------------------------------------------------------------------------------- Westwood Studios Command & Conquer Renegade Platform: PC (DOS/Windows) Multiplayer Guide Written by pokemaniac1342 (Wong Yin Kwan) Pokemaniac1342_2k3@yahoo.com Started on: 27 December 2002 Finished on: 9 January 2004 Version 1.3 ------------------------------------------------------------------------------- Copyright 2002 Wong Yin Kwan This FAQ is for private and personal use only. It can only be reproduced electronically, and may be posted on other web sites as long as this disclaimer and the above copyright notice appears in full, and the FAQ is not altered in any way. This FAQ is not to be used for profitable/promotional purposes. This includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in any way. This FAQ was created and is owned by me, pokemaniac1342 (Wong Yin Kwan) . All copyrights and trademarks that are not specifically mentioned in this FAQ are acknowledged. If you are to post this on your website, please make sure that: -This FAQ is not altered in any way. -The disclaimer above and the below copyright notice appear in full. -The FAQ is in the original format, not HTML. -No banners are in the FAQ anywhere. AND ASK ME FOR PERMISSION FIRST! ------------------------------------------------------------------------------- Command & Conquer, Renegade and Westwood Studios are registered trademarks of Electronic Arts All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------------------------------------------------------------------- Table Of Contents: 1. Introduction 2. Version history 3. Game features 4. Controls 5. Multiplayer 6. General Strategies 7. The Hall Of SHAME 8. The words they use 9. Good places to go 10. THINGS NEW PLAYERS SHOULD KNOW TO BE RESPECTED AND TO PLAY WELL 11. General tips 12. FAQ 13. Sites allowed to host this 14. Credits (special thanks) ******************************************************************************* 1) Introduction: Hi, I'm an avid gamer in singapore who simply got nothin' betta to do but write and write and write and write and did I say write? That's right. Now, I'm writing again, this time for the all-time command & conquer series: The latest Command & Conquer Renegade. Just like 2002 FIFA World Cup, I somehow managed to snatch the original copy of the game, and so can enjoy the smooth gameplay that pirated versions can never reach. Oh well, now, on with TEH show, shall we? ******************************************************************************* 2) Version History: V1.0: Just like always, I've got everything nicely packed in the first version. Any update after this will be minor housecleaning. V1.1: -I updated a more detailed weapons section, and changed my original opinion ab00t somethings like use of the Mammoth tank, the cost of Patch and crap. -Added section 9, Good places to go. -Added FAQ section -I had the credits and stuff marked as section 12 instead of 11, its fixed now. V1.2: -In contents list, section 10 was blank. I replaced it with the words "FAQ" -How stupid can I be? I didn't include the REPAIR GUN as a weapon for hottie/ engineer/technician? fixed now. -Added Neoseeker to the list of sites allowed to host this. V1.3: Added things new players should know and general teams. Some random grammar and spelling fixes here and there, updated the shortforms list a little bit. ******************************************************************************* 3) Game features: This, unlike all previous C&C releases, is not RTS (Real-time strategy). Instead Renegade features an all-new approach to the C&C World. Renegade is in FPS. Featured in full 3-D this game scores an almost perfect score in terms of graphics, and the speeches and audio is simply melting. This gives you the feeling of being in the real C&C world, being able to use old weapons like the Flamethrower and Automatic Rifle, as well as the new faces like Tiberium Flechette Gun and the all devastating Personal Ion Cannon. Drive in familiar C&C vehicles like the Mammoth Tank and the omnious Flame Tank. Sneak into enemy buildings and download info before planting a C4 on the MCT to vaporize the structure. Zoom in on some snobbish Nod fools with your trusty Sniper Rifle and plug them in the melon. All these and more in the great new game of Renegade. ******************************************************************************* 4) Controls: The manual and in-game help should provide an idea of how you control stuff, but in case you're unclear about anything, I've prepared a list of those commands. Here goes: MOVEMENT: [W], [up arrow]-move forward [A]-Strafe left [D]-Strafe right [S], [Down arrow]-move backwards [left arrow]-turn left [right arrow]-turn right [shift]-walk (control must be held down)* [C]-Crouch (control must be held down)* [E]-Action/Use [X]-Quick 180 degree spin ATTACK: [Left mouse button]-primary fire [Right mouse button]-secondary fire** ['],[mouse wheel down]-previous weapon [enter/return],[mouse wheel up]-next weapon [R]-Reload [T], [mouse wheel up]-sniper/ramjet scope zoom in [G], [mouse wheel down]-sniper/ramjet scope zoom out WEAPON SELECT: [1]-select handgun (pistol) [2]-select automatic weapons (Automatic Rifle, Chaingun, and Shotgun) [3]-select sniper weapons (Sniper Rifle, Ramjet Rifle) [4]-select chemical weapons (Flamethrower, Chem Sprayer) [5]-select rocket launcher (Rocket Launcher) [6]-select grenade launcher (Grenade Launcher) [7]-select energy/laser weapons (Laser Rifle, Laser Chaingun, Volt Auto Rifle, Personal Ion Cannon, Rail Gun, Repair Gun) [8]-select tiberium weapons (Tiberium Auto Rifle, Tiberium Flechette Gun) [9]-select mines (Remote C4, Timed C4, Proximity C4) [0]-select beacons (Ion Cannon Beacon, Nuclear Strike Beacon) {Note: The Shotgun, Ramjet Rifle and Repair Gun cannot be used by you in Single player missions although other characters might have them, while the Rail Gun, Timed C4 and Proximity C4 can only be used in Multiplayer mode.} LOOK: [V]-free targeting [F]-first/third person mode switch COMMUNICATIONS: EVA Data Link: [Esc]-Open EVA Data Link (And pauses game) [O]-objectives [M]-mission map [Tab]-list objectives [Backspace]-switch from one to another objective Multiplayer: [F2]-Chat to all players [F3]-Team chat [J]-Team info (control must be held)* [K]-Battle info (control must be held)* Quick Messages in multiplayer: Ctrl + 1 :Building needs repair! Ctrl + 2 :Get in the vehicle! Ctrl + 3 :Get out of the vehicle! Ctrl + 4 :Destroy that vehicle! Ctrl + 5 :Watch where you are pointing that! Ctrl + 6 :Don't get in my way! Ctrl + 7 :Affirmative Ctrl + 8 :Negative Ctrl + 9 :I'm in Position Ctrl + 0 :Enemy spotted! Alt + 1 :I need repairs! Alt + 2 :Take the point Alt + 3 :Move out Alt + 4 :Follow me Alt + 5 :Hold postion Alt + 6 :Cover me Alt + 7 :Take cover Alt + 8 :Fall Back Alt + 9 :Return to base Alt + 0 :Destroy it now! Ctrl + Alt + 1: Attack the base defenses! Ctrl + Alt + 2: Attack the harvester! Ctrl + Alt + 3: Attack that structure! Ctrl + Alt + 4: Attack the Refinery! Ctrl + Alt + 5: Attack the Power Plant! Ctrl + Alt + 6: Defend the base! Ctrl + Alt + 7: Defend the harvester! Ctrl + Alt + 8: Defend that structure! Ctrl + Alt + 9: Defend the Refinery! Ctrl + Alt + 0: Defend the Power Plant! *Holding down the respective controls will continue the effect. To end the effect, simply release the control. **Secondary fire is used to detonate Remote C4, turn on/off the scope for the Sniper Rifle and Ramjet Rifle, fire the Mammoth Tank's Homing Missiles, fire bullets for the Orca VTOL Assault Craft (Multiplayer), and fire the rockets for the Apache Attack Helicopter (Multiplayer) Okay, should get you clearer by now. If you have any questions feel free to drop me a mail. ******************************************************************************* ******************************************************************************* 5) Multiplayer: The missions do little to show you what Renegade really can be. The C&C mode will do the job! A whole new way to smack em' ALL up with plenty of new weapons and characters, vehicles, and even aircraft! You can choose to be what you do best, like a sniper, a base defender, a frontline assault soldier, or a sneak attacker. You decide. Here you'll see the real great stuff about multiplayer mode, as well as info about all those weapons, units and such. Strategies for different situations and even strategies for different maps may be added, so read on! The C&C mode is basically a GDI vs Nod affair, with both sides fighting it out until one side emerges as victorious. You can win by either destroying the enemy base, place an "endgame" beacon on the opponent's pedestal, or have a higher score than the other team when time limit expires or when the server shuts down. Sounds simple? It is. I'll move on to the list of stuff, as you guys probably know how to play C&C mode already. ------------------------------------------------------------------------------- Multiplayer mode weapons list and description: ***** *NOTES: The Chemical Sprayer/Tiberium Auto Rifle/Tiberium Flechette gun can poison its target and cause lingering damage even after firing has ceased. The Flamethrower/Grenade Launcher/Rocket Launcher/Laser Rifle/laser Chaingun /Rail Gun/personal Ion Cannon/Volt Auto Rifle can burn/shock the target and cause lingering damage even after firing ceased. This damage is more powerful than poisoning, but shorter in time span. Shock damage is highly damaging, but lasts barely a second. The shells of the Medium/Mammoth/Light tank can do this to, as well as (of course) the Flame Tank, and possibily the MRLS and Artillery. Notice that splash damage does not apply to the MCT of a building. So, when attacking a building from the inside with splash damage weaponry (Rockets and Grenades) avoid hitting the MCT because untrue to common belief, this two weapons do LESS damage on the MCT then on other parts of the building. So, after laying your timed C4 on the MCT, if you have splash damage weaponry try shooting the walls or the ceiling instead of the MCT, since the MCT disregards any splash damage. (UPDATE FOR V1.1: I'VE CHANGED THE WEAPONS LIST TO A MORE DETAILED VERSION) ***** Automatic Pistol (Falcon): Issued to: Every infantry in the game Damage per shot(to infantry): Medium-low (to vehicles): Negligible (to buildings): Highly negligible Ammo: Infinite Range: Medium-short Firing rate: Medium The automatic pistol is issued to every infantry so they'll never be caught unarmed. Engineers/Advanced engineers only have these as offensive weapons(other than the C4s of course) and should always wield these when moving. A headshot does 50 points worth of damage and a body shot 10 damage. ------------------------------------------------------------------------------- Automatic Rifle (Raptor): Issued to: GDI Soldier/Nod Soldier Damage on continuous fire (to infantry): Medium (to vehicles): Very low (to buildings): Highly negligible Ammo: 100/400 Range: Medium-high Firing rate: High The Automatic Rifle is issued to standard soldiers and is an effective tool against infantry. Its bullets do minimal damage to any armoured targets. Use in short bursts for better accuracy as it is better to hit then to waste ammo and miss anyway against mobile targets. Continuous head- shots kill infantry fast but a lot of body shots are needed to kill. Can be used as anti-artillery/MRLs at a pinch. ------------------------------------------------------------------------------- Chaingun (Condor): Issued to: GDI Officer/Nod Officer Damage on continuous fire (to infantry): Very high (to vehicles): Low (to buildings): Highly negligible Ammo: 100/400 Range: Medium-high Firing rate: Very high A wonderful tool against infantry and can decimate most infantry fast. Against vehicles however, this is not very effective. This does next-to-nothing damage to buildings. A good chaingun user can slaughter infantry like nothing, and can actually do a bit of damage against vehicles, expecially lightly armoured ones. ------------------------------------------------------------------------------- Shotgun (Vulture): Issued to: GDI/Nod Shotgun trooper Damage per shot (to infantry): High (to armoured vehicles): Very low (to MRLS/Artillery/Humvee/Buggy): Medium-high (to buildings): Highly negligible Ammo: 8/32 Range: Short Firing rate: Medium-low The shotgun is an effective weapon is close range combat against infantry. The fray of bullets fired at one go makes it dangerous to all organic targets. A good shot to the head can seriously injure, if not kill an enemy infantry. As with other bullet firing weapons, this is not well used against armour. Against lightly armoured vehicles by the way, this actually does good damage. That is if you can get close enough of course. NOTE: I'll refer the MRL/Arty/buggy/humvee and aircraft as "light vehicles" ------------------------------------------------------------------------------- Sniper Rifle (Pierce): Issued to: GDI deadeye/ Nod Black Hand Sniper Damage per shot (to infantry): Very high (to armoured vehicles): Very low (to light vehicles): Medium (to buildings): Don't bother Ammo: 4/32 Range: Infinite Firing rate: Medium-slow The Sniper Rifle is used for long range, accurate infantry annihilating. A shot to the head finishes any infantry. The Sniper Rifle does not reveal the Sniper's location when it fires, making it a good "silent killer" type of weapon. Against vehicles however, this is more hopeless then anything. The bullet instantly arrives at its target, so once you think you got it just pull the trigger. This does HALF the damage the Ramjet