I remember that in starcraft 2 while using waypoints I can mix them with putting the tanks in siege mode so no need to wait for them to reach the destination does it work too with apcs?
Some others: - The Confessor upgrade on Nod infantry will also benefit from the charged particle beams (the confessors only) - Magnetic mines do most damage as you walk over them, they only do minimal damage "after" they get magnetically stuck on a unit. This can eliminate entire armies, epic units, etc. - not 100% on this, but mines seem to do more damage against heavier units (Mammoths, Epics, etc). Would like to know if this is caused by a "weak against mines" flag or if there's an actual unit weight calculation. - packed up drone ships are not affected by the supersonic air strike - Beam Cannon reflector beam can target air units. Also, beam cannon combine beam bonus is multiplicative, not additive, meaning they scale much faster in damage with each additional beam. - Some things can cause damage after dying. Shown in your video are flame tanks, and another well known example is the Hand of Nod ball that drops when the building is demolished. But, when a flame tank dies, its flame canisters also fly off and do extra damage. - when a Mothership blows up, it will create an EMP effect in its vicinity that affects units (never seen this in a pro game, but it always happens vs cpu). - Snipers have a set of alternate voice clips when one of the members in the squad dies. "Commander, it's just me!", "My partner is dead!", etc. - GDI/Zocom Snipers can spot for Spectre Bombardment, and Nod/MOK Shadow Team Artillery Beacons can be used by Juggernauts. - Scrin harvesters cannot be crushed by Titans, only by tier 3 & above. - Storm Columns have a random chance of deflecting incoming enemy rockets. - when a cloaked walker (Avatar, Juggernaut, etc) dies, the husk retains the cloaking effect. Because of this, the enemy may not be able to re-capture them, not being able to see them without stealth detection or running an infantry point blank into a husk. I had a game before where this helped me out significantly, being able to re-capture cloaked dual beam flame avatars that went down behind enemy lines. - the AI never seems to use GDI orbital bombardment, supersonic air strike, or the Reapers Shock Troop summon ability. They can also use Vein Detonation anywhere on the map, not just near tiberium fields. - Steel Talons Combat Engineers guns will do 0 damage against buildings, even when force fired (do they use sniper damage?). - in campaign missions, you can sell the prebuilt walls around your base. This is a significant money boost in some missions.
*Snipers have a set of alternate voice clips when one of the members in the squad dies* That's the spotter. If the sniper dies, the alternative lines are from the spotter. If the spotter dies... the sniper doesn't say anything. I forgot if the Spotter is also unable to do sniping and thus you need to get him back to an Armoury or if the Sniper Team can work solo either way.
Steel Talon Combat Engineers cannot rank up by killing enemies. Tested it out just for science once by placing one into a harvester and let him gun down enemy infantry. Even after murdering like 7-8 squads of Black Hand and a couple of militant squads he didn't get a promotion.
Cloaked walkers are very interesting, people mostly prefer mammoths or tripods over avatars but if you dont want or cant build a ton of them then upgrades and stealth makes them better than competition imho, especially if husks are invisible.
@@Thylacinus funnily enough, they are also extremely good anti infantry units. They destroy most infantry in 1 shot and fire relatively fast (however they need to reload their weapon after firing 10 shots). If they ranked up, they'd be so broken. Put them in a Repair APC so they don't die instantly, or even a Harv, and you can go to town. Haven't seen this used in many games, however.
Cant believe the depth of some of these given the Devs only had like 8 months to make the game. And some are also an oversight cause of the same reason but the jumpjet one and the sonic tower one. Damn, feels like we've waited ages for this video and wow, was it worth it! Thanks once again leaf.
Fun fact with number 2, you can also do this in Red Alert 2. As for 9, I suspect this was an oversight on EA's part. Most likely when they were adding the hammerhead in KW they initially copy/pasted the venom and tweaked the copy (stats, weapon, gave it a new model, added a garrison slot, etc) but they forgot about the venom's mirror ability so it remained intact and fully functional.
for the waypoint trick in RA2, you can also use it to send a spy into your own buildings. damage them and use a waypoint together with a spy and an engineer. Both will enter the building. You can get the secret units (chrono commando, yuri prime, etc) that way, or make your troops start from veteran.
I wanted to say the same thing. Usually in such videos there are quite well-known things and one really new fact. Here, I only knew about juggernauts, and then only because Masterleaf had already mentioned it. It's great when there are such cool people in the community.
Very interesting. The commando jump jet trick I knew the first time I played the game (Hampton roads mission - so I thought that was a normal thing that everyone knew). The Scrin mothership crushing and being crushed is WILD. Did not have any clue regarding that. Maybe a bug, or at least likely not an intended interaction.
You should mention awakened getting from resurection nod power have twice the health of marked of kane produced awakened. And they still benefit from charged particle beams.
The effect of the Crate also works on an air unit, if it is placed exactly above the Crate, and then picked up by a ground unit. +Since the effect of the Crate acts on the area, and the infantry does not have a collision; you can teleport an infinite number of infantry or up to four Annihilator tripods to random Crate using Mastermind. 100 heroic Disintegrators attack lol)
Great tips! With 1000 or so hours in the game I expected to know these all, but the only one I knew was the commando one. I’ll have to use these when I play
Black hand troops can survive sometimes after getting crushed, they will use the quote "Wake up!" and one or two members will be crawling around (dunno but I saw this happen like 10 years ago when I last played C&C 3)
You can negate Redeemer's skill by switching your troops to passive stance. For some reason, units will ALWAYS attack harvesters, unless you set units to passive stance even when they're supposed to "only attack back".
