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I'm currently watching a video on Youtube of a guy playing Dune 2000 on Hard difficuty and their towers are pretty useful. I remember towers being of little use and somehow weak in Red Alert 3, but I'm talking about the campaign, never played many skirmishes tbh
In C&C, Nod has very little anti-infantry capability in its defense structures, because they have flame weapons on their units for that purpose. GDI has defenses that are very good against light vehicles and infantry, but should supplement it with tanks to take out enemy armor.
Though even there there's nuances. The Obelisk will take out any infantry in one shot, but its slow charge makes it vulnerable to infantry rushes. And in groups of three or four, and with some walls put in front of them, Advanced Guard Towers are actually also really effective against tanks. Also note that the Advanced Guard Tower also serves as GDI's air defense, and is scarily good at it.
Red Alert is a bit more generalised in that, with the low-tier defense structure generally being anti infantry and light armour, the high tier being anti-armour, and the anti-air being a separate structure.
Oh right I had thought about that one...
The other fence types are pretty useless though, except to build stuff a bit farther apart in C&C1.
Surrounding structures in C&C1/RA1 is pretty impractical since such full fences take ages to build, and use up time you should spend building up your actual base.
1) These games are from the very early days of RTS. So they will be very different in that they won't have the depth of units most RTS games have. They also probably don't have the hotkeys and faster game speed of recent RTS games. There are very little in the way of air and navy units.
Maybe the most unique feature is that units only produce out of a designated primary building. So you build a barracks to produce infantry. If you build another barracks, infantry will produce faster out of whichever one you designate as primary. They won't produce out of both barracks. With each extra barracks you build, the units produce even faster out of the primary barracks. This is the same for vehicles out of factories.
2) The two are quite different. Red Alert is more tank warfare. Tiberium Dawn has the Nod faction that relies on stealth and less brute force units from the GDI.
3) As for strategies, Red Alert it's tank spam. Basically take advantage of what I detailed above about the buildings. Keep building factories so that you are making tanks out of the primary factory as fast as possible. Allied light tanks can be producing so fast you will completely overwhelm any attempted defense. Defenses in Red Alert are not good enough to stand up to tank spam.
I never played Tiberium Dawn as much, but I imagine there's some spam strategies there too lol. Really C&C as a series has always seemed to fall back on some kind of unit spam. I think Tiberium Dawn might have more variety though given Nod has to rely on stealth and GDI isn't quite as equipped as the Red Alert factions.
Thank you for your detailed answer. I hadn't noticed those differences tbh. Thanks again as well as everyone else who answered :-)