does to vehicles, and therefore gets half the points. ------------------------------------------------------------------------------- Ramjet Rifle (Hawkeye): Issued to: GDI Havoc/Nod Sakura Damage per shot (to infantry): Very high (to armoured vehicles): Very low (to light vehicles): High (to buildings): Don't bother Ammo: 4/32 Range: Infinite Firing rate: Medium-slow The Ramjet Rifle sports even more powerful ammunition then the sniper rifle, and also has a scope for sniping. This can damage vehicles slightly too. Because of its jet propellered ammo, it can pierce through infantry and therefore can kill multiple infantry if they are in a straight row. This however, leads to a loud sound as well as a bright streak of light to reveal the sniper's location. Note that Ramjets can be used to snipe vehicles for good amounts of score, and can even destroy light vehicles effectively. One hit kills all free infantry. Two hits kill any other infantry. Bullet also arrives instantly. ------------------------------------------------------------------------------- Chem Sprayer (Venom): Issued to: Nod Chem Warrior Damage on continuous fire (to infantry): High and lingering (to vehicles): Medium low (to buildings): Medium low Ammo: 100/400 Range: Short Firing rate: Continuous The Chem Sprayer can be used to effectively destroy infantry in short range, and can do a considerable amount of damage against armoured targets. Its short range however, makes it a bit uneffective in field combat, more suited for tunnel wars.The Chem Warrior is immune to Tiberium, so the sprayer can be used to harrass enemy harvesters. Take note of the fact that as the chemical poisons the target, the target will continue to take damage even after firing has stopped. So even a few shots of this can be highly damaging. ------------------------------------------------------------------------------- Flamethrower (Dragonfly): Issued to: Nod Flamethrower infantry Damage on continuous fire (to infantry): medium and lingering (to vehicles): Medium (to buildings): Medium low Ammo: 100/400 Range: Short Firing rate: Continuous The Flamethrower is the early multiple-use weapon capable of doing nice damage to both organic and armoured targets. Later in the game longer range weapons replace it. This burns target and causes lingering damage even after firing has ceased. ------------------------------------------------------------------------------- Rocket Launcher (Locust): Issued to: GDI/Nod Rocket Soldier Officer, GDI Gunner Damage per shot (to infantry): Very high (to vehicles): Medium-high (to buildings): Medium-high Ammo: 6/36 Range: Very long Firing rate: Medium The Rocket Launcher is the tool for anti-vehicle and building warfare. With extreme range and devastating firepower, the rocket launcher is a powerful weapon. Later in the game however, even more powerful weapons can replace these. These are cheap and effective alternatives to anti- vehicle warfare. Note that a direct hit with this to an infantry is VERY high damaging and a headshot kills any infantry instant. You need to lead moving targets a little, thats it to fire ahead of them because the rocket takes time to reach its target. ------------------------------------------------------------------------------- Grenade Launcher (Kestral): Issued to: GDI Grenadier Damage per shot (to infantry): Very high (to vehicles): Medium-high (to buildings): Medium Ammo: 8/40 Range: Medium-short Firing rate: Medium The Kestral Grenade Launcher is the early explosive weapon for the GDI. Capable of lobbing explosives over walls, this is the only indirect infantry weapon in the game. It can be effective against infantry as well as armoured targets, provided your aim is good enough. This is fired in an arc, therefore requiring complex calculations to operate. This does approx. the same damage as the rocket launcher, but is much harder to operate (therefore having more rounds and being cheaper). A direct hit is deadly for an infantry. ------------------------------------------------------------------------------- Personal Ion Cannon (Merlin): Issued to: GDI Assault Suit Sydney Damage per shot (to infantry): Very high (to vehicles): Very high (to buildings): High Ammo: 1/30 Range: Medium Firing rate: Very slow The Personal Ion Cannon has a deadly ray similar to the ramjet rifle, except more powerful, but more short-ranged. This is a very effective tool against vehicles, and can kill any infantry with one head- shot. It takes a long time to charge, so take that into consideration. A gang of these can decimate a vehicle fast, so keep a few in case of deadly Nod Flame rushes. ------------------------------------------------------------------------------- Laser Rifle (Firefly): Issued to: Nod Stealth Black Hand Damage on continuous fire (to infantry): Medium-High (to vehicles): High (to buildings): Medium-low Ammo: 100/400 Range: Medium-high Firing rate: Medium-high The Laser Rifle fires armour piercing, incendiary shots that is effective against just about everything. The rate of fire is not good, so avoid front-line assault with this weapon. For Stealth black hands who just laid a nuke, stay well away from the nuke, and wait till the GDI engineer has stopped to disarm. Fire rounds of head shots quickly and the infantry will be distracted enough for you to cover or even die. ------------------------------------------------------------------------------- Rail Gun (Scorpion): Issued to: Nod Raveshaw Damage per shot (to infantry): Very high (to vehicles): Very high (to buildings): High Ammo: 1/30 Range: Medium-high Firing rate: Slow The Nod equivalent of the Personal Ion Cannon. The Rail Gun can wreck vehicles fast and can also kill any infantry with one good headshot. Only limited by the range and long reload time. Fires faster than GDI Personal Ion Cannon. ------------------------------------------------------------------------------- Laser Chaingun (Tarantula): Issued to: Nod Heavy Weapons Specialist Black Hand Damage on continuous fire (to infantry): High (to vehicles): High (to buildings): Medium Ammo: 100/400 Range: Medium-high Firing rate: Fast Basically a faster version of the Firefly Laser Rifle. Good sweepage, good damage to all targets. ------------------------------------------------------------------------------- Volt Auto Rifle (Black Widow): Issued to: GDI Mobius, Nod Mendoza Damage on continuous fire (to infantry): Very high (to vehicles): Very high (to buildings): Medium-high Ammo: 100/400 Range: Medium-low Firing rate: Very fast This is a devastating weapon. With its high rate of fire and high amount of damage this is effective against all targets. Only limited by the range. Headshots deal a lot, and this has a bonus shock damage. Good against all vehicles too. ------------------------------------------------------------------------------- Repair Gun (Gizmo): Issued to: GDI/Nod Engineer , GDI hotwire, Nod Technician Damage is N/A Ammo: 999/999 (which means infinite) Firing rate: Continuous The Gizmo Repair Gun is useful for repairing any units, be it infantry, vehicle, or building. The advanced engineers (GDI Hotwire, Nod Technician) has an advanced version of this, with a much longer repair range and an almost doubled repair rate. It is the only weapon that can repair, and is also useful in disarming C4s or beacons. For new players: If you have seen engineers fire a damaging red beam in Single player, do not try it in multiplay. IT DOES NOT WORK, the repair gun cannot damage in any way. If you shoot the enemy with this, you are repairing the enemy, and you will get negative points. If you do that, don't be surprised to be b*tched at and kicked. ------------------------------------------------------------------------------- Tiberium Auto Rifle (Mantis): Issued to: GDI Normal (150 credit) Sydney Damage on continuous fire (to infantry): Medium high (to vehicles): Medium-low (to buildings): Low Firing rate: Medium This weapon fires long-range tiberium bullets capable of doing a considerable amnount of damage to all infantry and can damage vehicles as well. This has splash damage, so beware when firing these to prevent damaging yourself. Don't underestimate this guy, headshots are powerful. ------------------------------------------------------------------------------- Tiberium Flechette Gun (Talon): Issued to: GDI Patch Damage on continuous fire (to infantry): Crazy (to vehicles): Medium (to buildings): Low Firing rate: very high The Tiberium Flechette is a very powerful tool against infantry, especially at close range. No splash damage here. This is EXTREMELY powerful infantry tool, if you are a good shot this gun is LETHAL with capital everything. Although the volt beats this against vehicles, range and cost wise this is on average better. Note that because of its high fire rate, you get a lot of points off an enemy vehicle. If you ever got to fight with a stank, shoot it with your flechette and notice your score racking up damn FAST. ------------------------------------------------------------------------------- Remote C4 (Hair-Trigger): Issued to: GDI/Nod engineer, GDI Hotwire, Nod Technician Damage per blast (to infantry): Crazy (to vehicles): Crazy (to building exterior): High (to building MCT): Crazy The Remote C4 is useful for sabotaging, distractions, long distance detonating of hidden explosives, and ambushes. A useful tool always.When placing C4s, do not make them overlap each other or the C4 that is overlapping will not do damage. ------------------------------------------------------------------------------- Timed C4 (Tick-Tock): Issued to: Heck everyone Damage per blast (to anything): Damn Damn Damn Damn Damn Damn HIGH The Timed C4 is the most powerful C4. It can seriously put a big dent in any structure, and can be used for covert operations and mind games. The sudden drop in the building health is enough to send the whole team into panic. ------------------------------------------------------------------------------- Proximity C4 (Feather): Issued to: GDI Hotwire, Nod Technician Damage per blast (to infantry): High (to vehicles): Medium (to buildings): Low The Feather detonates whenever an enemy unit comes close to blasting range. It is always useful to have several of these laid at choke points, as well as to guard your base. Lay these at enemy PTs for a cheap kill. NOTE FOR NEW PLAYERS: One team can only have a maximum of 30 C4s EXCLUDING timed C4. That means the number of remotes and proxys added together cannot exceed 30. If it exceeds, previous C4s will disappear. Note this point, and simply assign 1 or 2 persons to mine to avoid overmining, keep count of the mines, and only mine where necessary and don't waste them at places where enemy wouldn't go, or is too obvious and will be disarmed for points. 5 proxs kill the best infantry, so 5 on each door is enough. Lets say on a map with all structures (GDI): Ref needs 10 mines, barracks needs 5, WF needs 10, PP needs 10, AGT needs 5, and (umm wait) thats 40. So, on defended maps, note which entrance can be left unmined (those covered by defenses). Like the barracks for City, the Barracks for Under, front door of refinery for field, etc etc. ------------------------------------------------------------------------------- Ion Cannon Beacon (Godsend): Issued to: N/A Damage per hit (to heck anything): *cough* *cough* lets just say the power of about all the weapons mentioned above added together This beacon is used to direct an Ion Cannon strike at the designated location. A well-placed beacon will destroy any structure and seriously damage or kill all other units inside or nearby. ------------------------------------------------------------------------------- Nuclear Strike Beacon (Retribution): Issued to: N/A Damage per hit (to heck anything): See above This beacon is used to accurately guide a nuclear missile at the targeted location. The damage dealt is exactly the same as the Ion Cannon. I suggest using a skin, cos the default nuke effect sucks. ------------------------------------------------------------------------------- Vehicles: ------------------------------------------------------------------------------- GDI: APC (Armoured Personnel Carrier): Fast vehicle capable of sending up to five infantry accorss the battlefield to do their job. Armed with a machine gun this can quickly decimate infantry but has troubles against vehicles. Fairly good armour for such great speed. Cost: 500 ------------------------------------------------------------------------------- Humm-Vee: GDI's fastest vehicle armed with an infantry-wrecking machine gun. Lightly armoured and very quick, this can be used to race by enemy infantry, or better still, drive over them. The light armour however, means that explosives get rid of this fast. This is mainly for quick transport. Cost: 350 ------------------------------------------------------------------------------- Mammoth Tank: The most powerful and slowest tank in the game. Armed with dual turrets as well as homing missile racks, this behemoth can wreck just about any vehicle one-on-one. It can regenerate health automatically, but requires a gizmo repair gun to refill armour. The speed of this thing is BAD, so it might require additional support. A sound warning: I personally (as well as most good players)NEVER touch the Mammoth Tank...and I highly suggest you do so. Especially in large games with 40+ players where ladder is at stake. A Mammoth can give away points like nothing else. Even a regular soldier firing at a Mammoth can steadily stream in a ton of points. A common sight would be for Sakuras (Or any Ramjet Sniper)to be