History VideoGame / CommandAndConquerGenerals

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.


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* 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.

to:

* 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:
**
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).
2nd Dec '16 10:38:39 AM N1KF
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* AttackDrone: The [[CombatMedic Battle Drones]] and the [[AirLaunchedWeapons Hellfire Missile]] Drones. The Sentry Drone, too, when you give them machine guns.

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* AttackDrone: The [[CombatMedic Battle Drones]] and the [[AirLaunchedWeapons [[UsefulNotes/AirLaunchedWeapons Hellfire Missile]] Drones. The Sentry Drone, too, when you give them machine guns.
7th Nov '16 9:32:12 PM rmctagg09
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* StealthyMook: The Pathfinder snipers for the USA, who remain hidden even while firing.
19th Jul '16 8:52:27 AM Reynard1986
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7th Jun '16 12:55:24 PM Chabal2
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* CombatMedic:
** The USA's ambulance can heal troops inside and decontaminate radiation/anthrax.
** With a speaker tower installed, Overlord tanks heal themselves and others (and make them attack faster).



* CutsceneIncompetence: The tutorial has you blow up a GLA chemical factory. The ending cinematic shows Rangers parachuting ''into the bright blue clouds of instant death''.



* CuttingTheKnot: One China mission has a GLA-controlled railroad constantly dropping off troops to attack your base. Destroying the locomotive means there'll be no more drops for the rest of the level.



** The Lotus special agents can also do what the grunts can; only better.

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** The Lotus special agents can also do what the grunts can; only better.better, faster, and from a distance.



* FastRoping: Using this method, the USA's Chinooks can lower a number of Rangers into an occupied building to clear out anyone garrisoned inside.

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* FastRoping: Using this method, the USA's Chinooks can lower a number of Rangers into an occupied building to clear out anyone garrisoned inside. It can also be used on the ground, but is actually slower than just landing.



* TheJuggernaut: Some maps have a train running around that can OneHitKill absolutely anything in front of it- infantry, vehicles, Overlords, ''buildings''. It can, however, be destroyed if shot at long enough.



* MightyGlacier: Most Chinese units, especially the humongous Overlord tank. Battlemasters and Overlords can be upgraded to be nuclear powered, which makes them a lot faster (able to keep up with their own light tanks), but leave radiation when they die.



* 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.



* ThePaladin: The... Paladin tank is able to protect itself and allies by shooting down missiles that get too close. The laser is slower than the firing rate of most units though.



* SupportPower: The first ''C&C'' to field all three types. Of note is the General Powers system, which is works not by making stuff or by completing a mission objective, but by earning points and using said points to gain new powers.

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* SupportPower: The first ''C&C'' to field all three types. Of note is the General Powers system, which is works not by making stuff or by completing a mission objective, but by earning points and using said points to gain new powers.


Added DiffLines:

* 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.
1st Jun '16 11:24:46 AM Chabal2
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* GameplayAndStorySegregation: One Chinese mission has you take out Stinger sites so a chemical warfare factory can be firebombed, preventing the chemicals from flowing into the river (and are even prevented from destroying the factory with conventional weapons). Except that during the cutscene, you clearly see the resulting anthrax clouds ''in the river''.



* GoneForever: Captured neutral buildings can be repaired, but can't be rebuilt once destroyed.



* InvisibilityCloak: Among some of the things: Stealth Fighters, Pathfinders, Radar Vans, Demolition Traps, and a whole Stealth General army.

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* InvisibilityCloak: Among some of the things: Stealth Fighters, Pathfinders, Fighters (invisible while moving), Pathfinders (invisible when holding still), Radar Vans, Demolition Traps, and a whole Stealth General army.



:: Every army's hero is invisible while moving, but Jarman Kell is able to hide in buildings and attack from there without being spotted.



* LostForever: Captured neutral buildings can be repaired, but can't be rebuilt once destroyed.



* TheSmurfettePrinciple: The US has the Ambulance driver, China has Black Lotus.



* UnitsNotToScale: Averted with the humongous aircraft carrier and battleships. However, due to pathfinding issues, these realistically large ships only appear in a select few missions and are unbuildable. The rest of the units play this rather straight (transport vehicles could fit one, maybe two infantry units inside).

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* UnitsNotToScale: Averted with the humongous aircraft carrier and battleships. However, due to pathfinding issues, these realistically large ships only appear in a select few missions and are unbuildable. The rest of the units play this rather straight (transport vehicles look they they could fit one, maybe two infantry units inside).
25th May '16 8:57:24 AM Chabal2
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* EasyLevelTrick: The Aral Sea mission for the GLA can be made much easier via the Rebel Ambush perk after the Particle Cannon's location is revealed (right next to the airfield). By having the rebels capture the airfield, a powerplant, and the Particle Cannon, you can produce at least one Comanche before enemy troops arrive. Even when the choppers arrive and kill the buildings and rebels, you now have a deadly attack unit immune to everything but missile troops (who die quickly and are far away) and missile sites (which are on the outside of the base, while the power plants needed to operate them are on the inside).



* UnexplainedRecovery: One mission with Black Lotus drops another one if you lose her with no other explanation

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* UnexplainedRecovery: One mission with Black Lotus drops another one if you lose her with no other explanationexplanation.
* 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.



* UnitsNotToScale: Averted with the humongous aircraft carrier and battleships. However, due to pathfinding issues, these realistically large ships only appear in a select few missions and are unbuildable. The rest of the units play this rather straight.

to:

* UnitsNotToScale: Averted with the humongous aircraft carrier and battleships. However, due to pathfinding issues, these realistically large ships only appear in a select few missions and are unbuildable. The rest of the units play this rather straight.straight (transport vehicles could fit one, maybe two infantry units inside).



** Flamethrowers, toxins streams and flashbangs are a OneHitKill against any infantry inside buildings.



* WouldNotShootACivilian: The USA and PRC wouldn't. [[CombatPragmatist The GLA would]]. See KnightTemplar above.

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* WouldNotShootACivilian: The USA and PRC wouldn't. [[CombatPragmatist The GLA would]]. See KnightTemplar above. That said, you can run over civilians while playing as any faction without getting called out for it.
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