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jeffnz

I finally managed to beat the NOD campaign on normal with the 1.09 patch

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FYI: I bought the game 10 years late. Because it was via Steam I had the annoying patches that wreck the campaign by making the ai cheat.

 

I rage quit many times but I did it. Operation Stiletto was very hard, I thought I had beat it on normal the last time I did the campaign (unsure). In Operation Stiletto I captured all of the south-west GDI base and prepared to rush north if the Scrin attacked the other GDI construction yard. It never happened. I prepared a massive force to assault the main scrin base (north east) and it didn't work. They had 10 veteran tripods which wiped out 30+ units of mine. Defending the SW base was fun. It seemed like the only thing that was being attacked.

 

As for Kane's Tower on the 1.09 patch, I lost the first time but eventually got it to work. I used 2 bombers and a Temple Of NOD to slowly destroy the SE base (mainly to keep GDI on low power hehehe). Two other things allowed me to win.

 

1) I built oblisks instead of the crap base defences. The oblisk is a must-have because of its range - I saw how pro players use them heaps.

 

2) Limited attacks on GDI and sometimes the Scrin. I'd use 3 tanks and 2 avatars to destroy Scrin defences north of my base so that I could expand. I'd also attack a mammoth tank if I got the opportunity.

 

To my horror I discovered how destructive the Rift Generator is. After being hit, I sent a small force to destroy the generator. As with Operation Stiletto, I never commit to any dominant strategy. I'm always ready to send out an attack to destroy a mammoth tank or a disobedient Scrin warship, should it be required. In some cases a super weapon must be removed from play.

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On hard, there's no need to attack the Scrin at all. GDI is way stronger than they are, and will destroy them soon or later.

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I can imagine :D

 

I was surprised that the Scrin survived in my last game. I demolished their Rift Generator and they built another one! Usually they run out of money and freeze up, doing nothing until GDI rolls in.

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Interesting. I only play on hard. I'd have to go back to the campaign to refresh myself on which map you're talking about. I'd set up Obelisks, set a Beam Cannon on each one, stagger the turrents in 2 layers and place the OL about every third one. If I ever lose, its because my funding ran out. I'd also keep a stash of Saboteur's too. Only 2-3 at a time because I'll try to capture any husk I can. I beat a few of the campaigns, particularly the Sarajevo ones by capturing 20-30 Avatars, or more, and then steamrolling over the place with all set on Aggressive with an Attack Move on the far end of the place.

 

If you want to see something impressive, build 100+ rocket squads and have them target the same thing at the same time. You'll lose some, but most will level up to heroic status. A sonic emitter is gone in less than a second. Alien ships of any kind don't last either. They might get 2 seconds with 30-40 rocket squads. I don't normally go for zerg rushes, but those things are lethal en masse.

 

I never build silos either. IMO, you don't need silos. "insufficient funds" has become my unofficial motto.

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I never build silos either. IMO, you don't need silos. "insufficient funds" has become my unofficial motto.

Greg Kasavin once said that if you hear "silos needed", you're not spending money fast enough ;)

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The only time you ever need silos is when you play C&C1 and want to save up money for the next mission.

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The only time you ever need silos is when you play C&C1 and want to save up money for the next mission.

 

If there was such a feature then I have never heard of it. Tiberian Dawn causes wrist pain anyway, I prefer to avoid it :D

 

I'm now stuck on Scrin #5 with no intention of beating it. I've already done the Scrin campaign on easy and that's enough. On #5 you need to use the mastermind to teleport assimilators and then capture enemy refineries, that way the ai runs out of credit. So I'm told. I didn't try it because it sounds like an extreme way of beating a normal level, but apparently the whole map is revealed and therefore the mastermind can teleport assimilators anywhere (there may be a loosened restriction on campaign missions, as there is with jugganaught range).

 

I got bored again so I started the GDI campaign and I found an annoying glitch on the White House mission, where militia squads are not automatically marked as attackable, meaning I have to force fire on them. Strange.

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there may be a loosened restriction on campaign missions, as there is with jugganaught range

 

It's not a loosed restriction. Sniper teams can mark targets for Juggernauts, which increases their range and allows them to shoot halfway across the map.

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It is a loosened restriction, because Juggernauts have huge range on the final NOD mission and you don't need snipers. The Juggernauts can hit the GDI base from their location on the hill. They can reach both sides of the map without a sniper. Just like Capture Ummagon when you get the 2 artillery with extra range. We all noticed that, right ^_^

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I've played that white house mission a couple times.. or five. Never had a problem either way by needing to force fire on them. I don't have the steam version either, sooo ...

 

The NOD campaign where you had to capture at least 1 nuke, I managed to score all 3 on Hard.