shooting at a Mammoth. You might think that's being retarded, but those are actually the expert ones. A Ramjet Sniper gets a TON of points for every shot on a healthy Mammoth. When all the armour of the Mammoth has been depleted and the health starts re-generating however, the shots give next- to nothing points. So my advice is still: NEVER GET A MAMMOTH TANK NO MATTER WHAT THE HELL!!! MEDIUM TANKS>MAMMOTH TANKS!!!!!!! (Update for v1.1) I've decided to be not such an idiot...Mammoths are not totally useless. For example, when the enemy defenses are down and you are pouring tanks into their base damaging stuff, the mammy is the best choice for its staying power and killing power. Also in smaller games (like 10-20 players) the mammoth won't give away too much points (heck they aren't enough players shootin at it!)so feel free to use it. Also it is good for defense against Nod rushes. Like when a flame rush comes a mammy blocks the way while the AGT AND the mammy tears them apart. Overall I STILL don't like this thing, their are way more cons than pros. But in the CORRECT circumstances, this is ok Cost: A whopping 1500 ------------------------------------------------------------------------------- Medium Tank: The single barreled medium tank delivers explosive shells at the target for tremendous damage. It is quite manueverable, and is relatively cheap too. Overall, this is one of the most cost-effective vehicles in the game. Cost: 800 ------------------------------------------------------------------------------- Mobile Rocket Launching System (MRLS): The MRLS delivers six long-range missiles at one go to cause the devastation no other vehicle can match. It is slow and frail however, and lacks short-range support fire. Might require support from other vehicles while this thing wreaks havoc. Also the tool for the rather sneaky b2b technique. Cost: 450 ------------------------------------------------------------------------------- Orca VTOL Assault Craft : The Orca Vertical Take-Off And Landing (VTOL) Assault Craft comes equipped with rockets and infantry-tearing bullets. Can be a very fast and hard-to-hit target, but once hit this frail (150 HP) craft is comin' down. Can also move up and down by using the jump and crouch keys. Very good vehicle to have once the opponent is out of base defence. Cost: 900 ------------------------------------------------------------------------------- Transport Helicopter: The Chinook Transport Helicopter has higher armour but slower speed then the Orca. It also has no weapons to defend itself. Can be a very reliable way to travel and transport once an enemy is out of base defense, but take caution when transporting expensive units. Cost: 700 ------------------------------------------------------------------------------- Nod: ------------------------------------------------------------------------------- Apache Attack Helicopter: Nod's offensive aircraft. Frail as aircrafts should be, and sports infantry drilling bullets as well as assault missiles. The bad part is the sound that it makes, so the GDI Orca might have better luck with sneak attacks. Cost: 900 ------------------------------------------------------------------------------- APC (Armoured Personnel Carrier): The APC can transport up to five passengers to any location on the battlefield. Armed with an anti-infantry machine gun, the APC must keep moving to avoid vehicle fire. The armour is fairly good for the speed, so this can be a reliable way to travel. Cost: 500 ------------------------------------------------------------------------------- Flame Tank: ...FLAMER!!! A troop of these can raze a building to the ground! They have good armour, good speed, VERY good power, but unfortunately, it lacks range severely. Once it gets into scorching range though, it can be very big trouble. So take that into consideration. Cost: 800 ------------------------------------------------------------------------------- Light Tank: Fast, reliable armour, and fairly good range, this is Nod's standard assault tank. The GDI Medium Tank can beat this hands down, though. Cost: 600 ------------------------------------------------------------------------------- Mobile Artillery: Nod's solution of long range devastation. Fires a heavy-duty missile to rack targets from afar, this evil thing is only limited by the speed and armour. Might require engineer support. Cost: 450 ------------------------------------------------------------------------------- Nod Buggy: Faster but more filmsy compared to the Humm-Vee. Sports the same infantry-piercing gun, but loses to any vehicle heads-on. This can be effectively used for surprise raids, distractions, or just very quick but dangerous transport.Heck, drive CREATIVE. I once killed a n00b mammoth tank with this baby believe it or not. Cost: 300 ------------------------------------------------------------------------------- Stealth Tank: Almost invisible when not firing, this is the perfect choice for sneak attacks. You can run over enemy infantry without them knowing what happened! This is not invincible though, because the armour is ridiculously weak and the stealth is not completely invisible...plus it uncloaks while firing, and can no longer cloak if low on health. Still Nod's most useful tank, in my opinion. Cost: 900 ------------------------------------------------------------------------------- Transport Helicopter: See GDI's Transport Helicopter. Cost: 700 ------------------------------------------------------------------------------- Characters: ------------------------------------------------------------------------------- GDI: ------------------------------------------------------------------------------- Deadeye: GDI's top marksmen holding one of my faved weapons: the snipin' shootin' stick. Looks cool and can blend quite nicely into certain terrain. Cost: 500 Weapon: SNIPER RIFLE -------------------------------------------------------------------------------- GDI Officer: GDI's Chaingun toting maniac, the early and effective way of infantry sacrifices. Cost: 175 (I think) Weapon: CHAINGUN ------------------------------------------------------------------------------- GDI Solder: Basic grunt with a versatile gun which although basic, can be great against infantry if aimed at the forbidden part...not much use other then that. The health stinks too. Cost: NIL Weapon: Automatic Rifle ------------------------------------------------------------------------------- Grenadier: Basic explosive lobbing unit which can be a great nuisance at the beginning as it can stealthily and slowly suck away a building's health from behind walls. Later better weaponry makes this crappish. Cost: NIL Weapon: GRENADE LAUNCHER ------------------------------------------------------------------------------- Gunner: Boosted rocket launcher wielder with a slightly better weapon than the Roc Soldier Officer. Looks brutal and is brutal....deadly weaponry and reasonable cost makes this one of the best choices for rushes. Cost: 450 Weapon: ROCKET LAUNCHER (SPCL) ------------------------------------------------------------------------------- Havoc: Havoc in this is the Ramjet sniper, a very populer character. He has a lot of suits to choose from, which adds to his holo of near perfection...well maybe not. Cost: 1000 Weapon: Ramjet Rifle ------------------------------------------------------------------------------- Hotwire: GDI advanced engineer. Plain & simple. Sneak a rush of these into an enemy building and watch it splat. Cost: 350 Weapons: AUTOMATIC PISTOL, REMOTE C4 x2, TIMED C4 x1, PROXIMITY C4 x5 REPAIR GUN ------------------------------------------------------------------------------- Logan: One of the secret characters, which is a sniper basically. Cost: Around 1000 Weapon: SNIPER RIFLE(Duh!) ------------------------------------------------------------------------------- Maus: A useless spcl character with a Grenade Lobber...crap as always. Cost: 50 Weapon: GRENADE LAUNCHER (Daft!) ------------------------------------------------------------------------------- Mobius : GDI's BLack Widow holder, with that seriously dreaded weapon. I prefer the look with the silver Assault Suit...lol. Cost: 1000 Weapon: Volt Auto Rifle ------------------------------------------------------------------------------- Patch: One of the most versatile characters with a versatile weapon, Patch can handle most targets well. And the cost is reasonable too. A great investment. Cost: 450 ( I had this put as 400 in v1.0) Weapon: Tiberium Flechette Gun ------------------------------------------------------------------------------- Rocket Soldier Officer: A lower version of Gunner. Basically the same use, except lower armour and lesser boost on the tube of explosives. Cost: 225 (I think...so sorry lol) Weapon: Rocket Launcher ------------------------------------------------------------------------------- Sydney (1): The weaker version of Syd, with the Tiberium Auto Rifle for early infantry messing up. The armour is still low though, and the cost is VERY cheap indeed. Cost: 150 Weapon: Tiberium Auto Rifle ------------------------------------------------------------------------------ Sydney (2): THE Sydney. P.Ion Cannon + cool suit + high armour = destruction... geddit? Cost: 1000 Weapon: Personal Ion Cannon ------------------------------------------------------------------------------- Engineer: Lower version of Hotwire. Just used to repair stuff and can be a deciding factor in battles. Cost: 0 Weapons: AUTOMATIC PISTOL, REMOTE C4x2, TIMED C4x1, REPAIR GUN ------------------------------------------------------------------------------- NOD: ------------------------------------------------------------------------------- Acolyte: One of those secret units you get. They have no armour, heals in Tiberium (VERY NICE), and wields a Tiberium Auto. Not bad for a secret unit... Cost: 250 Weapon: TIBERIUM AUTO RIFLE ------------------------------------------------------------------------------- Black Hand (Stealth) -OMFG this thing can be the most annoying thing in the world or the crappiest crap in the bin. If the enemy has no more base defense, this thing can creep in COMPLETELY undetected and put down a nuke or lay down some C4. But with the AGT (Advanced Guard Tower) this thing gets slaughtered. Also boosts a crap weapon that is precise but straightfoward and low damaging. Still very annoying and some servers even ban the stealth. Cost: 400 Weapon: LASER RIFLE ------------------------------------------------------------------------------- Black Hand (Heavy Weapon) - Oh well a great unit against just about anything. Will kill off infantry well and wreck Humm-Vees and MRLS with surprising speed. Can even harass the Mammoth and is capable to do quite some damage against buildings. They are big sized and are an easy target for snipers though. Cost: 450 Weapon: LASER CHAIN GUN ------------------------------------------------------------------------------- Chem Warrior - A low-level infantry unit immune to Tiberium and is therefore great in harassing Harvesters, as they can cross over Tiberium undamaged, and do good damage against vehicles. Useless is most other cases though. Cost: 150 Weapon: CHEM SPRAYER ------------------------------------------------------------------------------- Engineer - Low level engineer. Not much to say. Refer to GDI engineer. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Flamethrower - Nice for harassing buildings from tunnels or early game assault as it packs a good punch of firepower(lol). Not much use later though. Cost: 0 Weapon: FLAMETHROWER ------------------------------------------------------------------------------- Initiate - A secret unit similar to the Acolyte except with less health and is armed with a Chem Sprayer Cost: 200 (I think) Weapon: CHEM SPRAYER ------------------------------------------------------------------------------- Mendoza - Volt Auto killer. Seeing the dark blue thunderbolts coming out of this guy's gun can be a fright. Popular in late game assaults as it has good health, good damage, and good firing rate. Cost: 1000 Weapon: VOLT AUTO RIFLE ------------------------------------------------------------------------------- Nod Officer - Chaingun boosting guy, not much else. Early game infantry mowing but useless in late game situations. Cost: 175 (I think.....) Weapon: CHAIN GUN ------------------------------------------------------------------------------- Nod Soldier - Refer to GDI soldier ------------------------------------------------------------------------------- Petrova - Secret unit doing the same thing as Mendoza but looks horrid and is more expensive. Crap really. Cost: ??? Weapon: Volt Auto Rifle ------------------------------------------------------------------------------- Raveshaw - Has a great weapon capable of decimating a Mammoth. But slow fire rate degrades this weapon in the heat of a rush. One shot to the head can drill any infantry, but the range sucks. Can punch buildings well too. Cost: 1000 Weapon: RAIL GUN ------------------------------------------------------------------------------- Rocket Soldier Officer - Refer to GDI Rocket Soldier Officer ------------------------------------------------------------------------------- Sakura - The same thing as GDI Havoc. Cost: 1000 Weapon: RAMJET RIFLE ------------------------------------------------------------------------------- Technician - Advanced engineer of Nod. Same as Hotwire in every aspect other then looks. Cost: 350 Weapon: AUTOMATIC RIFLE, REMOTE C4x2, TIMED C4x2, PROXIMITY C4x5, REPAIR GUN ------------------------------------------------------------------------------- Templar - Secret unit with more health and wields a Tiberium Flechette Gun. Cost: 400 Weapon: TIBERIUM FLECHETTE GUN ------------------------------------------------------------------------------- ******************************************************************************* ------------------------------------------------------------------------------- Buildings: GDI and Nod ------------------------------------------------------------------------------- Power Plant: Power supply for the base. If destroyed, all purchases cost double and base defenses are disabled. ------------------------------------------------------------------------------- Tiberium Refinery: Supplies credits. Once destroyed, team no longer receives credits from Tiberium. ------------------------------------------------------------------------------- Infanrty Barracks(GDI)or Hand Of Nod(Nod): Produces advanced infantry. If destroyed, advanced infanrty can no longer be purchased. Basic infantry is still available. The beacon pedestal is housed in here. ------------------------------------------------------------------------------- Weapons Factory(GDI)or Airstrip(Nod): Produces vehicles. If destroyed, vehicles can no longer be purchased. ------------------------------------------------------------------------------- Advanced Guard Tower(GDI): Only base defense for GDI, but a powerful one. Boosts four infanrty SHREDDING EXPRESS MEGA bullet turrets with rapid fire as well as a HEAVY DUTY missile launcher, this THING is the ultimate base defense. Capable of decimating multiple targets and chewing up a whole mob of twenty or so infantry in seconds.Ohh wait...with more playing I realized another delicate balance in Renegade. The AGT can own infantry but is not really good against vehicles. THe missile is slow reloading and the bullets aren't much use for vehicles. ------------------------------------------------------------------------------- Obelisk(Nod): Less powerful then the AGT. Fires a high-powered laser bolt that can seriously hurt, but has a lackluster firing rate. So three separated infantry can go up close to the obelisk easily with at least one surviving. This thing is designed for anti-vehicle use, opposite to the GDI AGT. Infantry may even be able to dodge the obelisk if u know how in specific maps. ------------------------------------------------------------------------------- Turret(Nod): The Nod side would need extra defenses to balance out. On defended maps there will be two of these guarding the base along with the Obelisk. But they really are useless. They are basically stationary Medium Tanks with lower firing rate.Support, nothing else. Not much use really. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Ways to win: 1. Destroy all enemy buildings. Obvious isn't it? 2. Place a beacon on the enemy pedestal and defend it until the super weapon impacts. Placing it won't win you the game. You need to make sure that the super weapon actaully HITS. Then the whole base will blow a few seconds later. 3. Score higher than the opponent after time expires. If there is a time limit and you score higher than the opponent after time expires, you win. Same for the opponent. NOTE: Take note of the server settings. Some servers dont allow beacon wins. Others dont even allow building wins (weirdo servs or sniper servs mostly) If u dont check and place a beacon on the ped and discover that u didnt win and lost 1000 credits for nothing, blame urself. ------------------------------------------------------------------------------- Lil' tips and tricks to get you started and get to be an expert: -Be watchful of sounds at all times. A missed sniper shot or the sound of enemy tanks firing. Experts can tell what tanks they are by the fring. -Never leave the base unguarded. That is ALWAYS the fatal mistake. While all of you are out there shooting at their base there may be a sneak attack into your base and kill off a critical structure without you even noticing before hand. Always place mines at building entrances, base entances and tunnels, and on the beacon pedestal. Then leave one or two advanced engineers guarding the base. -Know the damage dealt by various weapons on various targets and be watchful. When you get the warning of a building under attack, immediately check the status of the building by pressing "K". It will show you the health of all buildings. If the health barely decreased you can stop worrying, because that's probably a soldier or APC firing. If the building health is going down bit by bit you know a unit or vehicle that can considerably damage buildings is on it. Quickly rush back to defend. If the building's health is decresing stealdily it's a flame tank. Defend fast or its over. A sudden sharp drop means building sabotaged with C4s. This is critical and shouldn't happen to a well-organised team. -When driving a vehicle, don't fire useless shots. You are alerting the enemy to the fact that you are having that vehicle. Then they can guard against it. -Do not be eager to rush into action. Stay and watch what happens, and watch what you can do to help. -Be quick and decisive. If the enemy spots you trying to sabotage a building, throw down a C4 and blow the foe up as he edges towards you. If the time is running out and your team is behind in scores, throw everything you've got to earn points. -Know the statistics. Understand that a flame tank is not the end of the world. An advanced engineer can easily repair faster than the flame tank can dish out. In fact the advanced engineer can outrepair every single vehicle. But if the vehicles gang up you better call for help. -Have different roles in a team. Have attackers and defenders. Some should mine while some keep trying sneak attacks. Some can snipe while some do a straight on assault. Some defend and some scout. Always have a well balanced and organised team. -TEAMWORK. Always excersise teamwork. -Know the map. Know all shortcuts, secret routes, tunnel plans, and stuff like that. Master these and you should be on your way to mastery. Of course you need experience, but these are to get you started. =============================================================================== My experiences: Here I describe my multiplayer encounters that are interesting. Take this as reading a story as well as learning some tips and tricks people use. I try to give tips for every map except C&C_Glacier_Flying, which I avoid. 1. Map: C&C_Hourglass Side: Nod There were around 6 players on each side in the Hourglass map. We have already charged the GDI forces many times with Mobile Artilleries but the rushes kept failing. The GDI Mammys kept hauling us off. So I thought of the problem...our attacks have all been fragmented. So the plan was devised. 1 Flame Tank on the left route, 1 Flame Tank on the right, and 3 on the hilltop. 1 Raveshaw began to assault at the Mammys from the tunnels. The moment the Raveshaw gave the signal of "Move out", all Flame Tanks flanked and charged at the same time. I sacrificed because the AGT and Mammy got me but all my other four teammates got to the AGT and it was down with two Flame Tanks still surviving. The Mammys finished off us but our job was done: The AGT was down. The next charge by Flames took the weapons factory and refinery down. The next rush by Raveshaws got rid of remaining Mammoths as well as planted a nuke at the barracks. With only the Power Plant (pp) remaining, the next charge of Flames did the job. Always be organized. One charge at the same time by a hoarde of Flames is near unstoppable. The difficulty is achieving the teamwork to actually do the flame rush. Most people just go off themselves and keep getting blown up. Never do that. Understand the opponent's plans and spy well. The Raveshaw was for the purpose of further damaging the Mammys and give them a lot more to do, with a bunch of Flames up there and a Rav down there. Flanking the opponent on multiple fronts can be a great way. The enemy is diverted and you can get more points. ------------------------------------------------------------------------------- 2. Map: C&C_Under Side: GDI The Nodders are already bombarding us with multiple flames. Luckily they are not organized so our Meds could fend them off. Me and another Havoc went into the enemy tunnel. We went down to the opening near the Power Plant. We stayed just out of reach of the Obelisk. We communicated with our base and called in a Humm-Vee to divert the obelisk. The moment we received the signal from the Vee we went crouching behind the nearest rock, safe from the obelisk. The next time we sneaked to the Power Plant and the Obelisk beam hit us but could not finish us off. We infiltrated but did not put our beacons yet. We called in more Mammys and MRLS to wait at the doorway to the Nod base. The moment I set off those ions,the PP went down and all the vehicles rushed in. Soon Nod was all over. This just shows the importance of co-ordination. If we destroyed the PP but no tanks came in to finish, then the enemy will prepare and we may have troubles. Also shows more teamwork here: the calling in of Humm-Vee, the co-ordination of the assault. This is the kind of game I like to play. ------------------------------------------------------------------------------- 3. Map: C&C_Walls_Flying Side: Nod The war has gone long. After a Technician destroyed the refinery the opponent has stepped up security with mines and Havoc patrols. However Nod has such thing as a stealth soldier. I, as a stealth, sneaked in and stayed just at the doorway, completely invisible. The GDI guys built a Mammoth. One engineer hopped in. then got out to repair a nearby MRL. This rendered the Mammoth neutral and free for taking by anyone. (When the mammy was just built, it belonged to GDI and could not be controlled by Nod. But after someone got in and came out, it became neutral, free for grabs) I quickly hopped into it and blew up the GDI weapons factory with little resistance. I laughed as the barracks also fell. I died, but not before I sneaked up on a Havoc and planted a Timed C4. After another few seconds the particular Havoc cursed me for blowing up those buildings. After another second he blew up. He got so angry he screamed swear words and quit the game! The next charge of Flame Tanks did the job. See the point? Vehicle hijacking. It is hard to defend against. GDI can mine the weaps factory but that won't be help. Just don't let unclaimed tanks lie around. ------------------------------------------------------------------------------- 4. Map: C&C_Hourglass Side: Nod We successfully sabotaged the enemy Power Plant with an early APC raid. But the opponent got aware of the situation. Even with x2 cost they got Mammys and tanks completely blocking the entrances as well as mines and patrols. We tried everything we could but the flame rushes got hauled of by the Ion Sydneys and Mammys with hottie support. So we bought like 6 APCs and filled each APC with 2 technicians. At the signal by someone we all rushed the APC horde into the GDI base. Soon it was all over. The MCTs was all covered with C4s and the buildings had no chance. Another victory. A common strategy among experts will be an early APC raid targeted at the base defense or Power Plant. Once that is gone the game can go on with an obvious advantage. The strategy in this is called "APC rush". Thats multiple APC or 5 techs in 1 APC attacking the enemy base. Attacking buildings in this way is efficient and overwhelming. Technicians should lay down Timed C4s first, then Remotes, and mine the entrance to prevent incoming engineer repairs. Later in the game, when the opponents have mines and defenses up and everything, an APC rush (or basically any rush, including flame rush) is not advised. Chances are the rush will fail, and the oppoent get free score. So an APC rush is for early game, while Flame/StealthTank/anything else rush is for when the opponent is unprepared, in a non-base defended map, or in small games. (I usually hang out at the bigger servers with more ladder, so I don't know that much about smaller map strategies. But I DO know that in big servers, a late game rush is mainly stupid and suicide. ------------------------------------------------------------------------------- 5. Map: C&C_Glacier_Flying Side: Nod (Ok I know I said I would not do for this map but this one is nice) As you may know (or not know) for Nod there is a straight route to the GDI Barracks without getting hurt much by the AGT. Well I was with quite an expert team so the moment the game started 5 engineers including me went for the barracks and completely tore it apart easily with a flood of C4s. But GDI doesn't need a lot of infantry support right... The GDI used a route that went straight to our Refinery (ref) wihout being hurt by the obelisk. They used the same trick and crippled us. So obviously we are pissed. I bought a Black Hand Stealth Soldier just before the hand of Nod got incinerated too. Now the GDI are leading. Waves of MRLS are camping above to pot our airstrip and the score is almost 5000 to 1000 to the GDIs...and I had 900 credits. 100 short of a Nuke Beacon. At this moment a Mammoth arrived to pot the strip so I shot it from behind cover. Soon I got 1000 credits...I went off to the same route into the barracks hoping to plant the nuke on...you got it. The pedestal (ped). A med rush took out the OBELISK and now Orcas are swarming in to take down the remaining structures. I already infiltrated the barracks when our Airstrip went down and the Repair Facility got easily blown away. With only the PP remaining alive, I YELLED to my teamates to DEFEND AT ALL COSTS because I have planted the nuke on the ped. Some engineers started looking around but they didn't bother to check the Barr, since it was dead already. Our Power Plant was going down soon (Yellow Health Zone) when the nuke impacted. One GDI guy said "lol a fake decoy". 