History VideoGame / CommandAndConquerGenerals

21st Jun '17 2:42:48 AM KritzCake
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** The GLA is Guerilla and Technical. By far the fastest faction on land, and with pretty good offense, their units's armor also tends to be made of tinfoil. They have also quite a bit of movement, stealth, CombatPragmatist, HitAndRunTactics and "survivalist" capacities. However, their lack of airforce tends to hurt. Their army is also generally better against infantry and air than tanks.
** China is weird blend of Generalist and Spammer/Brute Force. They do have the most damaging and powerful units in the game, as well as the best artillery (Overlord Tank, Nuke Cannon). They also are the slowest faction overall, although you don't want to have a Chinese tank blob next to your base. China is also in deep love for the RuleOfCool, due to StuffBlowingUp, KillItWithFire, NukeEm, and GatlingGood. They strike a very nice balance between anti-infantry, anti-air and anti-tank (hence Generalist).

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** The GLA is Guerilla and Technical. Ranger. By far the fastest faction on land, and with pretty good offense, their units's units' armor also tends to be made of tinfoil. They have also quite a bit of movement, stealth, CombatPragmatist, HitAndRunTactics and "survivalist" capacities. However, their lack of airforce tends to hurt. Their army is also generally better against infantry and air than tanks.
** China is weird blend of Generalist and Spammer/Brute Brute Force. They do have the most damaging and powerful units in the game, as well as the best artillery (Overlord Tank, Nuke Cannon). They also are the slowest faction overall, although you don't want to have a Chinese tank blob next to your base. China is also in deep love for the RuleOfCool, due to StuffBlowingUp, KillItWithFire, NukeEm, and GatlingGood. They strike a very nice balance between anti-infantry, anti-air and anti-tank (hence Generalist).



* FactionCalculus: The USA is somewhere between Balanced and Powerhouse, featuring a large number of above-average units with various special abilities. The GLA is Subversive, favoring stealth and poison. China, in a variation, fits the Horde archetype more closely than the Powerhouse, with their basic infantry and tanks receiving bonuses when in large numbers.

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* FactionCalculus: The USA is somewhere between Balanced and Powerhouse, featuring a large number of above-average units with various special abilities. The GLA is Subversive, favoring stealth and poison. China, in a variation, China fits the Horde archetype more closely than the Powerhouse, Balanced and Horde, with a variety of anti-infantry, anti-tank and anti-air units and their basic infantry and tanks receiving bonuses when in large numbers.
21st Jun '17 2:33:08 AM KritzCake
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** China is Brute Force. So very much. With Spammer possibilities. They do have the most damaging and powerful units in the game, as well as the best artillery (Overlord Tank, Nuke Cannon). They also are the slowest faction overall, although you don't want to have a Chinese tank blob next to your base. China is also in deep love for the RuleOfCool, due to StuffBlowingUp, KillItWithFire, NukeEm, and GatlingGood. They strike a very nice balance between anti-infantry, anti-air and anti-tank.
** The USA, however, is generally Elitist, with some Technical and somewhat of a jack-of-all-stats. The USA has by far the best economy (which may or may not be game-breaking) and air force in the game, with plenty of combined arm tactics. Their ground forces are pretty adequate, and their support powers are mostly China-like (eg. "bomb the hell out of everything"). They tend to fare well against tanks and air force, but poorly against infantry. With the exception of the [[ColdSniper Pathfinder]], which is just as good as the Chinese [[KillItWithFire Dragon Tank]] and [[MoreDakka Gatling Tank]].

