Basic Renegade C&C tutorial ------------------------------ Hi, and welcome to my Command and Conquer gamemode tutorial. This tutorial should go over everything you need to know to get started in Renegade. Base overview: The main objective in the C&C gamemode is to destroy all enemy buildings. Pretty straight forward, right? Well, there's more to it. It takes a great deal of strategy and teamwork as every building serves a specific purpose. Let's go over each building. Let's start from the "main" building, GDI's infantry barracks. The infantry barracks allows you to purchase special characters. Each team has 10 special characters that we'll go over later. Nod's alternative is the Hand of Nod. It serves the same purpose. The only difference is the layout. Next up are the buildings responsible for vehicles. On GDI's side we have the weapons factory and on NOD's side we have the airstrip. The weapons factory, a simple building consisiting of 2 parts - it's interior you can walk around through and the garage area the vehicles are created in. The creation area briefly turns into a deathzone when a vehicle is created, destroying any vehicle and killing any person inside. The deathzone doesn't destroy c4 or becoans though, so use that to your advantage when hiding a superweapon beacon. You can tell when a vehicle is about to be created by the moving parts inside the garage. Nod's airstrip on the other hand consists of 2 separate parts, the control tower and the airstrip itself. Nod's vehicles are flown in by a c130 cargo plane. Just like gdi's creation area the red part of the airstrip briefly turns into a death area when a vehicle is created. You can tell a vehicle is about to be created when you see nod's cargo plane approaching. Next up comes the Tiberium Refinery. The refiniery provides everyone on your team with 2 credits per second and an extra 300 credits when the harvester makes it back to the refinery. The harvester is an AI controlled vehicle that each team's refinery has. It's generally a harmless vehicle but as it always drives on a predetermined path it can run you over or push you into the enemy team's base defenses if you're not careful. It slowly makes it's way to the tiberium field, generally somewhere in the middle of the map to harvest tiberium. After it harvested enough tiberium it drives back to the refinery to unload it, giving everyone on your team an extra 300 credits. The harvester repeats this process indefinitely. If the harvester is destroyed a new one is automatically created or flown in at no cost provided the weapons factory or the airstrip is not destroyed, otherwise you're out of luck as if it gets destroyed you won't get another one. When the tiberium refinery gets destroyed the harvester explodes as well. Next we have the Power Plant. The powerplant is one of the most important buildings. While it doesn't have any active role it affects all other buildings if it's destroyed. If the powerplant gets destroyed your base loses power, because of that the tiberium refinery stops generating credits every second, the havester still gives 300 credits when it returns to the refinery though. Additionaly when the base loses power all your team's character and vehicle costs get doubled. That's right, that means a mammoth tank costs a whopping 3000 credits. Ouch. If you thought that's terrible then as well as all that your base defenses stop functioning. Gdi's advanced guard tower and Nod's obelisk become pretty much useless buildings that the enemy team can destroy for credits, you can still get credits for repairing it when it gets damaged though so don't abandon it completely. If you thought you can just waltz into the enemy base and wreck havoc though, think again as both teams have, different but equally as devastating base defenses. GDI has an advanced guard tower that has machine guns and homing rockets at it's disposal, mowing down infantry and destroying vehicles with ease. If you're not in a heavy vehicle you'd want to avoid coming into it's line of sight because if you can see it, chances are it can see you too and you're moments from death. Nod on the other hand, has the obelisk of light. Unlike the advanced guard tower the obelisk is slower and has to charge it's shots before firing. It takes roughly one second to charge after which it fires a devastating red laser beam that explodes and kills anythiny infantry unit it aims for. The obelisk fires from the crystal at the top so if you can see it, it can see you too and you're going to die. There is one exception to the one hit kill against infantry though, gdi's 1000 credit characters - havoc, sydney and mobius can survive a direct blast from the obelisk. However unless you know what you're doing you should take cover as soon as you hear the obelisk's charge sound. Now that you know what each of the buildings does let's talk about attack and defending them. You could attack a building directly if you're in a tank as it does a good amount of damage, that's pretty straightforward. But what if you're an infatry unit? They don't seem that effective in damaging buildings, right? Wrong. One thing that all buildings have in common is the master control terminal. It multiplies the damage done to it by any weapon so as long as you're attacking it directly you will do good damage to the whole building. It takes as little as 2 timed c4s and 1 remote c4 to completely destroy a building. Not so weak now, are they? The master control terminal also multiplies repair gun beam "damage", so it is the best part of the building you can aim your repair guns at. Another way of destroying buildings is by using a super weapon beacon. It can be purchased from any terminal at the cost of 1000 credits. You keep the beacon if you switch characters but you loose it upon death so you have to be very careful when buying one. GDI and NOD have different beacons but they both serve the same purpose. GDI has an ion cannon beacon while NOD has a nuclear strike beacon. Either beacons need to be armed for a few seconds then placed, upon which an announcement is made for both teams and a countdown starts. Once placed the beacon gives out distinctive beeps that get louder the closer you get to it. The beacon needs 30 seconds to do it's thing. In these 30 seconds the beacon can be disarmed by enemy engineers and technicians. Beacons have a health bar but they can't be damaged by weapons. Instead, to disarm a beacon you need to aim your repair guns at it and "repair it". Repairing it drains it's health in the same way like repairing enemy c4 does. If by the time the 30 seconds pass the beacon isn't disarmed it creates an explosion from either an ion strike or a nuclear strike and destroys anything in range. If close enough you can even use a beacon to destroy 2 buildings at once. So it's in your best interest to cover and defend these beacons once set. If the server allows it you can also instantly win the game by placing a beacon on the enemy team's beacon pedestal and letting it detonate 30 seconds later. The pedestal is located in the infantry barracks for GDI in the Hand of Nod for Nod. You win the game even if the beacon detonates on the pedestal of an already destroyed building. To be continued.