1 second later Nod won. By destroying the enemy base with a placed beacon. Be on the lookout for different ways to win, look for secret paths to reach enemy buildings unharmed, think of the Beacon Pedestal, and NEVER GIVE UP ON REPAIRING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ------------------------------------------------------------------------------- 6. Map: C&C_Mesa Side: GDI As with all other normal people the game started with soldiers and basic troops swarming to the tiberium tunnel to pot the Harvester and get early points. The enemy was not very co-operative, and that failed them. As soon as we hit the required credits we mass produced MRLSes and filled the Tiberium tunnel with MRLs to attack the Power Plant. No one bothered to repair as everyone wanted to be out there shooting (lousy teamwork, plus stupidity). The Power Plant went down quick and for the rest of the game we were stepping on their brains with one foot. However some Nod Light and Stealth tanks jumped the wall (a map glitch. As u know the Mesa map has two side routes, one for vehicles while the other has walls and slopes and roadblocks preventing vehicle entry. However Nod tanks with their small size can jump the slopes to reach spots that shouldn't be reached by vehicles. They can easily access the GDI ref that way)and began pounding our refinery. They didn't take it out, but we had to divert manpower to maintain the refinery. Leaving us with fewer battle personels. I was a battle personel, as I carried a beacon, was a Mobius, and entered the Nod base to realize that the base was already swarming with GDI troops and tanks and Nod didn't look very happy. Someone sabotaged and took out the Hand Of Nod. I could see a bunch of technicians running out of the destroyed hand to repair other things. I sneaked in and planted the Ion on the...ped. As I expect no one checked the Hand and we won soon after. Oh and I was MVP for that match:D I am emphasizing on the weakness on the other team rather then how good we are. If they had BOTHERED to repair the Power Plant they could have won but they didn't. And when a beacon is planted I always check the ped first. 1 building destroyed is better then everything destroyed. ------------------------------------------------------------------------------- 7. Map: C&C_City_Flying Side: Nod T'was a kewl game! I had a good team and I ABSOLUTELY enjoyed this game. We were dominating so much we could afford to have a joke or two. Early attacks raged on with 3 people in Mobile Artilleries on the bridge pounding at the refinery. They were backed by a techician. This trio controlled the bridge and they had to concentrate on repairing ref. We also gained a huge point advantage this way. Another group of like 4 Nod Nuggies rushed the Weapons Factory and did not manage to destroy it, but brought its health so low that another shot from one of the Mobile Artilleries blacked it out. Then an APC rush to the Power Plant cut the cables. The AGT was useless, and GDIers didn't look pleased. Then a technician infiltration attack took out the barracks. Now they were left with a useless tower aka AGT as well as a building generating useless cash. We knew we won the game already. So we agreed to have some fun on the GDIers. I placed PLENTY of Remote C4s on a Stealth Soldier (About 20 C4s) and sent him to infiltrate the refinery. As you can expect the doors are HEAVILY mined. The Stealth Soldier went in the door close to the MCT and the moment he entered I set off the C4s on him just as he got burnt by the mines. The crowd of GDI engineers and some surviving Hotties got BLOWN HELL UP by the inferno of Remote C4s that coupled with the harmless blast of Proximity Mine. I killed like 6 players at one go and the boink was really loud. Suddenly there was a long list up there saying I killed the 6 or so guys. It was so funny. The GDIers probably thought the blast was from the mines, so they must be pissed when they realize that they are dead too. And by me. That was a trick I called kamikaze...you put plenty of remote C4 on a guy, get the guy as close to a building as possible, and set off those C4s. The guy wont die unless friendly fire's on, but the target would have a good sized black hole in it. Anyway after that there were no more mines in the refinery due to the lack of female engineers:). We sent a Sakura to the rooftop of the building in the near the GDI base. She had a nice time shooting the hell out of running soldiers and engineers. Then we put 30 mines on a Nod Buggy and rushed it into the enemy base running around and killing those soldiers by contact. Finally we got sick and nuked the pedestal. Game over:) Nothing much here, just C0MPl3Te PwNage!!! Ph33r me!!!! ------------------------------------------------------------------------------- Map: C&C_Hourglass Side: Nod My most memorable game yet. The experience I got from this match elevated me to a new level of veteran. It was 22vs22 on a BIG SERVER and very star players were playing the gane. Including (at that time)world's no.1 player cloud24b, 2nd best player Thisela, and other stars with 2-digit rankings. Time limit: 1hour. cloud24b was on enemy GDI and Thisela was on my Nod side. THE BATTLE COMMENCED. GDI got an MRLS on the hill and began pounding on our ref. Thisela ORDERED us NOT to repair, much to my surprise. I obeyed, hoping whatever strategy Thisela had will work. So our Ref got blown and the expert players told us to get artys(Artilleries)with engineer support. So Artys were on the hill, on the left and on the right with about 2 engineers backing up each one. Those on the hill concentrated on the GDI tiberium refinery while those on the sides just kept shooting everywhere. GDI had points like 1900 to Nod's 200. Then the strategy began to work. The GDI tanks kept pouring out to attack our artys but our artys just kept killing the GDI vehicles as the artys were backed up by engineers. Also the GDI ref was being pounded with artys. APC rushes were fended off. The score was getting closer. We got a whole lot of score by shooting GDI vehicles. Then at around 13000 points each we caught up. Nod was leading, then GDI leads, then nod took over, then GDI. THE SCORE WAS SO DAMN CLOSE. Then the breakthrough happened. "GDI Tiberium Refinery Destroyed" We were ahead by about 700 points. Then the 1337 players told the tanks to all fall back and use infantry. Tanks give away more points when shot at, and the point was to maintain the point advantage. So we used Raveshaws, and Heavy Black Hands to attack the GDI tanks. The point advantage was maintained. Nod won the game by about 300 points. This experience changed my style of battling and I learned the expert way: Point warfare. Know the point system. I will explain more later. I dont have more nice stuff to share yet, so I'll move on to strategies. ------------------------------------------------------------------------------- ******************************************************************************* 6) General Strategies This is complicated and long. Most of these are gained by experience, but some are common sense. Anyway you not only need to know how to play, you also need to learn general strategies and what to do. a) BASE DEFENDED MAPS: These include C&C_Field, C&C_Under, C&C_Mesa, C&C_City/Flying, C&C_Glacier_Fly- ing, and C&C_Hourglass. Except for C&C_Glacier_Flying, and maybe GDI in City, early engineer sabotage is not possible. In these maps, except Glacier, there is a centre point where almost all the action is at the start. Here they are: (well actually if you know to dodge the obelisk its a different story but I'm not tellin...go find out) Under: Tiberium Field. Normally infantry will pour out to attack and hopefully destroy the enemy harvester to gain an edge in the game. Field: Tiberium Fields and tunnels. Normally infantry will pour out to attack and hopefully destroy the enemy harvester to gain an edge in the game. Also there will be up-close fighing in the tunnels, as the GDI barracks and NOD airstrip are available for infantry rushes. Mesa: Tiberium Field.Normally infantry will pour out to attack and hopefully destroy the enemy harvester to gain an edge in the game. Also this will be where the fighting is the fiercest. City: tiberium Fields. Normally infantry will pour out to attack and hopefully destroy the enemy harvester to gain an edge in the game. Hourglass: Tunnels. Infantry will fight it out here to gain an early point lead. Glacier: NIL. The map is BIG with tunnels leading everywhere. An early engineer rush is possible for both sides and the action's everywhere. ------------------------------------------------------------------------------- Dom:The idea of winning a game in these maps (except glacier) will be domination. That means taking control of the center point. Send out tanks ASAP to cover the center point (i'll call it CP) and prevent the enemy from doing so. Once you have the CP, the enemy will be hard pressed to defend. Just keep up the pressure and dont let go-and u'll probably win. Once u have CP get the tanks to shoot at enemy buildings that are available to shoot (BEWARE NOT TO GET IN THE REACH OF BASE DEFENSES!)and get points. Concentrate fire on one building, or spread fire to multiple targets. It all depends on how you want to play. For Hourglass its a bit different. Because of the map design, The entire tiberium field will be covered with base defense, so the vehicle CP for the map are the two side routes (very hard to control due to small size), as well as the very top of the hill in the middle (the hilltop). GDI MRLS and NOD Artilleries can pot the enemy refinery from this position, thus making point whore while covered by your own base defense possible. This will be the hotspot for the map unless the refiery is destroyed. (In expert games, destroying the enemy's refinery in this is considered stupidity. Why? I'll explain in the Map Strategies section. Below are the different buildings you can hit while covering the CP: Under: GDI Weapons Factory, Nod Airstrip, Nod Refinery(MRL only) Field: GDI Weapons Factory, GDI Barracks, Hand Of Nod Mesa: Everything City: There are 2 CPs and the field is one. The large overhead bridge is the other. From both CPs, you can reach everything except the base defenses. (UPDATE V1.1:Heck, I found that MRLs can actually hit the obelisk from the bridge.) Hourglass: From hilltop, only the refineries are reachable. Although it seems that the Power Plant, Weapons Factory and Hand Of Nod are reachable, they are not. If you actually hit them, its EXTREME LUCK>. Glacier: No specific CP. ------------------------------------------------------------------------------- Sabotage runs: This is harder to pull off in defended maps. Mostly done by APCs as APC rushes can be useful. Warning: DOnt bother APC rushing once noth sides are fighting it out everywhere in the heat of battle...its pointless, and you'll probably never succeed. APC rushes are good for an early cripple of the enemy, or at least provide an advantage. Load the APC with 5 enginners/techs and rush and hope you make it. First, throw down timed c4 on the MCT. Then, lay down the remote c4s. Finally, if the enemy isnt there to defend yet, mine the entrances to prevent enemy engineers from interfering. Detonate the Remotes only AFTER the timed have gone off. If enemy rush back in to defend, concentrate on picking off, or at least delaying the engineers from disarming the c4s. Try to cover for as long as possible...and hope for the best. If there are mines at the entrance, try to disarm without being seen. If already being persued by the enemy, just jump in and hope for the best. If using APC rush, it would be good to assign a mine clearer-someone who will exit first and rush into the building, clearing off any mines that may be there. ------------------------------------------------------------------------------- Camping: Mostly used in larger games. When you are ahead in points and the opponent are sending waves of forces to attack, some times it is best to let them come to you. Use anti-vehicle infantry to chip away at the enemy tanks while keeping the repair job running. This way, the point advantage can be maintained and you will eventually win. Another definition of camping, would be base to base attacking. This is possible on Islands for GDI(very easy), Field for GDI (rather hard), and Walls/Walls flying for GDI (hyper hard). All of these are done by the MRLS. As you can tell, base to base attacking is considered cheap, and can get you kicked in some games. Dont try unless you are sure that it is allowed. ------------------------------------------------------------------------------- Hunker down: Similar to camping, the difference being that you don't attack at all. Usually used by Nod on under. Start the game as you like, and wait for the opponent to come to you. Use anti vehicle INFANTRY to counter enemy vehicles. Have Ramjet snipers handy too, to take potshots at MRLs/Artys. Another point not to forget is that a Ramjet sniper gets 10 points for shooting a heavy armoured vehicle...so dont think that snipers are worthless against tanks. They can be a reliable source of points. If done right, the hunkering down would be able to get you a point lead. Then, you can either 1) Send a huge wave of infantry to clear the CP that the enemy is occupying. Have your own tanks ready. Once the CP is cleared, send your own tanks out to get a domination. Risky if the opponent starts countering with infantry waves, and can actually cost a lost in points. 