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** China is Brute Force. So very much. With Spammer possibilities.weird blend of Generalist and Spammer/Brute Force. They do have the most damaging and powerful units in the game, as well as the best artillery (Overlord Tank, Nuke Cannon). They also are the slowest faction overall, although you don't want to have a Chinese tank blob next to your base. China is also in deep love for the RuleOfCool, due to StuffBlowingUp, KillItWithFire, NukeEm, and GatlingGood. They strike a very nice balance between anti-infantry, anti-air and anti-tank.
anti-tank (hence Generalist).
** The USA, however, is generally Elitist, with some Technical Elitist and somewhat of a jack-of-all-stats.Technical. The USA has by far the best economy (which may or may not be game-breaking) and air force in the game, with plenty of combined arm tactics. Their ground forces are pretty adequate, and their support powers are mostly China-like (eg. "bomb the hell out of everything"). They tend to fare well against tanks and air force, but poorly against infantry. With the exception of the [[ColdSniper Pathfinder]], which is just as good as the Chinese [[KillItWithFire Dragon Tank]] and [[MoreDakka Gatling Tank]].
7th May '17 3:54:52 PM nombretomado
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* InNameOnly: The gameplay is more like ''{{Starcraft}}'' than traditional ''Command & Conquer'' gameplay, although it draws a lot of elements from the ''[=C&C=]'' series, particularly ''Red Alert'' for actual units.

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* InNameOnly: The gameplay is more like ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' than traditional ''Command & Conquer'' gameplay, although it draws a lot of elements from the ''[=C&C=]'' series, particularly ''Red Alert'' for actual units.
2nd May '17 9:49:40 PM MaddKossack115
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* DefiantStoneThrow: The angry mob unit.
* {{Determinator}}: Even after going through several civil wars and having their asses handed to them by the two superpowers ''four times'', the GLA just. Don't. Freaking. Die.

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* DefiantStoneThrow: The angry mob unit.
unit, except with {{MolotovCocktail}}s.
* {{Determinator}}: Even after going through several civil wars and having their asses handed to them by the two superpowers ''four times'', the GLA [[WhyWontYouDie just. Don't. Freaking. Die. ]]



* DummiedOut: General Fai and General Juhziz lack their own Challenges in the official release of Zero Hour. There were also plans for a USA and GLA Boss General as well (General Ironside and General Mohomar, respectively). They can still be found within the game files, and many mods have re-enabled these levels.

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* DummiedOut: General Fai and General Juhziz lack their own Challenges in the official release of Zero Hour. There were also plans for a USA and GLA Boss General as well (General Ironside and General Mohomar, Mohmar, respectively). They can still be found within the game files, and many mods have re-enabled these levels.
3rd Apr '17 10:05:07 PM dvorak
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** Cold Fusion reactors (itself not possible under current physics understanding) can be set up to raise their Control Rods. This ''costs money''. Fusion Reactors do not HAVE Control Rods.

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** Cold Fusion reactors (itself not possible under current physics understanding) can be set up to raise their Control Rods. This ''costs money''. Fusion Reactors do not HAVE Control Rods.Rods (the reaction is controlled through manipulating magnetic fields and lasers, instead of absorbing radiation photons).
18th Mar '17 5:26:47 AM Theharbo
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Added DiffLines:

* Chinese Gatling guns (both the turrets and the Gatling tank) need to spin up before reaching maximum firing rate.
21st Jan '17 2:23:10 PM Chabal2
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Added DiffLines:

* ApologeticAttacker: Construction dozers have lines where they apologize for running over people, but there's structures that need building.


Added DiffLines:

* FlatWhat: One of the US Dozer's reactions to being told to sweep for mines, repeating the instruction as if to confirm it.
--> You want me to ''clear that mine.''
21st Jan '17 2:07:41 PM Chabal2
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* AIBreaker: The skirmish AI always, always sends a wave consisting only of vehicles first, so building only anti-armor troops is always enough to keep them at bay until artillery is available.



* ArtificialStupidity: Any player unit being shot at from outside its guard range will simply stay in the same spot and be killed, unless you activate retaliation in the options menu. Then, they'll chase after whatever is shooting at them and generally run into more enemy units.

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* ArtificialStupidity: ArtificialStupidity:
**
Any player unit being shot at from outside its guard range will simply stay in the same spot and be killed, unless you activate retaliation in the options menu. Then, they'll chase after whatever is shooting at them and generally run into more enemy units.



** Even on Brutal difficulty, one of the Chinese AI's attacks is a wave of Red Guards and Tank Hunters without any vehicles, making them depressingly easy to kill.



