The game is bugged since the latest patch; AI harvs and orcas spawn out of nowhere. So I'll be playing missions with no refs or helipads for the time being. This was done before the patch.
In this mission, NOD was not the problem. The problem was the civilians who either shot at each other or attacked Möbius / hospital or ran into the Tiberian field. At least that's how it was in my runs. :D
Also, this mission infuriated me as a kid. It's like you're playing an online game with a useless stooge as your ally. One of the dumb civilians even attacked the hospital on my CD playthrough of this mission.
It fit some news channels decades ago as well, it just takes less time today for a lie to do the rounds thanks to the widespread availability of social media.
This is made even more poignant thanks to the fact that the first CNC canonically takes place this year in 2020, as revealed in the renegade manual. Check out here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wVnJbMbRid8.html
@@MetalKing1417 Yeah, that was an interesting video; I'd assumed Tib Dawn was set much earlier but he makes a good case for 2020 being canonical. Kind of makes sense too when you think of the Tiberium meteor hitting Italy in 1995 and spreading all over the world including southern Africa and South America... I know Tiberium may spread quickly but 25 years seems more reasonable than 10 or so. Only thing is that it makes the huge technological and stylistic gap between TD and TS even harder to grasp. Still, I suppose the state of total war and impending ecological catastrophe accelerated this progress and we can see at the end of TD they already had a prototype Wolverine. Once Tiberium was already spread across the earth, 10 years of growth made a huge difference etc.
Not just that, but I personally have been able to cheese certain missions by building sandbags in front of your enemy's base openings stopping them from sending units out of the base.
@@tylercolby1426 Fairly standard cheese. Then you start building obelisks inside their base, a barracks, then pump engineers. You can really cheese the AI with walls since it doesn't recognize them as your buildings.
i remember that mission. it was great scenario, however dumb civilians made it really annoying.on the other hand, Kane's threat that he knows where i live still make me more suspicious about knocking at the door :/
I was getting so pissed at this mission because those idiot civilians keep crossing the east bridge into the enemy. I closed off the bridge with a harvester but that actually messed with the AI script. It kept placing harvesters near the cliff above the bridge where you could easily safe spot them. Same deal with the units defending the harvester. Also, it doesn't try to attack the harvester. Took about 5 minutes before the AI had no money anymore. The funny thing is that there is a tiberium field directly to the right side of the bridge that the AI just ignores.
dang man, thanks for this! Totally getting good from the way you commanded and conquered that. Selling the yard blew my mind😱. Reminded me of the old saying, "...buying a silo is pointless, if your playing the right way."
Really glad it only took me two tries to realize the hospital is my own building and can be built off of as a kid... every single time, I always sandbagged those idiot civilians. Sometimes I had them bagged in before I had more than 4 buildings lol.
Always remembered this mission being a nightmare, but last time I did it I set up a base north of the village and harvested the Tiberium around it and it was quite easy then, as long as the MRLS's were protected
This mission is very difficult, even with the civilians no longer dying to Tiberium. The fact that the civilians wander randomly means that the longer you play the mission, the civs will be guaranteed to get father and farther from the town. Which puts them more and more in the path of Nod forces en route to your base (who are only too happy to slaughter them as they pass by). You basically need to sandbag + speedrun in order to have any hope of finishing this mission.
Yes. I literally could not figure out why I kept failing the mission, Mobeus was safe and the hospital was safe but I'd randomly fail it every time and had no idea why.
So.... Going years back, Kane has a way to hack the EVA unit that is why he was able to communicate with you.. And I think Burdette is about to be arrested because we hear sirens?
Sound effects, intended to foster increased suspension of disbelief in the news report's intended audience. "Aggressive manipulation of international mass media." as a full component of NOD strategy.
Ending movie looks like the start of the veinhole-weeds you see in Tiberian Sun. Too bad they cut these and other interesting Tiberian fauna and flora in Tiberium Wars.
For me this is the hardest mission for gdi. I played it just some days ago and it is so annoying. I had to restart it multiple times, because even blocking the civilians with sand barriers and buildings, there were always some who sneaked through and died in the tiberium. Additionally you need a lot of tanks to get both bases down. 8a is far easier.
@@TheCNCChannel hmmm. Probably, but not sure, because i protected everything similar to your play. However taking both bases isn't easy, too. I hate this mission.
@@rb8365 Another plausible explanation was the civilians walked to the blossom tree which sprouted. This mission isn't as frustrating as GDI mission 5 imo.
@@TheCNCChannel 5 is annoying. I agree. But this one is far more annoying for me. You did 5 quite fast and 5a, 5b are doable if you capture enemy builings early. But every one has his own favourites ☺
No, I did a few runs of this mission and it turns out to be random, which is why you see the first wave moving properly at 7:39 and then the dance you mentioned. I sent two meds and a MLRS before 7:39 in case they move properly
For whatever reason, the Nod AI in this mission is absolutely fixated on destroying your rocket launchers. They'll even ignore being attacked by other units in their single-minded quest to destroy the rocket launchers.
kane was the original fake newser, you gotta love how the shit in their videos is how the media has been playing out in the last few years in real life.....
Damn, I hate this mission so much. I really hope that the patch improves the experience as described. This is like herding a bunch of lemmings, while a lame boxer, that is usually not a threat, just waltzes in and uses the opportunity to land a bunch of cheap blows. Usually getting rid of the chinooks is easy, guard towers are probably the cheapest solution, just build to in each of the 3 places (starts with 2, then 1 at the hospital place to kill mobius, obviously)... unless there are lemmings blocking them. The normal attacks can be easily held at the chokepoints too, which can be used with the attack triggered by attacking NOD harvesters. But the lemmings... you just have to baby sit them all the time. And then they start blocking your harvesters and its just an endless frustration. I dont think you got blocked a single time in this speedrun, did you? The A variant of this mission is trivial in comparison.
I think I never managed to win this mission without the lame sandbag strategy. And with that I don't mean the safety net that you put in place, but blocking the enemy base. I've never been able to keep the civilians safe and fight the NOD units at the same time on this map. So I blocked them off in the original game and I haven't done the mission in remastered yet.
I love watching ordinary gameplay with ordinary tactics like these. Getting really bored watching every mission owned in 3 minutes because engineering cheese rush and exploiting all the bugs what the game has. Is it possible to do speedrun campaign without engineers and showing all the details of the missions?