Holy cow. I haven't played CnC for 15 years++. I never got to KW. Tiberian Sun and Red Alert 2 were the last games I played, but I practically lived in CnC since the first CnC released on PS1 up until the time of RA2 & TS. Good old times, especially in TS when the laggy 56K internet crashed in the very end of an 8 player FFA. I got a YT suggestion of CnC 1 remastered, then checked Tiberian Sun, found Sybert and KW, and I've looked through hours and hours of tournaments now. GZ, Bikerush, Futurama, Drive, Shoktrepit, Dune Tiger, and you @masterleafcnc . Those Sybert tournament videos caused a YT suggestion of this video, so here I am, some 10+ years late to the party, lol. The level of detail in your games is impressive. It's never boring, you're one of few that actually make use of the factions' small perks and edges. You have an eye for details. It really makes it fun to watch. And creds for developing the 4K texture, I can't believe that's not getting more praise. I mean, it changes the whole visual aspect of the game, and it looks awesome. Although I don't even have a PC at this point, running PS and Mac, it is indeed tempting to play. Also, a tangent: I'm working alot with human rights, and particular the extensive persecution, killing and organ harvesting of Falun Gong practitioners and prisoners of conscience in China. Do think it would be possible to put on a 2v2 tournament (I love watching them, perfect combo of team play and strong single play) and me donating a cash pool, for you guys hosting the tournament in the name of bringing awareness to that cause? And perhaps get @OneSybert on board as well? Unorthodox, I know, but it just hit me, and I'd love to hear your thoughts.
Something I learned as a casual Hammerhead player. You may want to test this in your modern patches since I made this discovery on vanilla KW and against bots (Human players using ion storms make my discovery pointless) PAC interceptors have trouble hitting aircraft that are constantly doing circles around them. They will fire at them, but will deal no damage as the shot does not land accurately. By manually commanding your Heads to fly in basic Figure-8's, their missiles will whittle down interceptors without fail while taking minimal to no damage. It may be tedious of course, but it's very amusing to see such an advanced warship be incapable of destroying a squadron of jinking aircraft.
I know some over the time I have been playing the game - if you actives a PAC's ion storm ability, then save and reload that save, that ion storm will be permanent, even if the PAC move (but disappear if the PAC dies) - if you use Prodigy's Area of Effect Mind ability on an selectable unit while very close to an epic unit, you can mind control the epic unit for a short time. - as a general rule vehicles takes 50% more damage if hit from behind, only 10% more if hit from the sides, but some units do not follow this. attack bike takes no extra damage if hit from the sides or behind, MARV only takes 25% extra from behind takes normal damage from sides (but Redeemer and Hexapod's directional armor is normal), Nod commando takes 50% extra damage from behind and 10% from the sides, but the GDI commando does not have directional armor. -Avatar can use it's ability on other faction's attack bike, flame tank, beam cannon or stealth tank, but none of the avatars cannot use their ability on a MOK attack bike due to an oversight
Kanes wrath 600+ hours player, il be completly honest. As soon as I saw this on reddit and went to watch it I expected it to a bunch of common known stuff. But about half of this I didn't know so yeah, pretty cool to know. Keep it up I say.
Apart from the Master Computer thingie, which isn't much of a mystery (I think it's even described in the game's manual), the other things were indeed new and unfamiliar to me. Thanks for the video :)
Most of these I did not know, but I was surprised to hear that the commando jump pack targeting of buildings wasn’t common knowledge! You’re literally shown in the campaign(s) directly that they can jump onto buildings and destroy them, iirc, so I use that ability all the time. It’s particularly handy on the mission to destroy NOD’s Egyptian nuke facility lol
That's cool, thanks for the video! There are some other facts: - Several Avatars could take the same weapon from one unit (bike, flame tank, stealth tank, beam cannon). I managed to upgrade 3 Avatars from one beam cannon. - Avatars can expropriate weapons from enemies - If beam cannon started to fire through venom (or hammerhead ☺) reflectors - it will not stop firing in case if attacked unit left the venom's radius. That means that beam cannons, actually, could fire through entire map! - Mastermind of Scrin could join the Ravager squad, if the last one is missing units. However, after that you will lose abilities of Mastermind, so idk what the point of doing this) - Juggernauts, controlled by AI, could shoot enemy air units, using the ability of sniper aiming - AI player could detonate tiberium vein literally everywhere, not just only at tiberium field - AI player could build tiberium growth accelerator on top of tiberium field, created by Overlord wrath (tiberium meteor)
I didn't realize not many people knew about the commando's jet pack into C4 thing. I am fairly certain the game tells you its a thing in the GDI mission at temple prime. I may be wrong but there isn't any other way I would have known about it.
I think the crossfaction upgrade is significant proof that the Nod minor factions were supposed to be the same faction when they were developped, and only split off late into development.
Those cross faction upgrades are indeed new info since rarely happens in multi. And the ion shield.. many or perhaps no one ever know it until opening the game files. Btw, what is the radius for the ion shield ? EDIT : I've just checked it, the radius is the same with its attack range. Also, it also works with storm column but the ion storm will always be reactivated.
i knew all of them as i always engineer rush the other factions bases closest to mine and take as much as i can then move the con yard back to my main base and use the former enemy base as the starting point of an ever extending frontline defence line that ends up covering and entire map from on end to the other allowing me to build and gather needed funds in peace
ZOCOM's perfect combo is the Zone Raider in Hammerhead. If managed correctly, ONE, yes, I said one, ZR in a fully upgraded Hammerhead, can take down an entire army consist of many units, and an entire base.
Fantastic! Thanks for explaining about the PAC storms, I use them for base defense and it is infuriating sometimes when their storms wont work. I didnt know it was because they were over sonic emitters. There must be something else that has that property too because I have had the storms refuse to work when out in the field too, not near any bases. Also, you didnt mention the nasty bug where the storms glitch and the storms stay (stuck on) in the last location of the PAC. The PAC cant cast a new storm and there are just permanent storms stuck in the sky where you last were set up. I think it happens after save and load. Standard Scrin.
