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Table of Contents
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1.0 Introduction
2.0 General Stategy
3.0 GDI tips
4.0 NOD tips
5.0 Scrin tips
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1.0 - Introduction
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The purpose of this guide is to provide some general and race specific
strategies for Command & Conquer 3. This guide assumes you have a basic
understanding of the game. The first thing you should do before playing online
is to go through a few missions in the campaign and try a few games vs the
computer in skirmish mode. You can find the latest version of this guide at
this address:
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2.0 - General Strategy
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There are a few basic things every player should be aware of if they expect
to be competitive in multiplayer matches.
-Keep in mind that it costs the same to build a refinery and sell it
to keep the harvester as it does to build a harvester from a factory. Most
good players use this to their advantage early in the game. Sell your first
factory and replace it with another one. Do the same at your expansion if you
expand early.
-Blue tiberium is worth twice as much as green, so ALWAYS expand first if
there is blue tiberium on the map
-Counter infantry rushes easily with your anti infantry turret
-First of all, memorize as many hotkeys as possible,
hotkeys save a lot of time and make a huge difference.
-Learn to use control groups if you dont already, you can find out how in the
manual
-Keep in mind which units detect stealth, when you are faced with stealth units
such as NOD Shadow Teams, you need to be aware of your races stealth detection
units.
For example With GDI you can use a Pitbull.
-Build at least two harvesters for each refinery and build at least two
refineries early of the game
-Dont forget to use your special abilities
-Build your structures so that you are moving towards tiberium patches so you
can set up a refinery there when your build radius reaches far enough
-It is generally always a good idea to build a crane first before anything else
-Learn how to power down buildings using "x" hotkey
-Dont lose unnecessary units, remember you can heal tanks at the factory
-Use reverse move "D" to move your tanks back when you are retreating so their
stronger front armor is facing the enemy
-What a lot of people forget is that if you have units that leave husks on the
battlefield like the Avatar Walker with the Scrin, an engineer can enter the
dead husk and revive the unit with half health, always use this to your
advantage
-If you are outnumbered pull your units back and queue up defense structures to
cover your retreat if you think the enemy will follow
-If your opponent is not attacking and is giving you too much time, spam some
harvesters and refineries, you will be able to tech up and pump out your late
game units much sooner
-Build Order tips: there are many different build orders, but my build orders
generally consist of something like this:
1. crane (and surveyor if there is blue tiberuim)
(set rally point of base to expansion spot)
2. (build queue 1)refinery, (build queue 2)power plant,
3. place power plant, queue another refinery, place first
4. refinery, sell the refinery I just placed, then queue a factory
5. place the second refinery in the spot where I sold the first refinery
6. queue refinery
now you have two harvesters 1 refinery, 1 factory building and a refinery
building from here you should build another refinery at your expansion and
sell the first one, or you could just send a harvester from your factory
as soon as it is built to meet up with your new refinery. Dont forget
about power plants as well. But no matter what, start pumping out some
units. Use your newly built units to harass the enemy, preferably
destroying his expansion.
From here you can build another factory, refinery, or barracks depending
on your opponent and your play style.
If you feel confident in your ability to defend yourself against a rush
with few units you can build more refineries early and spam a few harvesters
to give your economy a huge boost. Remember economy is key.
With scrin you could have built a barracks instead of a factory first and
produced some disintegrators to go harass the enemy. Or used disintegrators
as cheap defense while you build up your economy.
With NOD you could have built a barracks and a secret shrine early to go
for a Shadow Team
rush.
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3.0 - GDI tips
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Here are some general tips when using GDI:
When using GDI you should focus on building predator tanks. Infantry is ok,
but is easily countered. Your best bet if you expect to encounter mainly tank
type units is to spam predator tanks and maybe mix in rocket troopers. Once you
have a decent size group of predator tanks use them to harass the enemy, focus
on disrupting the economy. Rocket troopers are great against air units as well,
especially with the composite armor upgrade.
Predators are your bread and butter, but you should be teching up to mammoths
as soon as possible while you are still spamming predators. The railgun upgrade
for tanks is essential to gaining the edge.
Orcas are good as a mobile support unit, but dont rely on them to be your main
attack force, they are easily countered.
If you are against a good NOD opponent, expect some Shadow Teams, which in
groups are stealthed and can destroy buildings easily. You can counter these
easily if you build a pitbull to detect stealth and an APC to help finish them.
Against scrin, you may be faced with an early disintegrator rush which you can
easily counter with anti infantry turrets and APCs. Counter Scrin air
superiority with rocket infantry with composite armor upgrade, they will rip
through any air units.
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3.0 - NOD tips
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Here are some general tips when using NOD:
NOD relies more on harassment than direct attacks, use their strengths to your
advantage. Use your fast scorpion tanks to do hit and run attacks on the
opponent. You should also use your shadow teams to blow up your enemies
structures. Try to avoid units that detect stealth.
NOD excels at the early game, try to prevent GDI and Scrin from getting to
their elite units by destroying the prerequisite buildings as you see them.
If GDI gets mammoths with railguns you will have a hard time surviving.
The laser upgrade for the scorpions is very important to gain an early edge.
Against Scrin, like with GDI, your rocket infantry is very effective.
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4.0 - Scrin tips
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Here are some general tips when using Scrin:
The Scrin are most effective with a mix of units. Early on, Disintegrators
and Seekers are effective against tanks. Once you get a nerve center, your
Devourer tanks will be your main unit. They have a special ability that allows
them to absorb tiberium from the field giving them much stronger weapons for a
limited number of shots, always use this ability.
Scrin's air units are very strong when mixed into the army. Do not rely
entirely on air units, as they are easily countered by units such as armor
upgraded rocket infantry. Avatar walkers are great late game units but use
them wisely as they can be taken over by enemy engineers after they fall. The
shield upgrade is very useful, get it as soon as possible.
Use your lightning spike ability if you go for an early attack, you
can place this turret type structure anywhere on the map.
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