* DepletedPhlebotinumShells: Depleted uranium shells are an upgrade to PRC tank gun ammunition.

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* DepletedPhlebotinumShells: DepletedPhlebotinumShells:
**
Depleted uranium shells are an upgrade to PRC tank gun ammunition.



** The developers also seem to encourage a lot of hijacking, seeing how the GLA have specialist Hijackers for the job.

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** The developers also seem to encourage a lot of hijacking, seeing how the GLA have specialist Hijackers for the job.job and Kell's SnipeTheCockpit ability.



** The USA A-10 Thunderbolt II and AC-130H Spectre also have Gatling weapons, but their firing rates consistent unlike their Chinese counterparts.

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** The USA A-10 Thunderbolt II and AC-130H Spectre also have Gatling weapons, but their firing rates consistent are consistent, unlike their Chinese counterparts.counterparts.
* GlassCannon: Angry Mobs deal horrifying damage against anything but air units, but die from a single hit of anything (including anti vehicle weapons infantry are resistant to) and even die slowly when told to move long distances.



* HitAndRunTactics: The GLA's Rocket Buggy is made for this, unloadin a MacrossMissileMassacre from ''artillery range'' before running off (and can fire, in any direction, while moving). Humvees, while not as fast, can still outrun tanks and infantry while allowing troops inside to shoot at enemies.



* OneHitPointWonder: Angry Mobs contain up to ten mobbers, any of which die from any attack and even from moving too far.



** Averrted in campaign missions where the AI doesn't have those: after a while they just... run out and stop attacking.



** The campaigns in ''Zero Hour'' have two Generals which were prototypes to the actual Dr. Thrax and Prince Kassad, with their own special goodies. The Dr. Thrax from the USA campaign has units which are fully impervious to toxins, radiation and microwaves and he also gets cooler Toxin RPG Troopers. Meanwhile Prince Kassad from the GLA campaign has nearly all his units stealth by default and his Quad Cannons have an AI-only "sniper cannon" upgrade which makes them ''even more'' lethal against infantry; since the upgrade is in his Palace building and this particular Palace cannot be build by players, it is impossible to research for anyone but Kassad himself.
* SlapOnTheWristNuke: A jam-packed battalion of units will succumb to a nuclear explosion, but many buildings can withstand it, even at ground zero. However, with the exception of the Nuclear Missile silo (unless the ''optional'' "one of each superweapon" build-limit is disabled before beginning a skirmish/multiplayer game), there's no limit to the number of other tactical nuclear weapons you can build at once, particularly in the case of the Nuclear Cannon.

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** The campaigns in ''Zero Hour'' have two Generals which were prototypes to the actual Dr. Thrax and Prince Kassad, with their own special goodies. The Dr. Thrax from the USA campaign has units which are fully impervious to toxins, radiation and microwaves and he also gets cooler Toxin RPG Troopers. Meanwhile Prince Kassad from the GLA campaign has nearly all his units stealth by default and his Quad Cannons have an AI-only "sniper cannon" upgrade which makes them ''even more'' lethal against infantry; since the upgrade is in his Palace building and this particular Palace cannot be build by players, it is impossible to research for anyone but Kassad himself.
* SecondaryFire:
** Rangers start with assault rifles and can be upgraded to use flashbang grenades instead, which fire slower but do more area damage to infantry (and clears out buildings).
** The Scud Launcher uses high explosives on buildings and tanks and anthrax clouds on infantry.
* SlapOnTheWristNuke: A jam-packed battalion of units will succumb to a nuclear explosion, but many buildings can withstand it, even at ground zero.zero (making the Scud Storm the deadliest of all superweapons, as the damage from multiple missiles gets around the GLA's MultipleLifeBars schtick). However, with the exception of the Nuclear Missile silo (unless the ''optional'' "one of each superweapon" build-limit is disabled before beginning a skirmish/multiplayer game), there's no limit to the number of other tactical nuclear weapons you can build at once, particularly in the case of the Nuclear Cannon.



* StealthyMook: The Pathfinder snipers for the USA, who remain hidden even while firing. Jarman Kell can shoot from buildings without revealing himself.