@@chuckyra3240 .. i tested this the other day, in kanes wrath if you save a game when scrin or trav PACs have storms going, then when you load the game those PACs have all lost the ability to storm up, and the storm is now a permanent fixture on the map. It appears that the storm is somehow saved at a fixed map location, you can never move it or turn it off after that, and that PAC has lost its storm ability... 😥 Only way to save the game properly without breaking your PACs is to select all your PACs using WW then turn all storms off, then save it. 🙄
4:00 i'm a little late :D but this thing also works with C&C Generals. The USA have an upgrade for their aircrafts called "laser guided missiles" or something. This feature will also fully refill the Raptor and the Stealth bomber' missiles, even if they're in the air. It also works with the "Black Napalm" upgrade for China, as it will refill MiG's missile complement even when they're flying
damn nice vid ! i only really knew about the using the jetpack skill of the GDI Commando on structures ! my favs are probably the Redeemer crushing the shredder turrets and the Drone -ship "road-killing" the Shadow Teams/ Motherships ! already looking forwards to part 2 !
Ok so I have a major assumption on why the sonic emitter cancel out Ion storms but its not labeled, I think it is to keep the Scrinn a surprise which at the time it was a huge surprise, especially if you play Nod first.
It debuffs pacs in a massive radius, it's always worth building one vs scrin airforce since they cant re-enable the ion storm for 60 seconds when it happens.
@@sethb3090 It would be OP, but so where the original stolen tech units. Imo, if you have captured the enemy tech like that its warranted. The only problem I can see with it is just how easy it is for scrin and T59 players to steal tech and get the exclusive upgrades. But then I'm not sure what technology would be compatible so it could be a self solving problem
As someone whose strategy depends a lot on Spamming PACs and activating its Ion Storm Ability, now i can sleep peacefully knowing why it couldn't turn on the Ion Storm lol
7:24 Also the arm's model changes from their chaingun to a beam weapon so maybe at some point it was intended for MoK to have that upgrade which ontop of Supercharged Particle Beams seems like they would counter Steel Talons a bit to much, given it would make their Rocket squads practically obsolete since it'd make Awakened the objectively better Anti-Vehicle unit given their EMPs and the Nod factions from my experience don't exactly have issues with killing Aircraft.
The only time I've seen cross-faction upgrades, etc. being used or could be potentially used is in the last level of Kane's Wrath where all hands are on deck to take back the Tacitus. But I never played that level for long or experimented because EA in all their wisdom put a timer on the level even on Easy so one couldn't have fun with testing the cross faction support...
I've been playing this game ever since I was like 8 and I never knew that sonic emitter disable planetary assault carriers ability! Its unbelievable I missed this
no? You should check the full idle animation of juggernauts, they're arguably the best in the game (engineer, grenadiers and gdi commando are close seconds) and alternate between acting like chickens and dogs!
There are more hidden upgrades. Nod confessors and marked of kanes venoms are getting black hand particle beams aswell. Also nood raider buggys, scorpion tanks and all laser turret defenses can get spitefire laser upgrades. Funniest thing, all shredder turrest, no matter the faction, can gain partical beams and charged particle beams. The reason why this is the case is a mix of beta content leftovers and generally leftover code copied around.
If you have the error "exception in exception handler": - choose in your graphics driver your dedicatd graphics card - or deactivate the integrated graphics in the BIOS. AsRock for example: advanced mode => advanced => chipset => deactivate integrated graphics It worked for me after years of searching for a solution. System: Win 10 64, 4080, 13600k, 2x16 GB 32oo RAM
I'm curious if thr sonic emmiter trick works on storm columns, because depending on the range it might be worth setting up with a surveyor before an attack
Did you figure out that you can put 10 to 25 unpacked Reckoners next to your Warfactory and they repair with the drones when being a garrisonable building. You can put 30 to 75 rockets squads per warfactory and they can destroy everything and take very little damage. Takes no power from the base. Works extremely well with multiple warfactories next to each other.
Leaf could you enlighten us as to why sometimes when a mothership is fired and the chain effect is happening occasionally a unit or structure will glow white but NOT get destroyed. I do not believe this has to do with a time out on the effect because sometimes the unit will be hit pretty early in the chain (like an epic unit) but somehow survive. On a side note is it possible to teleport an affected unit (glowing white from a mothership blast) via prodigy/mastermind to another spot and have it continue the link. Or does the effect stop as soon as you teleport the unit.
@@abood8858 the wormbug mothership bug was patched out of the 1.02+ patches years ago i think. But teleporting a unit under such conditions I'm not sure.
The juggernaut cancelling shot is interesting but...not practical in pvp. Putting aside the hectic, there are usually many juggernauts shooting at big groups. Focusing fifre is not necessary and would reduce the amount of splash damage those do. Instead of covering a wide area you target down a single unit at a time. Plus enemy players keep wiggling units so its even easier to dodge that small area. Thats why nobody does it. This seems only useful for small scale situations when both ran out of money or so and each unit counts
No. The Black Disiple only applies to BH rocket militants and the Confessor o ly applies to Nod/MoK militants. Using combined BH and Nod/MoK militant armies is very good tho, as the Confessors from the upgrade are slighlty vetter than the ones from the cabal and they throw the hallunades automatically
There was something you can put in part 2 Did you know that if Traveller and some scrin and reaper units can garrison GDI foxholes? Try it I kid you not, Traveller 59 Disints, shock troopers and ravagers can garrison GDI foxholes and do really good damage Its no wonder scrin units cannot normally garrison structures it would've been broken
They can also garrison hammerheads and APC/MRT. (Same with flame troopers) the death from above you get by having Ox's carry APC/MRT's with flames or disints is... Well just imagine a flying flame tank.
@@dozer1323 I think it technically follows the same rules as the APC and MRT's which is why I brought them up. Either way. Its crazy what they can do in garrison.