 

I moved my team to where the outpost will set up, moved the stealth tanks to blow the tiberium column, sent the the engineers down near the lower base, took the stealth tanks to blow the watch towers away, then captured the whatever building it was, a research lab?, and the barracks right behind it. Built 1 more engineer, sent the stealth tanks north to dispose of the watch towers and was careful to not let them harm the refinery or harvester, then I captured it too. I wiped out all the sonic cannons on the map, again with just the stealth tanks, and then sent them to the future outpost area. Whole thing takes a few minutes to set up. Now here comes the hard part. Waiting. Select the barracks, and press F2 until you're at 99 for Missile Squads. You can move your team to in between the bases, just watch your Venom's keep clear distance of the AA's. Leave for about 10 minutes, set the harvester on the next tiberium patch, put Missile Squad build que back up to 99, leave for 10 minutes. You could get by with 150, but 210 is better. Set them in groups of 30 around the perimeter of the map, spread them out a little bit. Keep 1 near the barracks, 1 at the refinery, 2 in the first space at the top, 3 in the second space at the top, and that's all you need. Go capture all 3 nukes. The missile squads will blast all the Scrin so you won't have to worry about them. Send all 3 nukes to sit at the outpost and now wait for the carryall to show up.

 

But thats how I handle the campaign stuff.

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dvs1 - is there a shortcut key to queue units? I saw a video where a guy puts his mouse over something in the sidebar, and suddenly it says that it's queuing 5 units for production. How do they do that? I don't think he hit f1 or f2 five times in a millisecond.

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I use keyboard shortcuts for a lot of things. It's possible to hit the F2 fast enough to jump from 1-5. I tap it out in about 10-12 seconds to hit 99. Try it in a skirmish to see what I mean, if you haven't already.

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Try shift.

 

(shift + rightclick on a paused queue item removes all of these)

Edited by Lauren

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I can bet only a few people managed to do the speedruns on C&C3 and KW. It took me over a day to finish all C&C3 missions and KW in several hours, no matter if it's easy or hard.

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How long it takes a casual to beat a game and how long it takes a speedrunner are two completely different things.

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I recall both patchs of TW and KW made the campaign really harder since you run out of money faster while the AI rule

 

They obviously didn't designed these missions to work with the patchs, they not unbeatable but more harder now, I recall I was able to beat TW on the last difficulty long ago but that was before the last patchs

 

On kw on the other hand I recall there's a mission you need to secure some scientist, and on ver 1.02 the mission was near impossible since you run out of money too fast and the AI just beat the hell out of you in the last difficulty xD

Edited by Egozi44

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On kw on the other hand I recall there's a mission you need to secure some scientist, and on ver 1.02 the mission was near impossible since you run out of money too fast and the AI just beat the hell out of you in the last difficulty xD

 

I remember that one. I went back to that one to look at a few models to see if I can find them to add to a mod. At the start, you get 3 Sab's a couple Militant squads to guard against engineers, grab that spike + 2 silos immediately, then start building defenses, stack them in the first row for as shredder turrents, then laser turrents, completely surround your base, get a few sam's to protect your harvester, keep maintenance on everything, upgrade the turrents, run a second harvester, and hole in for awhile. When the tib field is empty, wait for it to grow again, then wipe it out again. I managed to take over their entire base. Wiped out the watch towers and other defenses, captured all their buildings, and started harvesting the blue tib and built a massive army to deal with their assault.

 

I like doing hard things on a large scale. Makes for better stories. :-)

 

I figured out early on that the way to beat the AI in campaign is with a heavy defense while you build rockets, flame tanks, and stealth tanks. Its only Brutal AI Balanced in skirmish on small maps do I have to really fight it out. I did manage to run AI out of funds once...

 

I don't remember any of the campaigns being *that* hard but on skirmish, that's a whole different matter.

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Thanks, I recall everything I tried just didn't helped and I ran out of cash really fast, but I will give it a try :P

 

In my case the skirmishs are quite easy (or were)

The A.I is sort of broken in ver 1.01+ though, so if you look for real challenge try fight it on ver 1.00

Edited by Egozi44

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I got bored again and played the GDI missions. The mission where you have to guide the MCV to the base is really hard but it was easier for me this time. I managed to destroy the base in the North-East before I got to the MCV. Perhaps because I moved my harvesters to a new Tiberian field when the first one ran out... I had a lot of money in that game. Just to be safe with the cheating ai, I got full upgrades on everything before attacking the infantry base. Attacking the air base went very well because I blew up the pieces of wall to give access to my tanks.

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You can actually ignore the MCV in that mission. It's considered a primary objective to escort it to your base, but if you don't do it, you win nevertheless.

 

I got the MCV the first time, but it's such a waste of resources. I found it easer to wait until the northern base (the tank base) send out a squad, destroy it, and then take their base. The base is only very lightly defended and even empty just after they sent their troops out.

 

I also sold the AA guns and used vehicles as air defence because I couldn't be bothered to play the power on/power off game.

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I just wiped out Temple Prime with some ion cannon fun. I built my base right near the tiberian field and I spam pitbulls and APCs. I attacked relentlessly, sacrificing forces just to scout for the ion cannon's field of vision. It was a new time record for me. I struggled with the Serajevo mission for a long time, until I learned to attack more often (lots of little attacks, not one big attack). Plus those bombers are dangerous if you don't stop them with vehicles and 3 AA guns. In many scenarios, the best method is to achieve the objectives as fast as you can - there's 3 ion disruptors to deal with so I get started pretty quickly.

 

Update: what's the best way to beat the 2nd Scrin encounter in the GDI campaign? It's really hard with the patch and I don't know how I won last time.

Edited by jeffnz

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