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* StealthyMook: The Pathfinder snipers for the USA, who remain hidden even while firing. Jarman Kell can shoot from buildings without revealing himself.himself, while Rebels can be upgraded to be invisible when not attacking.



** The GLA's Stinger Site bears the dubious honor of being weak to rocket attacks (like all buildings) and to the aforementioned anti-infantry weapons (killing all three soldiers leaves it entirely helpless, and they respawn slower that the cooldown on the weapons).

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** The GLA's Stinger Site bears the dubious honor of being weak to rocket attacks (like all buildings) and to the aforementioned anti-infantry weapons (killing all three soldiers leaves it entirely helpless, and they respawn slower that than the cooldown on the weapons).
23rd Dec '16 8:07:26 PM ADrago
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* LostForever: Captured neutral buildings can be repaired, but can't be rebuilt once destroyed.
23rd Dec '16 10:50:26 AM Chabal2
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* [[DestructibleProjectiles Destructible Missiles]]: Missiles that are smaller than the PRC Nuclear Missile superweapon can be destroyed mid-air using an American [[FrickinLaserBeams point-defense laser]].

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* [[DestructibleProjectiles Destructible Missiles]]: Missiles that are smaller than the PRC Nuclear Missile superweapon can be destroyed mid-air using an American [[FrickinLaserBeams point-defense laser]].laser]], or shot at by base defenses.



* LightningBruiser:
** Humvees allow infantry (of any faction) to fire out of the windows. Cue mobs of humvees filled with Missile Defenders and Pathfinders ravaging everything in their path, then running away ravaging everything that tries to chase them. Killing one takes the passengers with it though.
** Technicals don't allow firing out the windows, but passengers survive the vehicle being destroyed. A favorite trick of the AI is to send technicals filled with terrorists inside your base.



* OneHitKill: Every faction has a way to instantly kill all units in a GarrisonableStructure: The USA uses flashbangs (or FastRoping Rangers via Chinook), the GLA uses a toxin tractor, and China uses napalm. The killing unit often goes up several experience levels in one shot.

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* OneHitKill: OneHitKill:
**
Every faction has a way to instantly kill all units in a GarrisonableStructure: The USA uses flashbangs (or FastRoping Rangers via Chinook), the GLA uses a toxin tractor, and China uses napalm. The killing unit often goes up several experience levels in one shot.shot.
** Pathfinders and Jarman Kell instakill any infantry they target. Just one can neutralize a Stinger Site (without damaging it), and building/capturing Humvees lets them attack from inside, giving them the mobility they lack on foot.



* StealthyMook: The Pathfinder snipers for the USA, who remain hidden even while firing.

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* StealthyMook: The Pathfinder snipers for the USA, who remain hidden even while firing. Jarman Kell can shoot from buildings without revealing himself.



* UniversalDriversLicense: The pilots that drop from a veteran US vehicle can transfer their level to the next vehicle they're sent in, no matter if the original or target use jets or wheels.

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* UniversalDriversLicense: UniversalDriversLicense:
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The pilots that drop from a veteran US vehicle can transfer their level to the next vehicle they're sent in, no matter if the original or target use jets or wheels.wheels.
** Neutralized vehicles can be captured and piloted by any infantry unit, including GLA workers.



* WeaksauceWeakness: Troops garrisoned in buildings are impervious to attack, and can bring substantial firepower to bear against enemies, racking up experience while safe from retaliation and getting run over. But just one shot from a flamethower, toxin sprayer or flashbang and they all die instantly.

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* WeaksauceWeakness: WeaksauceWeakness:
**
Troops garrisoned in buildings are impervious to attack, and can bring substantial firepower to bear against enemies, racking up experience while safe from retaliation and getting run over. But just one shot from a flamethower, toxin sprayer or flashbang and they all die instantly.instantly.
** The GLA's Stinger Site bears the dubious honor of being weak to rocket attacks (like all buildings) and to the aforementioned anti-infantry weapons (killing all three soldiers leaves it entirely helpless, and they respawn slower that the cooldown on the weapons).
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