2) Continue to defend until game is over, and get the point win. 3) Use infantry to clear the field, then have the infantry to spread themselves around the CP to pot incoming vehicles(or even infantry). -During hunker down, if the opponent suddenly retreats, DO NOT send tanks out and try to dominate. 99% of the time, it is a trap to get your tanks out, then they can turn the tables by using their own infantry against you. ------------------------------------------------------------------------------- React properly: - Don't blindly follow one method of playing. For example you see lots of experts going sniping at vehicles for points...so every game you get a ramjetter and attack. This is NOT A SUITABLE STRATEGY when your team has secured complete advantage, i.e total domination. Thats when the opponent probably won't send any tanks out to the open, and the ramjetter gets to stare while teammates in tanks do all the stuff. - On the other hand, when the situation calls for infantry attack against enemy vehicles, don't go around buying tanks to run out and get mowed, giving points away. When the opponent dominates, chances are they got >5 tanks in the central point already, and sending a tank out is suicide. So stay in the cover of your base, shoot the vehicles with your infantry and get the points. - If at all, use the CORRECT vehicles: This is kinda hard to explain. You need experience to figure it out, but hey I can give you some examples. On a map like City/City FLying, buggies and hummers can be used for very quick Engineer/Tech rushes. On a map like Under/Field however, a buggy is as much use in battle as a lettuce leaf. Aircraft will find it tough to navigate Glacier, so try to avoid usage (arent much help anyway), but on City_Flying and Walls_Flying, air supremecy can give the edge. It opens a new field of domination: AIR DOMINATION. A domination that any unit detected in the open will instantly find 5 Orcas/Apaches swoop in and rain bullets and missiles, open targets recieve prompt bombings, and a re-takeover VERY HARD, even with ramjet snipers. A assault aircraft excels at chewing up enemy infantry, and when things go wrong, they can always zoom back into cover very quickly. Another thing that I shall EMPHASIZE, is the golden rule in any large game: NEVER EVER HELL TOOTING NEVER EVER I MEAN IT NEVER AND I MEAN NeVeR EvEr BUY A MAMMOTH TANK NO MATTER WHAT THE @%^!ing SITUATION!! !!!!!11!!!1111111111111oneoneshift!!11!!!!!!!!!!!!11111111111111111111111!!!1one (pant). The reason is simple. If you ever took a normal soldier and shot its auto rifle on a Mammoth Tank, you will observe that your score zooms up as fast or faster than when you are repairing a building. So there-a ramjetter shooting at a Mammoth's armour gets roughly 20 or less points PER SHOT, and just about any weapon can squeeze points out of a Mammoth Tank like nothing. Get the point my friend? A Mammoth _gives points away_ too fast. Another point is the tank itself. It has !@#$ speed, and !@#$ cost. Its weapon has even shorter range than a medium tank, and its so-called homing missiles are even worse. So ok it has OK damage, but even an MRLs can beat its damage pants down. I ever killed a full healthed Mammoth with a buggy: Just circled around it and slowly drilled it with the machine-gun. That dumbo of a behemoth could do nothing but shoot at air, and could not turn fast enough to hit me. So get this in your head well: MAMMOTH TANKS ABSOLUTELY SUCK!! GREAT THUNDERING PANTIES SUCK!!! IT SUCKS!!! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~COMBAT SITUATIONS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A new player would probably wonder something like "Hey I'm a damn Soldier with a machine gun and he's but an engineer with a lousy pistol but yet he killed me so quickly and I barely touched him! WTF man!" Actually, thats just because of lack of combat knowledge. Here's a complete crash-course to get you through (or at least stand up long enough) most combat situations. 1) GENERAL INFANTRY COMBAT SITUATIONS -Using Pistol as weapon: Strafe left and right with no pattern. Occasionally jump or duck. Keep shooting without stopping except for reloads. Aim for the head. Try best to shorten the distance between you and your enemy UNLESS the enemy is a Flamethrower/Chem Sprayer. Shortening distance helps in getting in more headshots. -Using rapid-firing weaponry (Tib Flechette Gun/Auto Rifle/Chain Gun/Laser Chaingun/Volt Auto Rifle etc): Strafe left and right with no pattern. Occasionally jump or duck. Keep shooting. Try best to stay behind cover and unleash a surprise attack. Not regarding accuracy, sweep the ammunition around the enemy to get a decent amount of damage dished out. Try headshots whenever possible. Stay at medium distance from the enemy. -Using close-range weaponry (Flamethrower/Chem Sprayer/Shotgun): While strafing left and right with no pattern, close the distance between you and the enemy. For Flame/Chem, spray ammunition all around foe and concentrate fire, sweeping the flames/Chemicals around. For Shotgun, get a rough allocation of the enemy and shoot whenever possible. Go for the head. -Using splash damage weaponry (Rocket/Grenade): Shoot at the feet of the enemy, so that even if the shell did not hit the mark the splash damage will still do it. Keep strafing in one direction, in circles around the enemy while sending the payload out. For Grenadiers it is basically not possible to accurately hit the target, so just shoot in random patterns around the opponent, taking into measure the arc of Grenade firing. -Using C4 : Stay at VERY CLOSE distance from enemy. Then : Remote C4: Throw at enemy and detonate ASAP. Hope you don't get killed by the blast. Timed C4: Don't bother using at all. Proximity C4: Throw at the BODY OF ENEMY if possible. If not, just lay near the enemy and hope for a hit. -Using Sniper Weaponry: I'll explain snipe situations in the "Sniper" section. ------------------------------------------------------------------------------- 2)INFANTRY: ONE VS MANY SITUATIONS -Using pistol: Sad. Odds are against you. Try to concentrate fire on one infantry at a time. -Using rapid-firing weaponry: Sweep ammunition around in a wide arc and cause as much damage as possible, OR concentrate fire on one and hope it goes down. -Using close-range weaponry: Sweep ammunition in a wide arc and inflict damage on multiple opponents. As for the Shotgun, you are pretty much screwed in a 1 v Many situation. -Using splash damage weaponry: Shoot payload in the center of the cluster of enemies. Shoot at the ground. -Using C4: Throw in center of the crowd. ------------------------------------------------------------------------------- 3)INFANTRY VS VEHICLES. -Against buggy/humvee: Basically you are screwed. Stay the the side of the vehicle, and move so that you stay un-squashed for as long as possible. Lay down a timed C4, then chip its health away until you die. With long range weaponry, stay strafing and behind cover while potting. -Against MRLS/Artillery: Close in on the vehicle while dodging the rather slow moving shells/rockets. Once close, stay at side of vehicle to avoid squishing, lay down the explosives, and chip its health away. -Against APC: Pray. No hope here then. -Against Medium Tank/Mammoth Tank/Light Tank: Try to dodge the shells while staying at a distance and shooting at it. -Against Flame Tank: Try your best to stay at the back of the tank, where the flames can't reach you. Lay down explosive, and chip it. Of course, if you can, maintain distance so that it cannot harm you. -Against Stealth Tank: KEEP FIRING AT THE TANK and DONT STOP. Stay either very close, or else very far from the tank and hit it. -Against Orca/Apache: If you can, use long range weaponry to puncture it, while staying behind cover. When in open ground with an enemy aircraft above you, its time to say bye-bye. Don't forget to say hello to God. ------------------------------------------------------------------------------- 4)TANKS VS INFANTRY. Buggy/Hummer/APC/Orca/Apache: Keep steady pressure and unleash payload. Aim well. MRL/Atillery: KEEP DISTANCE BETWEEN YOU AND THE ENEMY INFANTRY, and shoot it. It's easier for Artillery, but for the MRL you need to learn to "lead your target". It's impossible to explain what's that, so play and see for yourself. Medium/Mammoth/Light/Stealth Tank: While trying to squish, shoot direct at the enemy infantry. For stealth tank, try to keep distance and shoot. Or keep distance until you are invisible, then go for the silent squish. Flame Tank: Really not meant to be anti-infantry. Concentrate flames on the infantry and keep steady pressure is all you can do. Remember to aim ONE of the flame jets at the infantry and go for the head. ------------------------------------------------------------------------------- 5)TANKS VS TANKS. Buggy/Hummer: Try your best to keep control of the vehicle as you circle around the enemy tank and drill it with the machine gun. APC: Maintain distance and keep accurate. MRLS/Artillery: Maintain as much distance as possible, and shoot it. For MRL you have to "lead" the enemy. Medium/Mammoth/Light/Stealth: Try best to keep moving while constantly releasing shells. ------------------------------------------------------------------------------- 6)AIRCRAFT VS TANKS Against Buggy/Hummer/APC: Keep moving to avoid getting hit too many times. Try to wheel to the back of the vehicle, drop, than release missiles onto its armour. Against MRL/Artillery: Keep moving and going higher or lower. Use the machine gun whenever possible. Against Medium/Mammoth/Light: Keep moving to avoid shell fire. Use bullets until you manage to wheel to the back and lower. Once than, unleash the missiles and stay at the back of the enemy vehcies. Against Stealth Tank: Use the bullets so that you get a decent reading of its position. Keep bullet pressure until target is destroyed. Against Flame Tank: Keep out of range of the flamethrower, and use bullets to drive it back to where it should belong. Either its base, or the scrapyard. ------------------------------------------------------------------------------- 7) AIRCRAFT VS AIRCRAFT This is an art by itself! Aircraft piloting is an important aspect to master. When facing enemy aircraft, keep climbing and dropping while using the machine- gun to chip the opponent. Do NEVER use the missile in a dogfight. If possible, lead the enemy aircraft near to your base so your comrades can assist you. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~SABOTAGING~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Put that phonebook away, we ain't gonna need no lawyer. Sabotaging in Ren-speak is "sneaking into an enemy structure and destroying/damaging it with C4s to the MCT". A mouthful? Sabotaging is THE most useful tactic in a undefended map. A simple run-through: -Infiltrate the enemy base. Of course this means staying undetected all the way until you reach the enemy building. -As fast as possible, disarm any mines at the entrance while staying undetected. -Enter structure. Plant your Timed C4 on the MCT properly. Then, put the Remote C4s on SEPARATE POSITIONS on the MCT. (If the Remotes overlap each other, than only one C4 will do damage when detonated. The other is wasted) -Stay quietly in a corner and wait for the Timed to blow. If an enemy enters, keep strafing to stay alive while quickly detonating the remote C4. Then prevent the opponent from repairing as much as possible. ------------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~SNIPER~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sniping in Renegade can mean either : 1)Killing enemy infantry from far by staying in a vantage point and shooting without being seen. (Sniping) OR 2)Two or more snipers jumping and strafing around trying to dodge each other's bullet, while trying to kill the other person. (Sniper combat) OR(Only used in VERY LARGE games) 3)Using the Sniper/Ramjet Rifle to attack enemy vehicles and score points. Either way, there are the basics. First, NEVER STAND STILL OR WALK IN A STRAIGHT LINE. PERIOD. Doing so will greatly risk your life, as a still target/predictable target is an easy target. Always strafe right, left, jump, hide, and move in a way that only madman will normally walk. (To understand this, join any Sniper server and observe how the veteran snipers move around). Thats the moving. Than, for sniping, you need a good vantage point where you won't be seen easily, and you can have a wide range of view. (The very top of the hill on Under, the hut in the middle of Field, and the hill of Complex are good examples). Try to make sure that the enemy cannot sneak up on you without you knowing (stealth black hands are excluded). So you won't get stabbed in the back when sniping. Use your scope, and once you see a target ZOOM IN and kill it in one shot (headshot). Try to do that, as a missed/non-fatal shot can alert the target and make it hard to get another shot in, or worse he'll find your position and start attacking you. When there are no targets, turn off the scope and start strafing right, left and jump again (in case someone DID sneak to your back, or in case another enemy sniper hiding somewhere fixed his/her sights on you. For Sniper combat, the scenario is probably a lot of strafing and missed shots everywhere. Thats normal. Once your foe appears and you need to engage in combat, start strafing. What I normally do is then to close the distance between me and my foe, as I am better in close range sniper combat. Once close, try to get the EXACT POSITION OF THE ENEMY AND SHOOT. It is impossible to explain how to hit a target, so just practice and you'll find your accuracy better. Another thing: don't bother headshots here. Just get shots in. In a sniper combat EVERY shot counts, so headshots are just a bonus. REALLY GOOD snipers can get a headshot rate of over 50%, thats their advantage. For a start just make sure you actually hit the opponent. As for sniping vehicles, it will be explained in detail in the "point system" section. ------------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~Base to base attacking~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Evil. This involves "attacking the enemy base while in the safety of your own base". The ways to b2b will be listed, but I DO NOT RECOMMEND YOU TO TRY THIS IN ANY SERVER AS THIS IS CONSIDERED CHEATING AND WILL PROBABLY GET YA KICKED, AND IF THAT HAPPENS NOT MY PROBLEM. Ways to b2b: 1)C&C_Islands.mix GDI: -Using MRLS, go behind the infantry barracks and look in the direction of the nod base. You should see the top of the Hand Of Nod between two hills. The MRLS can shoot the Hand while still covered by the base. This is VERY HATED and you probably should not try it. -Using Gunner, stand in the left entrance of the Barracks and crouch (left as in the side that is nearer to the Weapons Factory). You should see a tip of the Hand Of Nod. Shoot it and you can hit it with a GUNNER. Not sure about Rocket Soldier Officer. NOD: -Using a Rocket Soldier Officer (actually any character can do it, but the Roc Soldier does it best, climb to the top of the little fort above the tunnels. Look around to see a hole in the mountain. From the hole, you can hit the GDI weapons factory. 2)C&C_Field.mix GDI: Turn on "Lock vehicle view to turret" in the settings, and get a MRL. Turn the MRL so that its back faces the center mountain, then turn your turret view to a dent in a mountain near the Refinery. Trial and error around that spot and you should see missiles going through the mountain. Keep trying until you hit something over that side. 3)C&C_Walls/Walls_Flying.mix GDI: Get a MRL, and drive it up the wall in front of your base. Once up there, maintain balance, and through the center hole in the big rock in the middle you should see a bit of the Hand Of Nod. Shoot it. (Warning: This is impossibly hard to pull off, and you'll probably end up with dozens of overturned MRLs while trying to get the MRL into position. So, my advice is don't bother trying this, its just a waste of time) ------------------------------------------------------------------------------- THE POINT SYSTEM You simply have to learn this or you WILL not be good on the game. This is too complicated to understand for mere words, but is more gained by experience from bigger games with good players. But being the helpful me I give a general outline of point management in game. Laying down the rules: -This is basically about how you should maintain a point advantage and thus win the game by points if you are forced to a standstill ingame. -FIrstly, killing a basic soldier (soldier,grenadier, shotgun trooper, flamethrower and engineer)gives 3 points at full health. -Killing 1000credit characters at full health gives 99 points. -Killing infantry at other class gives a range of points. Basically, the more expensive the character the more points you get for killing it. ie, a deadeye will give more than an officer. -Disarming a proximity mine gives 30points each. -Disarming a beacon gives *gasp* 300 points each (which is the reason beacons are not widely used in bigger expert games) -Destroying a building completely by yourself( ie using techician and destroying it from full health to none)gives 750. (Not much, which is reason why players rather keep certain buildings alive to whore points off them. -Shooting at a vehicle with armour (health bar green) gives quite a good amount of points. Shooting vehicles without armour (yellow or red health) gives little to no points. So you can take a soldier and shoot the yellow healthed harvester all day and get one or two points. -As with infantry, the more expensive the vehicle the more points it gives away (WHICH IS WHY I SAY AND KEEP SAYING AND WILL SAY AGAIN: NO MAMMOTH TANKS EVER) You can try it out. Find an enemy mammy tank at full health and start shooting it with your soldier's machine gun. Notice the rate which your score RACKS up. ******* Thats the ground rules. Now the execution and usage of those. Here are some common terms which you better learn before you read on: Point whoring: Using a anti-armour vehicle/infantry, position at a vantage point and shoot at the enemy not to destroy them but for points. A VERY GOOD EXAMPLE is when players take their MRL and park it near the first bridge in the middle of Volcano and start shooting the Hand Of Nod whoring points off it. As long as the enemy keeps the building repaired, you will have a continual source of points. Therefore lots of highrank players are actually pointwhores (like edwardckw. Sorry to mention names but you put pointwhoring limits to a new level). Letting a building go: As you know it is never good to let a building get destroyed BUT it might be the key to winning in some cases. Normally letting a building go (by not repairing it and leaving it to blow when the enemy attacks it) is to prevent the enemy from managing pointwhores. The refinery in Hourglass is easily hit by MRL/arty on the hill, so sometimes teams choose to let the refinery go so they don't have to worry about the top of the hill anymore (and so the enemy cannot pointwhore anymore), then they use infantry to shoot at enemy tanks and buildings and try to win the points back and get the edge. Another example will be the GDI Weapons Factory on Field which is a common target for multiple artilleries pointwhoring off it. The thing is to let the Factory die so that the artilleries no longer have a source of points, then use infantry to shoot vehicles and score points to pull the gap. Blocking the harvester: A common tactic. When the enemy has domination of the map, they can hit the harvester easily (like when the enemy dominates the field in Under and can hit the harvester). This way they get a source of points in the form of the harvester. Easier way to explain would be: No credits anyway + enemy gets points. The common newbie will say "WE WONT GET MONEY TO BUY IF WE BLOCK HARV". Heck, if the harv gets blown we won't get crap anyway, and the enemy gets more points. To prevent the enemy from being able to whore off the harvester, players can choose to keep the harvester inside the base. There are 2 ways of doing this, either by 1) When the harvester returns to unload the tiberium, take a humvee/buggy and park it at the front of the refinery extraction gate. When the harv goes there it cannot unload, and it will keep staying there trying to unload so basically it will stay there forever. To undo this, destroy the blocking vehicle. 2) When it is impossible to even get the harv back (ie the moment it goes out it gets blown apart) you can get a heavy vehicle (most favourably the APC) and push the harvester against a lampost. This is hard and tedious but with practice you can get it done. The harvester is stupid and will just keep trying to drive through the obstacle. This way the harvester is blocked. ******* Now on. When the enemy has domination the thing to do is to use infantry, and shoot the tanks. best will be using a sakura/havoc. With one shot on armoured vehicles, a ramjetter gets 10 points PER SHOT and 12 points for a mammoth tank. With many ramjetters, the points can rack up pretty fast. 20 points on a stealth tank too! (UPDATE ON V1.1: I PUT THE SCORE FOR A MAMMOTH HIT AS 23 WHICH IS INCORRECT. THE CORRECT VALUE IS 12) ******************************************************************************** 7)The Hall Of Shame Cheating. The cause of all misery of Renegade players. If you are a cheater I suggest you stop reading now and stuff some explosive matter up your ass. Yes, thats how hated and despised you are by all Ren Players. If you are not, read on! > > > > > > > > > > > > > > > Unfortunately cheating HAS made its way into the Renegade community. It is a fact, and cannot be reversed. Mind you cheating in ANY way is completely detestable, and WILL get you permanently banned from servers once you are found out. I DO NOT advocate cheating, and I most sincerely wish you do not too. I know where to find the cheats, and in fact the files are in a separate folder from my Renegade data folder(so of course they dont work). I have tested most of the currently known cheats out and know how they work, so I'll know when someone is using it. Here are the cheats and the tell-tale signs of cheating: 1)FINAL RENEGADE CHEAT: The most lethal cheat ever. Features include damage hacks, wall hacks, ammo hacks, repair hacks, sniper hacks, firing rate hacks, score hacks, scope hacks, among other things. This is way too obvious. When your tank gets repeatedly blown up by a shot or two, and you dying straight away, and some1 getting a ridiculous score like 20000+ in the course of a few minutes, they are using this hack. I tested the hack out, and realized that after i shot a stealth tank, and half of an APC's health, my score was already 800+. So this cheat is very easy to spot. 2)BIG HEAD MODELS: This is less lethal, but harder to spot. It works by enlarging the heads of most characters by 10 times, so headshots are VERY easy. This is not only powerful for snipers; it allows a soldier to kill a Havoc very quickly at long range. Another tell tale sign for this would be the lack of bullet holes when you are hit: When hit by a sniper there will be a bullet hole behind you where the bullet has gone through. In the bighead's case, the bullet hole will be removed. The other way is to call the suspect to throw a c4 over YOUR head. If it hovers, he cheats Also tell when a person keeps getting headshots and lots of kills at a very irresponsible rate :) (UPDATE FOR V1.1: IF YOU THROW YOUR C4 OVER A CHEATERS HEAD IT WILL NOT HOVER. IT ONLY WORKS IF THE CHEATER THROWS IT OVER YOUR HEAD) That ends it. So far these are the cheats I know. A program called RenGuard is being developed to sieve cheaters out of a game. Lets hope RenGuard delivers what it is supposed to do and stop the bloody cheaters. DEATH TO N00B CHEATERS! Oh and by the way, heres a list of cheaters I've encountered so far, so you'll know one when you meet one: bob12x xy1100000 keetxx (This particular idiot cheated his way to rank number 1 in the world, so beware of him) hac43r l2econsrv cddypmp tanksreal spagnetti darksyda (This person has names like darksyda1, darksyda2, darksyda3, and so on) tkhovac start321 starthe7 TxCspill ezbyero (UPDATE FOR V1.1: I decided to remove most names from the list, as it was from an unreliable source and some of them don't cheat. The ones I left are confirmed cheaters I've met myself) I could name more, but the list would go on forever. So instead of worrying about hopeless weaklings, lets go on with the FAQ. ******************************************************************************** 8)The words they use In team chatting and communicating, every second counts in informing your team on an incoming attack or to report what you see. In this case, use shortforms which are quicker to type. Heres an outline of the common shortform: ref = refinery pp = Power Plant bar/barx = barracks Hon/Hand = hand Of Nod Ob = obelisk AGT = Advanced Guard Tower Air/strip = Airstrip wf/weaps/weap fac = weapons factory ped = beacon pedestal mammy = Mammoth Tank med = medium Tank APC = Armoured Personnel Carrier hummer = Humvee stank = stealth tank ftank/flamer = flame tank light = light tank arty = Mobile artillery sbh = Stealth Black Hand sak = sakura hottie = Hotwire tech = Technician inc = incoming gg = good game ns = nice shot bs = bullsh*t hs = headshot! ty = thank you np = no problem so, if you intend to say "APCs incoming Power Plant side" you could type APC inc PP side" or even "APc inc PP". "Watch the pedestal" becomes "watch ped". This way typing and communicating is faster. ******************************************************************************* 9)Good places to go. Here I'm gonna introduce 2 good forums and strategy discussion areas. They are http://renstation.net http://66.135.185.55/forums/index.php Renstation is the BEST ladder server to date, and their servers are powerful and well moderated. Just about all the worlds best players go there. I suggest perfecting your skills before visiting, so you won't be surprised by the quick game pace. Renstation.net has many map downloads, and a discussion forum with some one the world's best players. Good place to go overall. The second site is Hazteamm or HT for short. It's a non-laddered server, and they emphasize a lot on teamwork, fair play, and skill. Its a good server with little to no lag, and the members are mods of HT are generally very nice ppl to be with. They are good players, although they won't have high ranks because the server is non-laddered. If you suck at sniping, go there because sniping is strictly NOT allowed there. The forums (the URL) is a very good place to talk to other HT visitors, and discuss things. They are quite friendly and welcome all players. There are others, like n00bstories, katiesrv, BCserv, etc etc. I don't visit