I did not play KW over some years but even with that video is still much interesting. Thank you much! 1) Wow, that's new! 2) It's just the same as it's in Red Alert 2 engine so far (: 3) Perfect! 4) This is clearly bug tbh 5) Damn, this big shit is even bigger than expected xD I guess this is made to prevent bodyblocking him too much Upd: Seems to be an oversight, as devs wanted to do that, and then removed, but not from those turrets. 6) Simple and even logical, but is not said anywhere... 7) Lmaaaooo xD Typical EA bug 8) Another oversight / copypaste-caused bug... Damn, they'd better get fast legs, but oook xD 9) Cool! Even better to combo with an allied zocom hammerhead, as they're tough as hell, and also this will be an allied investment. Combing beam cannons with own venoms is usually feels just too expensive. 10) Damn, stupid coding does not save previous shots info for the certain time but deletes when Jugg packs...
Scrin Mothership: I'll obliterate everything in my path... Drone platform:- Oh yeah? Witness me.. (Proceed to ram and obliterate the mothership) BTW, regarding the waypoint method for Engineer, is it applicable to Commandos too, for multiple buildings? Just asking.
IIRC the Commando "Dive Bomb" was mentioned somewhere in the intel database or the manual, forgot which. Also the Temple of Nod *Master Computer Countermeasures* seems pretty obvious to me? Please don't tell me there are players who can't/don't bother to read or figure out what the abilities do.
Yeah but its more a multiplayer thing than anything else, havent seen anybody counter the radar jamming missile with it. Its a bit more relevant now since the jam in our community patch is 15s from 10s in 1.02
@@masterleafcnc True, I don't remember using it that much myself. Though what I was trying to say was that I'm actually a little terrified of the fact that there are players out there in _not just the RTS community_ that say TL,DR to any and all hints and tips while blindly charging in. Because the _absolute worst_ outcome of that is devs listening to these peoples complaints after they inevitably get their sh*t kicked in and dumb down the future games. Not sure how realistic my worries are. Also I'm drunk and bored atm but nevermind that.
I use the 1.02+ R19 map packs (which contain the mod changes in each one). The -95% handicap setting on those maps increases production by 4000% which made it into a sandbox mode with instant production and massive resources. here is like to it and the 4k remaster mod i did, which also works with that: tinyurl.com/getr19 It works just on KW, just run the installers and done.
I downloaded a cracked version of tiberium wars. And I wanted to add custom maps to the game as I've completed the game. But the tutorials I've watched says that, move the downloaded map into the 'Map' folder which is inside the appdata for C&C3 tiberium war game. But I cannot find the 'Map' folder, therefore unable to install custom maps. Can anyone help me with this please? I downloaded the crack game from IGG games
As promised, here it is!
Expect a part 2 in the near future.
we wait for more, master!
you missed one thing: this is the game that comes before command and conquer 4
@@Blox117 I think red alert 3 came out between Kane's wrath and 4
I remember that in starcraft 2 while using waypoints I can mix them with putting the tanks in siege mode so no need to wait for them to reach the destination
does it work too with apcs?
@@Blox117
There is no command and conquer 4 ;)
Some others:
- The Confessor upgrade on Nod infantry will also benefit from the charged particle beams (the confessors only)
- Magnetic mines do most damage as you walk over them, they only do minimal damage "after" they get magnetically stuck on a unit. This can eliminate entire armies, epic units, etc.
- not 100% on this, but mines seem to do more damage against heavier units (Mammoths, Epics, etc). Would like to know if this is caused by a "weak against mines" flag or if there's an actual unit weight calculation.
- packed up drone ships are not affected by the supersonic air strike
- Beam Cannon reflector beam can target air units. Also, beam cannon combine beam bonus is multiplicative, not additive, meaning they scale much faster in damage with each additional beam.
- Some things can cause damage after dying. Shown in your video are flame tanks, and another well known example is the Hand of Nod ball that drops when the building is demolished. But, when a flame tank dies, its flame canisters also fly off and do extra damage.
- when a Mothership blows up, it will create an EMP effect in its vicinity that affects units (never seen this in a pro game, but it always happens vs cpu).
- Snipers have a set of alternate voice clips when one of the members in the squad dies. "Commander, it's just me!", "My partner is dead!", etc.
- GDI/Zocom Snipers can spot for Spectre Bombardment, and Nod/MOK Shadow Team Artillery Beacons can be used by Juggernauts.
- Scrin harvesters cannot be crushed by Titans, only by tier 3 & above.
- Storm Columns have a random chance of deflecting incoming enemy rockets.
- when a cloaked walker (Avatar, Juggernaut, etc) dies, the husk retains the cloaking effect. Because of this, the enemy may not be able to re-capture them, not being able to see them without stealth detection or running an infantry point blank into a husk. I had a game before where this helped me out significantly, being able to re-capture cloaked dual beam flame avatars that went down behind enemy lines.
- the AI never seems to use GDI orbital bombardment, supersonic air strike, or the Reapers Shock Troop summon ability. They can also use Vein Detonation anywhere on the map, not just near tiberium fields.
- Steel Talons Combat Engineers guns will do 0 damage against buildings, even when force fired (do they use sniper damage?).
- in campaign missions, you can sell the prebuilt walls around your base. This is a significant money boost in some missions.
Fun fact about the pre-built walls, if you sell them they increment your units lost score. They are somehow counted as units.
*Snipers have a set of alternate voice clips when one of the members in the squad dies*
That's the spotter. If the sniper dies, the alternative lines are from the spotter. If the spotter dies... the sniper doesn't say anything.
I forgot if the Spotter is also unable to do sniping and thus you need to get him back to an Armoury or if the Sniper Team can work solo either way.
