bridge: EMP cannon does not freeze units on a bridge.
​
Tanks not frozen by EMP as they exit Warf: Tanks coming out of the War Factory after being built, will not be affected by an EMP cannon unless they fully exit the War Factory.
​
EMP Freeze a "1-shot" Diz before he fires: You can fire your EMP Cannon as a Carryall lands so that it freezes a tank before it can shoot. (this will stop a disrupter from finishing a building with 1-shot while empd)
Spare EMPs stealthed or in fog of war: Consider building a second EMP Cannon in later gameplay. You might try to hide the second EMP in fog of war or stealth so that the enemy doesn't know you have it.
EMP Diz instead of MK2: Don't waste EMP Cannon on a Mammoth MK2 if Disrupters are coming soon after.
EMP Cannon freezes Stealth Generator = no stealth: If you EMP Cannon a Stealth Generator it will turn off and reveal every building that is invisible to the enemy.
EMP Cannon reveals Stealth Tanks: EMP Cannon reveals Stealth Tanks.
Evacuate EMP frozen vehicle with Carryall: Pick up a vehicle with a Carryall after it is frozen by EMP Cannon to evacuate it from the area. Realize that the EMP Cannon freeze timer will not wear down until you land the tank somewhere.
EMP starts recharge when you send EM-Pulse: The EMP Cannon regeneration timer restarts when you send the EMP Cannon, not when it lands on the ground.
Stack underground units so enemy less likely to EMP: An enemy is less likely to EMP Cannon a lot of stacked underground units that only look like 1 unit on the Sensor Array Radar.
​
EMP Cannon range longer than Sensor Array: The Emp Cannon has a range 6-7 cells longer than the Sensor Array, so it might make sense to put the Sensor Array 6-7 cells in front of the EMP Cannon to warn you of stealthed or underground units, right when your EMP Cannon can reach them. You can EMP Cannon freeze a Sensor Array before it gets in range of your base to deploy and see your stealthed base.
​
Cliff = longer range EMP: Cliffs affect the EMP Cannon range, if you are on top firing downhill, the EMP Cannon will go farther. If your EMP Cannon is downhill and shooting at units up on a cliff, the EMP Cannon will not go as far. (The EMP Cannon will still reach Artillery on top of a cliff.)
​
​
HUNTER SEEKER
The Hunter Seeker cost: FREE You can send one every four minutes.(Using the Game Timer in the information panel in the game.
The Hunter Seeker speed = Fast
Hunter Seeker randomly destroys unit or structure: The Hunter Seeker randomly destroys a unit or structure on the map. The Hunter Seeker destroys a random unit on the map, it can not be controlled. (although some players claim it is possible to control it, I can not figure out how it is done if it is possilbe.) Sometimes you get lucky and it destroys something valuable to the enemy. The fewer the units on the map = more lucky. The Hunter Seeker is more likely to hit valuable targets if there are less units on the map. Consider eliminating enemy infantry before using it.
Hunter Seeker destroys groups of units: The Hunter Seeker destroys extra units standing nearby the targeted enemy unit. Make sure to spread out your units if you see a Hunter Seeker coming.
​
Hunter Seeker recharge = 4 min: The Hunter Seeker takes 4 minutes to recharge (this is the longest recharge rate of anything in Tiberian Sun)
GDI Hunter Seeker: Place the Seeker Control on the GDI Technology Upgrade Center.
​
Nod Hunter Seeker: Build a Temple of Nod.
​
Free Hunter Seeker if you have the Power Plants for it: The Hunter Seeker is free once you have the technology to build it. Nod needs a Temple of Nod $2000 GDI needs a GDI upgrade center and a Seeker Control $2000. (GDI and Nod both need 200 power for the Hunter Seeker ability.) GDI uses 150 power for the GDI Upgrade Center and 50 power for the Seeker control, for a total of 200 power, and the Temple of Nod takes 200 power.)
​
Use Seeker fast: Always use the Hunter Seeker right when its ready so you can start recharging it faster.
Save Seeker for end of game: You can save the Hunter Seeker for the end of the game to quickly kill the last building or unit on the map (Especially if Short Game is turned off in the Game Lobby Settings.)
Seeker destroys units and structures off map: The Hunter Seeker can even destroy units or buildings that are off of the map at the end of a game, if those buildings are keeping you from winning.
Lose GDI Upgrade Center of Temple of Nod = lose Hunter Seeker: You will lose the Hunter Seeker if you lose your GDI Upgrade Center (GDI)or your Temple of Nod.(NOD).
Destroy spare random units on map before sending Seeker: The Hunter Seeker is more useful if the enemy has fewer units on the map because the Hunter Seeker will likely target a building.
Mass cheap units and structures counters Hunter Seeker: To counter the Hunter Seeker, build a lot of cheap random units and structures. (Example: Tiberium Silos and Light Infantry spam.)s
Outbuild GDI Upgrade Center / Temple of Nod: Theoretically you would want your Temple of Nod, or GDI seeker upgrade to be as close to the enemy base as possible for a faster kill. This is probably not necessary, but it does have to travel across the entire map, so minimizing that travel time is good. (Maybe you get that MCV faster with the Hunter Seeker because it was closer. It gives the enemy less time to "X" scatter units before the Hunter Seeker kills a group of soldiers.)
​
Seeker wins game when Short game off: At the end of the game, if you can not find the final surviving enemy units, just use your Hunter Seeker.
Seeker read, then power down Temple of Nod or GDI Upgrade Center = pauses Hunter Seeker build: Once the Hunter Seeker is charged, you can power down the Temple of Nod or GDI Upgrade Center, and the Seeker will still be ready when you turn the power back on.



