those often, but they are good servers. ****************************************************************************** 10) THINGS THAT NEW USERS SHOULD KNOW TO GET RESPECT AND PLAY WELL If you are new to Renegade (i won't use the term newbie, its quite degrading IMO), it is CRUCIAL to read this section before going to the advanced strats! If you don't know the basic Renegade stuff, you don't have use for advanced strats. I will start from the MOST BASIC, to a bit more advanced stuff. I am going to go slow as I realize there are a lot of very new new players who really cant understand Renegade. So here goes... A: To play Renegade online (This is necessary, i have people asking me how to sign up and everything) step ONE: You need a internet connection, at least 56k modem. Believe me, with a 56k lag is going to be quite bad. A cheap modem like maybe 128k will be a huge improvement. step TWO: You need to have the full game, original copy with a CD-key, and the westwood internet components installed. Install the 1.037 Patch (latest patch). It can be found at http://www.planetcnc.com step THREE: Open the game. You should see a menu. The second option should say Multiplayer Internet. Click that. step FOUR: You should see two options. Click "Westwood Online" step FIVE: Now you should be on another menu with "Quick Match", "advanced game listings", and "chat". Go to the left side of the screen, point the mouse there and a menu should appear. Click "my information" step SIX: On the page that appears, click Manage Accounts. step SEVEN: Click on "I have never registered before", and after that insert your username that you want, and your PW and email. Westwood is dead and wont send you the email however so dont bother waiting for it. step EIGHT: Back to the page with three options and a table underneath, click on "Advanced game listings" step NINE: If a window appears asking where you are logging in from, just choose whatever. step TEN: You should be on the advanced game listings page. Pick and game and start your Renegade MP experience. NOTES: Now that Westwood online is cocked up, sometimes it may say "Unable to login to Westwood online" or something like that. In that case, just click OK and try again. OK now the BASICs are over, on to actual gameplay... B: Basic tips Remember these things these are crucial to good gameplay. -A team can only have a total of 30 prox. C4s and Remote C4s. If you exceed the limit, previously planted C4s will disappear. That is BAD, mines disappearing in critical places can be the demise of your team. -Mine in GOOD places. -LISTEN to your betters. i.e, those with more experience. Generally they know what they are saying, and follow what the tell you to learn more stuff. Thats how I started out. -LEARN the weapons, make sure you are hitting your target by seeing your score. I've seen n00bs park an apache in the middle of Walls Flying and firing its missiles at the GDI refinery...obviously the missiles cant reach, but the n00b apache stays there anyway. I happily downed it. -When sabotaging a building place C4 PROPERLY. Lay the timed C4 first, followed by the remote, and guard. Make sure no C4s overlap. if enemy comes in, dodge around and try to hold on for as long as possible. If you look like dying DETONATE the remotes for a bit of damage and hope the times will blow too. A missed C4 does VERY LITTLE damage and is a nuisance. -Practice teamwork. -DONT STEAL YOUR TEAMATES VEHICLES. If you see one lying around, ask. If no response, hop in. IF the owner asks you to get out, GET OUT. Unless you bought it yourself, you have no right to take it unless the owner SAID he gave it to you, or the owner left the game OR the owner died while out of the vehicle and left an empty vehicle free for enemy to take, in which case you should hop in, take it to safety then return it to your owner. -Dont swear in games. Even if you failed an important rush and this guy owned you over and over and the enemy leads by 9 million points and are killing you for fun DONT SWEAR. A "damn" or a "crap" or a "shit!" randomly when you are really pissed is fine, but thats it DONT keep it up. The f-word is unacceptable unless you are in a fun server...and remember kids play this game, so some servers have auto-kick against swearers. I leant this the hard way :) -Be sporting! If the enemy owns you with skill, go ahead and compliment. Say "nice shot" or "good one" or something like that. People enjoy compliments, and you will grow to like giving them. Its all a part to make gaming more fun. If you owned and the victim compliments you, thank him! At the end of the game, no matter win or not say "good game". You get the idea. OK, if these are followed the rest can be learned by experience. Now on to general tips. ********************************************************************************** 11) General tips OK, when you are sure you got the basics right, or when you think you could use a but more refining, come here! I have all the tips I can think of for you. - When you were in Single Player, all you did was stand there and shoot around until there are no more Nod. Well guess what, try that and I guarantee you find a sniper shell through your head or find yourself finding a timed C4 stuck firmly on yer bum. MOVE, stay on the MOVE. A moving target is ALWAYS harder to hit. - Point management. Refer to "point system". - Perfect your aiming. As a starter it IS harder to aim well when you are hopping all over the place. So PRACTICE. Get a map with bots and practice aiming while staying alive. Set a goal, something like 50 kills and maximum 10 deaths. - He who fights and runs away lives to fight another day. If you see your com- rades battling it out with the enemy while you got a beacon and is about to lay it, what should you do? Sneak away and stick to your task. Join in the fray, get hit by some random stray bullets, and you find yourself slamming the computer for losing 1000 credits for NOTHING. if you are caught outnumbered or outclassed, ESCAPE. If you are near a PT REFILL. For starters, refilling is OK. People tell you it is n00bish, but hey, I got a PT right next to me and I'm injured so why shouldn't I? You can do the same in YOUR base! When you get to the stage when you are so pro that you can stand up against many enemies and win, then you start to be hero and refuse to refill. Remember again! He who fights and runs away lives to fight another day! - Stealth. In Single Player you charged into a room full of Nod guns a'blazin. Try that in Multiplay and you find youself kissing the floor/mud/sand/ground with multiple fragments of bullets and shells all over you and an angry enemy pouring lead over your dead body...use the sneak. When going to sabo a building/beacon/ whatever, STEALTH IS KEY. If you can make it so that you stay undetected until you lay down all your explosives, most likely you made it...or keep the enemy unaware until you finish laying the beacon. Unless enemy spots you and confronts you, DONT FIRE BACK. Especially if you are stealth black hand. -Learn to take cover. Generally terrain in Renegade cannot be destroyed so if you find yourself taking too much punishment duck behind a rock or something and catch your breath, then pop out and give your enemy a right shot in the eye. Beware of splash damage though, otherwise use cover as often as possible. Usually you can find cover no matter where you are fighting. Of course, you need to make sure its SAFE cover, and not a barrel, or a rock with a couple enemy mines stuck on it just waiting to catch a careless soldier by surprise. -Use SKINS to your advantage. Once again, assuming I'm dealing with beginners, there are some very bright skins for beacons/C4s/certain dangerous characters to help you spot danger better...good players say its cheap, but it is NOT cheating and it gives you an advantage plus its public...for a start why not. But PLEASE no bighead skins. -Don't try to act pro when you are not. If you KNOW you are outclassed, too bad. Don't fight and die and afterwards say "my mouse is spoilt" or "i just let you win" or "you were just lucky" or crap like that. People deserve respect for their skill, so go ahead and say "nice shot" or compliments...and not "damn you cheater go away." -Use vehicles to your ADVANTAGE, not DISADVANTAGE. By experience you will learn what vehicles to use in what times, but heck, in a nutshell, *Hopping in an enemy vehicle is NOT always best, like when you are in a mammoth tank and you see an empty Nod buggy, you get out, hop in the buggy, and a random stealth black hand hops in your mammy and kills you. *However a stolen tank is always a big blow to the enemy...and the enemy tends to put the stolen tank at top priority...so build on that! When you are behind in points, purposely give the enemy a mammoth tank...the enemy will likely use it against you and keep it very well repaired...and you know hoe much points mammoths give. You get the idea. *Remember there is a limit to how many vehicles a team can have, till now im still not too sure, around 7 or 8...or maybe it is dependant on the server I'm NOT sure. A stolen tank, although belonging to the enemy, counts as YOUR tank as long as it stays alive...so when you do steal a tank sometimes it is good to park it somewhere safe and tell your team not to touch it. It will count against the enemy vehicle count and you have one less vech to deal with. *Good driving is a useful skill to have. Face it, when handling a buggy you can't drive it the way you will drive a mammoth tank...when handling fragile vehicles you need to stay on the move, drive around in erractic patterns and twist and turn. It is useful to go to your settings and enable "fix camera to turret" or something like that...that means the camera follows the turret of the vehicle and not the front, so you can shoot at enemies behind you and drive at the same time. Perfect it and do it against n00bs and they will think you got an eye at the back of your tank :) *Learn the strengths and weaknesses of vehicles in situations against specific enemies. i.e, a mammoth tank can wreck slow moving vehicles and buildings very well but against an agile high flying apache it is hopeless. A buggy is speedy and useful for getting to places fast and infantry decimation, but it wont last against the wrath of an enemy medium tank. -PRACTICE. Host a LAN game with 1 player max and turn off dedicated and play against yourself...there are no enemies, you can do whatever you want, so mess around, try out different strategies and find secrets in each map. I wanted to put a map secrets section...but I thought it would be more fun for you to find out yourself. A hint: almost every map has a point to exploit. ******************************************************************************* 12) FAQ (Frequently asked questions) Here are questions emailed to me: Travis Combs wrote: hey im trying to make a clan but i dont know what WOL is do you know? if so plz tell Answer: WOL means Westwood Online, the service we play Renegade online in. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Olaf Holst wrote: Hi, many thanks for supplying a very interesting guide for renegade. I have a short question, do you have any information of the fileformat of the renegade singleplayer save games (what iss tored where and how is it named). The reason is easy, I am not able to finish the single player campaign because I am always killed by raveshaw whatever I try. So I was thinking just to give me a lite bit more health to equal the odds. Maybe you have an Idea of how this is possible. Many thanks in advance. Mit freundlichen Grùû?en With kind regards ANSWER: Hi, thank you very much for reading my guide. As for your question, I do not know about file editing or things of those sorts, but I know how I can help to kill Raveshaw:) The non cheating way is: THe moment the battle starts run out of the elevator and into the main lab, where you can move freely. KEEP RUNNING and stay out of reach of raveshaw. Use your personal ion cannon (or any laser weaponry but nEVER TIBERIUM) and shoot him while still running, AIM FOR THE HEAD. A Ion Cannon shot to his head will bring a large chunk of health down. The CHEATING way: DOwnload the Golden God mod. I forgot where, but search www.cncammo.com or www.planetcnc.com. If you still can't find it, drop me a mail. The mod makes you invincible and gives you infinite ammo, plus it makes you faster and jump higher. I'm sorry I couldn't help you edit your health, but I hope i helped. BTW, if you can't beat Raveshaw you gotta come up with something special to beat Petrova on mission 12 :) -Keith ------------------------------------------------------------------------------- ******************************************************************************* 13) Sites allowed to post this: ONLY the sites listed below are allowed to put this FAQ on their site. The sites are: www.gamefaqs.com www.neoseeker.com dlh.net ******************************************************************************* 14) Credits (Special thanks) -God of course -Westwood for the great FPS game. -CJayC for posting this -My good old Pentium 4 XP Comp for giving me smooth gameplay:) -Westwood official website (deceased) -Hazteam for providing what I think is the best server in the world -Travis Combs and Olaf Holst for asking me questions that I can answer :) -Neoseeker for requesting to post this on their site -Bernd Wolffgramm for requesting to post this on their site (dlh.net) -You for reading my work. End. *******************************************************************************