Steel Talon Combat Engineers cannot rank up by killing enemies. Tested it out just for science once by placing one into a harvester and let him gun down enemy infantry. Even after murdering like 7-8 squads of Black Hand and a couple of militant squads he didn't get a promotion.
Cloaked walkers are very interesting, people mostly prefer mammoths or tripods over avatars but if you dont want or cant build a ton of them then upgrades and stealth makes them better than competition imho, especially if husks are invisible.
@@Thylacinus funnily enough, they are also extremely good anti infantry units. They destroy most infantry in 1 shot and fire relatively fast (however they need to reload their weapon after firing 10 shots). If they ranked up, they'd be so broken. Put them in a Repair APC so they don't die instantly, or even a Harv, and you can go to town.
Haven't seen this used in many games, however.
Cant believe the depth of some of these given the Devs only had like 8 months to make the game. And some are also an oversight cause of the same reason but the jumpjet one and the sonic tower one. Damn, feels like we've waited ages for this video and wow, was it worth it! Thanks once again leaf.
You're welcome man. Part 2 will have even more! True many things are oversights but i feel theyre part of the game now.
@@masterleafcnc oh absolutely agree. Can't wait for more :)
That tip about the drone platform ramming the mothership is so funny 😁
Fun fact with number 2, you can also do this in Red Alert 2.
As for 9, I suspect this was an oversight on EA's part. Most likely when they were adding the hammerhead in KW they initially copy/pasted the venom and tweaked the copy (stats, weapon, gave it a new model, added a garrison slot, etc) but they forgot about the venom's mirror ability so it remained intact and fully functional.
for the waypoint trick in RA2, you can also use it to send a spy into your own buildings. damage them and use a waypoint together with a spy and an engineer. Both will enter the building. You can get the secret units (chrono commando, yuri prime, etc) that way, or make your troops start from veteran.
@@zyrobs Whuuuut!? That's fukkin' cool!
@@zyrobs At least they fixed it in YR
Actual things I didn't know, no bs intro or sponsor or off topic rambling. This is what good video content is. Thanks my man.
A "things you dont know" video where you actually dont know the staff, even playing the game and watching the videos.
I knew the commando one but that was it. Pretty sweet video!
I wanted to say the same thing. Usually in such videos there are quite well-known things and one really new fact. Here, I only knew about juggernauts, and then only because Masterleaf had already mentioned it. It's great when there are such cool people in the community.
Very interesting. The commando jump jet trick I knew the first time I played the game (Hampton roads mission - so I thought that was a normal thing that everyone knew). The Scrin mothership crushing and being crushed is WILD. Did not have any clue regarding that. Maybe a bug, or at least likely not an intended interaction.
You should mention awakened getting from resurection nod power have twice the health of marked of kane produced awakened. And they still benefit from charged particle beams.
The effect of the Crate also works on an air unit, if it is placed exactly above the Crate, and then picked up by a ground unit.
+Since the effect of the Crate acts on the area, and the infantry does not have a collision; you can teleport an infinite number of infantry or up to four Annihilator tripods to random Crate using Mastermind. 100 heroic Disintegrators attack lol)
Great tips! With 1000 or so hours in the game I expected to know these all, but the only one I knew was the commando one. I’ll have to use these when I play
Black hand troops can survive sometimes after getting crushed, they will use the quote "Wake up!" and one or two members will be crawling around
(dunno but I saw this happen like 10 years ago when I last played C&C 3)
Zealotry and Adrenaline was helluva drug
You can negate Redeemer's skill by switching your troops to passive stance.
For some reason, units will ALWAYS attack harvesters, unless you set units to passive stance even when they're supposed to "only attack back".
It is here!
Some of these are just bizarre, like sonic emitters and ion storms.
Holy cow. I haven't played CnC for 15 years++. I never got to KW. Tiberian Sun and Red Alert 2 were the last games I played, but I practically lived in CnC since the first CnC released on PS1 up until the time of RA2 & TS. Good old times, especially in TS when the laggy 56K internet crashed in the very end of an 8 player FFA.
I got a YT suggestion of CnC 1 remastered, then checked Tiberian Sun, found Sybert and KW, and I've looked through hours and hours of tournaments now. GZ, Bikerush, Futurama, Drive, Shoktrepit, Dune Tiger, and you @masterleafcnc . Those Sybert tournament videos caused a YT suggestion of this video, so here I am, some 10+ years late to the party, lol. The level of detail in your games is impressive. It's never boring, you're one of few that actually make use of the factions' small perks and edges. You have an eye for details. It really makes it fun to watch.
And creds for developing the 4K texture, I can't believe that's not getting more praise. I mean, it changes the whole visual aspect of the game, and it looks awesome. Although I don't even have a PC at this point, running PS and Mac, it is indeed tempting to play.
Also, a tangent: I'm working alot with human rights, and particular the extensive persecution, killing and organ harvesting of Falun Gong practitioners and prisoners of conscience in China. Do think it would be possible to put on a 2v2 tournament (I love watching them, perfect combo of team play and strong single play) and me donating a cash pool, for you guys hosting the tournament in the name of bringing awareness to that cause? And perhaps get @OneSybert on board as well? Unorthodox, I know, but it just hit me, and I'd love to hear your thoughts.
Something I learned as a casual Hammerhead player. You may want to test this in your modern patches since I made this discovery on vanilla KW and against bots (Human players using ion storms make my discovery pointless)
PAC interceptors have trouble hitting aircraft that are constantly doing circles around them. They will fire at them, but will deal no damage as the shot does not land accurately. By manually commanding your Heads to fly in basic Figure-8's, their missiles will whittle down interceptors without fail while taking minimal to no damage.
It may be tedious of course, but it's very amusing to see such an advanced warship be incapable of destroying a squadron of jinking aircraft.
I know some over the time I have been playing the game
- if you actives a PAC's ion storm ability, then save and reload that save, that ion storm will be permanent, even if the PAC move (but disappear if the PAC dies)
- if you use Prodigy's Area of Effect Mind ability on an selectable unit while very close to an epic unit, you can mind control the epic unit for a short time.
- as a general rule vehicles takes 50% more damage if hit from behind, only 10% more if hit from the sides, but some units do not follow this. attack bike takes no extra damage if hit from the sides or behind, MARV only takes 25% extra from behind takes normal damage from sides (but Redeemer and Hexapod's directional armor is normal), Nod commando takes 50% extra damage from behind and 10% from the sides, but the GDI commando does not have directional armor.
-Avatar can use it's ability on other faction's attack bike, flame tank, beam cannon or stealth tank, but none of the avatars cannot use their ability on a MOK attack bike due to an oversight
Kanes wrath 600+ hours player, il be completly honest. As soon as I saw this on reddit and went to watch it I expected it to a bunch of common known stuff.
But about half of this I didn't know so yeah, pretty cool to know.
Keep it up I say.
I’ve literally been waiting for this video for years it feels like lol
Apart from the Master Computer thingie, which isn't much of a mystery (I think it's even described in the game's manual), the other things were indeed new and unfamiliar to me. Thanks for the video :)
Good tips and fun facts about kanes wrath! Especially like how shadows slammed into the scrin mcv
Most of these I did not know, but I was surprised to hear that the commando jump pack targeting of buildings wasn’t common knowledge! You’re literally shown in the campaign(s) directly that they can jump onto buildings and destroy them, iirc, so I use that ability all the time. It’s particularly handy on the mission to destroy NOD’s Egyptian nuke facility lol
I normally don't like these types of videos...because they tell me stuff I already know.
This though...I didn't know a single fact. Good show!
Love the intro graphic you made there! Well Done!! Love your content, please keep it up!!!!
Cheers. I will!
That's cool, thanks for the video!
There are some other facts:
- Several Avatars could take the same weapon from one unit (bike, flame tank, stealth tank, beam cannon). I managed to upgrade 3 Avatars from one beam cannon.
- Avatars can expropriate weapons from enemies
- If beam cannon started to fire through venom (or hammerhead ☺) reflectors - it will not stop firing in case if attacked unit left the venom's radius. That means that beam cannons, actually, could fire through entire map!
- Mastermind of Scrin could join the Ravager squad, if the last one is missing units. However, after that you will lose abilities of Mastermind, so idk what the point of doing this)
- Juggernauts, controlled by AI, could shoot enemy air units, using the ability of sniper aiming
- AI player could detonate tiberium vein literally everywhere, not just only at tiberium field
- AI player could build tiberium growth accelerator on top of tiberium field, created by Overlord wrath (tiberium meteor)
I didn't realize not many people knew about the commando's jet pack into C4 thing. I am fairly certain the game tells you its a thing in the GDI mission at temple prime. I may be wrong but there isn't any other way I would have known about it.
I think the crossfaction upgrade is significant proof that the Nod minor factions were supposed to be the same faction when they were developped, and only split off late into development.
That opening looked amazing! All 10 of the tips were new to me as well, super cool and thanks for sharing!
Those cross faction upgrades are indeed new info since rarely happens in multi. And the ion shield.. many or perhaps no one ever know it until opening the game files.
Btw, what is the radius for the ion shield ?
EDIT : I've just checked it, the radius is the same with its attack range. Also, it also works with storm column but the ion storm will always be reactivated.
i knew all of them as i always engineer rush the other factions bases closest to mine and take as much as i can then move the con yard back to my main base and use the former enemy base as the starting point of an ever extending frontline defence line that ends up covering and entire map from on end to the other allowing me to build and gather needed funds in peace
i only knew one of these tips. (the radar recovery from temple of nod) great video!
damn crushing the mother ship was so cool
excellent - awesome job on the opening sequence
ZOCOM's perfect combo is the Zone Raider in Hammerhead.
If managed correctly, ONE, yes, I said one, ZR in a fully upgraded Hammerhead, can take down an entire army consist of many units, and an entire base.
Fantastic! Thanks for explaining about the PAC storms, I use them for base defense and it is infuriating sometimes when their storms wont work. I didnt know it was because they were over sonic emitters.
There must be something else that has that property too because I have had the storms refuse to work when out in the field too, not near any bases.
Also, you didnt mention the nasty bug where the storms glitch and the storms stay (stuck on) in the last location of the PAC. The PAC cant cast a new storm and there are just permanent storms stuck in the sky where you last were set up. I think it happens after save and load. Standard Scrin.
shatterers
Only Sonic Emitters have it to my knowledge. Shatterers don't but its not impossible for something else to have it in the campaigns.
@@masterleafcnc maybe its a property of the map? I'm sure in some skirmish maps the storms just wont work at all.
I remember the pac storms sometimes being buggy and invisible but still shooting lightning and buffing scrin aircraft.
@@chuckyra3240 .. i tested this the other day, in kanes wrath if you save a game when scrin or trav PACs have storms going, then when you load the game those PACs have all lost the ability to storm up, and the storm is now a permanent fixture on the map.
It appears that the storm is somehow saved at a fixed map location, you can never move it or turn it off after that, and that PAC has lost its storm ability... 😥
Only way to save the game properly without breaking your PACs is to select all your PACs using WW then turn all storms off, then save it. 🙄
People that make videos on Command & Conquer 3 deserve my like and sub.
4:00 i'm a little late :D but this thing also works with C&C Generals. The USA have an upgrade for their aircrafts called "laser guided missiles" or something. This feature will also fully refill the Raptor and the Stealth bomber' missiles, even if they're in the air. It also works with the "Black Napalm" upgrade for China, as it will refill MiG's missile complement even when they're flying
damn nice vid !
i only really knew about the using the jetpack skill of the GDI Commando on structures !
my favs are probably the Redeemer crushing the shredder turrets and the Drone -ship "road-killing" the Shadow Teams/ Motherships !
already looking forwards to part 2 !
After 10 years of playing this game I only found out yesterday you can heal GFI infantry at the armory
Love this content Leaf!
Ok so I have a major assumption on why the sonic emitter cancel out Ion storms but its not labeled, I think it is to keep the Scrinn a surprise which at the time it was a huge surprise, especially if you play Nod first.
That sonic emitter trick is pretty cool although I don't think we'll see that applied
It debuffs pacs in a massive radius, it's always worth building one vs scrin airforce since they cant re-enable the ion storm for 60 seconds when it happens.
This one was the most shocking to me
@masterleaf intro is f*ing mighty!! I knew when you did this video there'd be things I really didn't know
I did know about the cross faction upgrade, wish that was a deliberate and consistent thing
Yeah, stuff like AP ammo Awakened would be cool, if a bit much.
@@sethb3090 It would be OP, but so where the original stolen tech units. Imo, if you have captured the enemy tech like that its warranted.
The only problem I can see with it is just how easy it is for scrin and T59 players to steal tech and get the exclusive upgrades. But then I'm not sure what technology would be compatible so it could be a self solving problem
I am proud to say I knew about the commando jump jet ability!
Edit: Bruh that mothership insta-kill trick is OP.
Good work,as always!
As someone whose strategy depends a lot on Spamming PACs and activating its Ion Storm Ability, now i can sleep peacefully knowing why it couldn't turn on the Ion Storm lol
7:24 Also the arm's model changes from their chaingun to a beam weapon so maybe at some point it was intended for MoK to have that upgrade which ontop of Supercharged Particle Beams seems like they would counter Steel Talons a bit to much,
given it would make their Rocket squads practically obsolete since it'd make Awakened the objectively better Anti-Vehicle unit given their EMPs and the Nod factions from my experience don't exactly have issues with killing Aircraft.
The only time I've seen cross-faction upgrades, etc. being used or could be potentially used is in the last level of Kane's Wrath where all hands are on deck to take back the Tacitus.
But I never played that level for long or experimented because EA in all their wisdom put a timer on the level even on Easy so one couldn't have fun with testing the cross faction support...
The timer only starts after you cross a certain line of the map if I remember correctly, as long as you don't do that, u have unlimited time!
@@thelvadam2884 you also don't get the cross faction reinforcements until after crossing those lines.
@@youmukonpaku3168
True but you can still mass an big enough army before crossing that line.
Maybe a Fact u didint know leaf: Ion storms provided by a storm collum can deflect or jam the missle tracking
I've been playing this game ever since I was like 8 and I never knew that sonic emitter disable planetary assault carriers ability!
Its unbelievable I missed this
I too am learning things all the time about this game
Epic intro 10/10
10:32, Never seen a juggernaut pick the ground like a bird.
no? You should check the full idle animation of juggernauts, they're arguably the best in the game (engineer, grenadiers and gdi commando are close seconds) and alternate between acting like chickens and dogs!
brother uve been watching anything but not ur monitor when u played ☠️😂 ive seen them doing that for years! i died laughing the first times
@@demibasan1714 my units don't have the time to be idle 😎
Holy fuck, these Drone Ship and Juggernaut things are actual game changers xD
That's amazing !! Some of them are really useful : )
The Tips are rly nice, good to know
This is just awesome, thank you!
Lol, the crushing behavior of the drone ship must be a bug.
There are more hidden upgrades. Nod confessors and marked of kanes venoms are getting black hand particle beams aswell. Also nood raider buggys, scorpion tanks and all laser turret defenses can get spitefire laser upgrades.
Funniest thing, all shredder turrest, no matter the faction, can gain partical beams and charged particle beams.
The reason why this is the case is a mix of beta content leftovers and generally leftover code copied around.
If you have the error "exception in exception handler":
- choose in your graphics driver your dedicatd graphics card
- or deactivate the integrated graphics in the BIOS. AsRock for example: advanced mode => advanced => chipset => deactivate integrated graphics
It worked for me after years of searching for a solution.
System: Win 10 64, 4080, 13600k, 2x16 GB 32oo RAM
Nice. I knew about the commander jump from playing. Ion storm debuff is just weird.
Very nice video! Please make more cool tips and tricks for this game.
I'm curious if thr sonic emmiter trick works on storm columns, because depending on the range it might be worth setting up with a surveyor before an attack
Did you figure out that you can put 10 to 25 unpacked Reckoners next to your Warfactory and they repair with the drones when being a garrisonable building. You can put 30 to 75 rockets squads per warfactory and they can destroy everything and take very little damage. Takes no power from the base. Works extremely well with multiple warfactories next to each other.
We really need a part 2!!!!
There will be more to come ~
Leaf could you enlighten us as to why sometimes when a mothership is fired and the chain effect is happening occasionally a unit or structure will glow white but NOT get destroyed. I do not believe this has to do with a time out on the effect because sometimes the unit will be hit pretty early in the chain (like an epic unit) but somehow survive.
On a side note is it possible to teleport an affected unit (glowing white from a mothership blast) via prodigy/mastermind to another spot and have it continue the link. Or does the effect stop as soon as you teleport the unit.
second one is possible, frequently done with a wormhole instead though it is considered bug abuse by many
@@abood8858 the wormbug mothership bug was patched out of the 1.02+ patches years ago i think. But teleporting a unit under such conditions I'm not sure.
TIL beam cannon lasers can bounce off multiple copters.
Wow these are legit ones I didn't know
The juggernaut cancelling shot is interesting but...not practical in pvp.
Putting aside the hectic, there are usually many juggernauts shooting at big groups. Focusing fifre is not necessary and would reduce the amount of splash damage those do. Instead of covering a wide area you target down a single unit at a time.
Plus enemy players keep wiggling units so its even easier to dodge that small area.
Thats why nobody does it.
This seems only useful for small scale situations when both ran out of money or so and each unit counts
On Xbox360 the Mantis can Shot on the ground, in a group😅
Kane's Wrath is so unfinished that it even lacks Scrin and GDI campaign.
ive been playing this since the game 1st came out and i didnt know any of these
Huh interesting stuff you got there.
Though bike rush does 30% nod and lot scrin these days
For the juggernaut, does it work for individual units, or can I select a group of juggernauts and it will be the same?
can you make your militant rocket squads a 4 person squad with both extra squadmate upgrades?
No. The Black Disiple only applies to BH rocket militants and the Confessor o ly applies to Nod/MoK militants.
Using combined BH and Nod/MoK militant armies is very good tho, as the Confessors from the upgrade are slighlty vetter than the ones from the cabal and they throw the hallunades automatically
just set the commando to aggressive and make him jump inbetween buildings to evade enemy fire
Hello Masterleaf, How to create a custom map with the latest community patch ? Can you make a video ?
Wait a second. I saw only 9 things not 10! 😀 Great vid did not know any of these.
There was something you can put in part 2
Did you know that if Traveller and some scrin and reaper units can garrison GDI foxholes?
Try it I kid you not, Traveller 59 Disints, shock troopers and ravagers can garrison GDI foxholes and do really good damage
Its no wonder scrin units cannot normally garrison structures it would've been broken
They can also garrison hammerheads and APC/MRT.
(Same with flame troopers) the death from above you get by having Ox's carry APC/MRT's with flames or disints is... Well just imagine a flying flame tank.
@@OzMediaOfficial yeah but those are vehicles, the GDI foxhole is a neutral garrisonable structure
@@dozer1323 I think it technically follows the same rules as the APC and MRT's which is why I brought them up. Either way. Its crazy what they can do in garrison.
"there is no way I don't know all 10 things" -me before watching this video being wrong.
I did not play KW over some years but even with that video is still much interesting.
Thank you much!
1) Wow, that's new!
2) It's just the same as it's in Red Alert 2 engine so far (:
3) Perfect!
4) This is clearly bug tbh
5) Damn, this big shit is even bigger than expected xD I guess this is made to prevent bodyblocking him too much
Upd: Seems to be an oversight, as devs wanted to do that, and then removed, but not from those turrets.
6) Simple and even logical, but is not said anywhere...
7) Lmaaaooo xD Typical EA bug
8) Another oversight / copypaste-caused bug... Damn, they'd better get fast legs, but oook xD
9) Cool! Even better to combo with an allied zocom hammerhead, as they're tough as hell, and also this will be an allied investment. Combing beam cannons with own venoms is usually feels just too expensive.
10) Damn, stupid coding does not save previous shots info for the certain time but deletes when Jugg packs...
That's great. I really didn't know about it)))
Leaf! Was that emp-ed hammerhead on your stream just 1-2 weeks ago?
When playing zocom
Snipers get out in pairs..when one of them is killed..
Next shot he take..he will comment...THIS IS FOR MY FRIEND!
but will awakened charged particle beams turn into supercharged?
good one leaf
Will it be possie to equip railguns to Zocom? And use snipers in ST? Thus bombardig with Behemoths
Great video thanks man.
Wild stuff
Scrin Mothership: I'll obliterate everything in my path...
Drone platform:- Oh yeah? Witness me.. (Proceed to ram and obliterate the mothership)
BTW, regarding the waypoint method for Engineer, is it applicable to Commandos too, for multiple buildings? Just asking.
Have you just found these out your self?
Very interesting, not a lot of it seems to be useful. Comes in handy when people are pointing at each other yelling hax.
I discovered the commando thing myself, but its sometimes a bit buggy I guess
How do you spawn the curroptor mini monsters? In kanes wraith I can't seem to get them reliably
Do shatterer tanks have the same thing as the sonics?
No. Only Sonic Emitters.
Hammer head replacing venom? How do you guys find out this one???
with the engineer waypoint thing. does it work when they r being air lifted as well?
IIRC the Commando "Dive Bomb" was mentioned somewhere in the intel database or the manual, forgot which.
Also the Temple of Nod *Master Computer Countermeasures* seems pretty obvious to me? Please don't tell me there are players who can't/don't bother to read or figure out what the abilities do.
Yeah but its more a multiplayer thing than anything else, havent seen anybody counter the radar jamming missile with it. Its a bit more relevant now since the jam in our community patch is 15s from 10s in 1.02
@@masterleafcnc True, I don't remember using it that much myself.
Though what I was trying to say was that I'm actually a little terrified of the fact that there are players out there in _not just the RTS community_ that say TL,DR to any and all hints and tips while blindly charging in. Because the _absolute worst_ outcome of that is devs listening to these peoples complaints after they inevitably get their sh*t kicked in and dumb down the future games.
Not sure how realistic my worries are. Also I'm drunk and bored atm but nevermind that.
Leaf , is it possible to use the .. Tib Catalyst Missle .. to Destroy a .. Tib Spike .. ???
What mod are you using to have instant units? Does it also include sidebar abilities and does it work with vanila cnc3?
I use the 1.02+ R19 map packs (which contain the mod changes in each one). The -95% handicap setting on those maps increases production by 4000% which made it into a sandbox mode with instant production and massive resources.
here is like to it and the 4k remaster mod i did, which also works with that:
tinyurl.com/getr19
It works just on KW, just run the installers and done.
I downloaded a cracked version of tiberium wars. And I wanted to add custom maps to the game as I've completed the game. But the tutorials I've watched says that, move the downloaded map into the 'Map' folder which is inside the appdata for C&C3 tiberium war game. But I cannot find the 'Map' folder, therefore unable to install custom maps. Can anyone help me with this please? I downloaded the crack game from IGG games