- Superweapons cause playing defensively to not be a very viable strategy.
* The "GDI Commando" is a very tough unit that can mow down squads of infantry, plant explosive charges on buildings, etc. You know where I'm coming from. smile.gif He also has a "jump jet" that he can use to fly over obstacles, etc.
* The "Nod Commando" can cloak and uses a rapid-fire laser.
* The Scrin have several great units but their "mastermind," unarmed, relies on mind-controlling units.
* GDI, for example, has an APC that can be garrisoned with troops that shoot out of it (think the Humvee on Generals).
* Nod, for example, has light defensive structures with 3 turrets on one central hub; when a turret is destroyed, it will rebuild itself unless the entire hub is destroyed (think in terms of how GLA structures would rebuild if they weren't totally destroyed).
- Graphically, the game isn't very innovative; when zoomed up, infantry don't look very impressive and when zoomed out, there's still a sense of being zoomed in a bit too close.
- Nevertheless, the graphics ARE overall impressive, with vibrant colors, gorgeous laser blasts and explosions, and well-designed units that are very easy to identify from one another.
- The special abilities (unit drops, etc.) are a bit of a letdown because they - unlike previous C&C games - require money to use. (Example: The ion cannon now requires $1,500 to fire)
* This system will likely prevent surprise comebacks because someone low on cash won't be able to afford these abilities; but this may be a part of the game's "fast, furious, and over quickly" philosophy.
- Overall: EA has finally nailed it; this is a worthy sequel to C&C.
- (GDI) Mammoth tanks are very powerful; even Nod Avatar war mechs have to team up in order to successfully take one down. FACTION MINI-SECTIONS
- Specializes in brute force with heavy tanks that other factions can't really match (Mammoth tank for example)
* These tanks are made even more powerful when upgraded with rail guns
- GDI infantry can garrison bunkers, snipers can pick off enemy troops, and zone troopers can jump-jet their way over obstacles and easily take out light vehicles
- GDI only has two air units, but the Firehawk fighter/bomber can be equipped with air-to-air or air-to-ground weapons, allowing it to be a very versatile air unit overall
- Units are mostly lightly armored
- Stealth Tank and Flame Tank are two notable units making a return from previous C&C titles; are built for ambushing slow armor (stealth tank) and roasting infantry (flame tank)
- Shadow trooper is essentially a "Commando Lite"; can sneak into an enemy base and plant charges on buildings
- Nod Fanatics are wired with suicide bombs
- Nod Bombers use cloaking devices, can be used for easily taking out harvesters.
- Nod Harvesters can be free from similar harassment (above) because they use cloaking devices of their own!
- Mostly insect-like units
- Buzzers and Shock Troops are ideal for close combat
- Their main strength is mostly in the air
* Devastator artillery battleship can sit out of range and attack units and base structures
* Planetary Assault Carrier launches (a swarm of) fighters that go after enemy air defenses
* Mothership - the largest unit in the game - is very, very powerful
- Harvesters are vulnerable to early-game attacks; are slow to move and unload.
* Building multiple harvesters is a good idea due to this
- It's best to tech up quickly due to early-game weakness
- Annihilators, Devastators, and PAC's are more effective when enhanced with the "shield" upgrade. "RTS as a Sport" COLUMN
* Developer and player blogs will be viewable
- The website, overall, works almost more like an application than a web page; it's well done
- IMPORTANT QUOTE: "Props to EA for creating the best multiplayer interface to date."