The Second Tiberium War is a standalone redefinition modification for Command & Conquer: Tiberian Sun.

Report RSS Advanced Tips and Strategies

Here is a list of tips and strategies to aid new and experiences TSTW players.

Posted by on - Basic Other

TSTW Banner 1


Tips and Strategies

How to become a pro at the Second Tiberium War.


I'm making this guide to better assist those playing the Second Tiberium War with how to play more efficiently and effectively and clarifying how I designed the mod.

GDI banner

I'm GDI and want to eradicate Nod terrorists!

1. Hover M.R.L.S. is the only unit that can fire at long range, in the air, hover on water, and deal area of effect damage.

2. Repair Bot's and Medic's allow GDI to outlast Nod in a turtle match, use them as much as you can.

3. The Vulcan Turret is the only base defense structure that does not require power to function.

4. Ghosts fire two types of ammunition depending on their target and their damage scales higher than other units when fully veteran.

5. Marines can fire 1 space farther than their counterpart, the Initiate.

6. Disruptors can obliterate structures quicker then any other vehicle.

7. If you constructed an Ion Research center the same time the enemy constructed a Temple of Nod, the Ion cannon will be ready first.

8. GDI naval units are all quicker in the water than their Nod counterparts.

9. 1x Marine and 1x disruptor can destroy a obelisk of light. Send the marine in first.

10. Press "G" when selecting your repair drones and they will repair automatically. Use 2x at all times and they will repair each other if they take damage.



Nod Banner

I'm Nod and want to bring death to GDI infidels!

1. Dragoons are the main adversary of titans and mammoths tanks. With a greatly cheaper cost a few dragoons can take out an equal amount of titans and with less than 50% of their equal cost.

2. Tacticians once fully veteran can fire upon light armored units dealing 20% of their sniper rifle damage (which is a lot).

3. The Banshee is the only unit that becomes cloaked once fully veteran.

4. Khetena can fire upon aircraft and can heal herself when standing in tiberium!

5. Hover M.R.L.S. are power units to combat but are slow and weak, raptor tanks can run them down and dodge their missiles.

6. The old stealth generator was converted to the stealth generator hub and emitter pylons to reduce clutter in the front of your base.

7. The Tiberium eruption lesser weapon has three main uses:

  • Deal damage to infantry and light units,
  • Generate some income when used near your harvesters,
  • Prevent enemy base construction as you cannot build on top of Tiberium!

8. Nod's base defenses are much more powerful than and fire at farther distances that GDI but require much more power.

9. Not only is the harpy the fastest unit and aircraft in the game, but it also has infinite ammunition.

10. Terrorflame Tanks deal area damage when destroyed. You can increase their destructive capabilities by placing them by enemy structures when about to explode.


Things to know!

1. If you wish to reduce the damage caused by an enemy super weapon, divide your base up into sections using concrete walls which will prevent splash damage. Both super weapons such as the Ion Cannon and Nuclear Bomb are not very effective against concrete armor types being the construction yard, Temple of Nod, Ion research center, and Concrete walls!

2. If you wish to survive against a Hard enemy bot I'd recommend constructing 2x refineries in the beginning and work towards having a minimum of 4x harvesters at all times.

3. Units that self repair automatically are: Cyborg, Nemesis, Vega, Triton, Mammoth Tank

4. Hovercraft such as M.R.L.S., Repair bot, and Raptor can be constructed by both the war factory and shipyard as they can go across water.

5. There are Five armor types that the Tiberian Sun engines uses:

  • None - All infantry not including Vega and Jumpjet.
  • Wood - All structures not including Conyard, Superweapons, walls, and gates.
  • Light - Badger, Raider, Jumpjet, Artillery, Hover M.R.L.S., Repair bots, viper, aircraft, skiff, and striker.
  • Heavy - Raptor, APC, Terrorflame, Titan, Mammoth, Vega, and Disruptor.
  • Concrete - Harvester, Conyard, Ion Research, Temple of Nod, Walls, and gates.

6. In general these are the rules when coming to weapons and what their effective against.

  • Bullets -> Infantry
  • Cannons -> All Vehicles, Structures
  • Missiles -> All Vehicles, Structures, Aircraft
  • Lasers (Red) -> All
  • Ion Weapons (Blue) -> Infantry, Light
  • Flame (Orange) -> Infantry, Light Vehicles, Structures
  • Sonic (Blue) -> Infantry, Light Vehicles, Structures
  • Proton (Green) -> Vehicles

Nod leader kane shows the tacitu



I hope this helps with any questions you may have with faction balance as I did try to make each faction balanced yet unique in their own way. I am currently working on another project and thought I'd just post this article as I believe it can be made to good use. Thank you and have a good one! Ever_Valiant

Mission Accomplished!


Post comment Comments
enum
enum - - 42 comments

Guard mode for repair units is always useful in battles.

Reply Good karma Bad karma+1 vote
Radsven
Radsven - - 57 comments

Oh wow didn't thought of GDI number 9 to break through Nod's defense without many casualties. Kinda feel bad to treat the cheap one like a cannon fodder lol, so I often send mammoths and disruptors with repair bots behind them to destroy obelisks.

Reply Good karma Bad karma+1 vote
Ever_Valiant Author
Ever_Valiant - - 347 comments

Yeah it is kinda cruel.

Reply Good karma+1 vote
James177
James177 - - 70 comments

Thanks man.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: