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BETA UPLINK SERIES PART 3: Defense Class

Commanders!

The Fourth Tiberium War will soon be upon us, but why wait to get in on the action? If you're planning on picking up the epic finale to the Tiberium saga, then you absolutely have to pre-order C&C4 today

When you pre-order, you will also get access to our exclusive multiplayer Beta! We will be spotlighting everything you need to know about Tiberian Twilight's new multiplayer features in our weekly Command & Conquer 4 Beta Debrief. Come back every Wednesday for insider tips and feature articles on our multiplayer beta. We'll be covering class-specific strategies, tier 3 units, map design, the upgrades system, and much more. Today, we're covering the resilient Defense Class.

BETA UPLINK SERIES PART 3 - DEFENSE CLASS

If you love your base building, or want to sit back and turtle, then this is the class for you!

Defense Class players excel in holding ground around TCN nodes by placing defensive structures, shield generators, and bunkers for their infantry. They can establish tunnel networks around the map to hop quickly from location to location, and are the only players who have access to the legendary Ion Cannon and Temple of Nod Superweapons! Don't be fooled by the name though - just because it's called Defense doesn't mean this class can't play aggressively! Although Defense is slower and more heavily armored, you can push to the front lines with an Offense Class player, setting up turrets along the way or even force enemies out of TCN nodes by setting up long-range artillery!

Defense Class Tips:

  1. Defend your Allies! You can build structures anywhere in the radius of you or your teammate's Crawlers. When an ally deploys a Crawler near a TCN node, secure the area for them with defensive turrets. Set up a tunnel network in the area to quickly move your infantry to the region or construct shield defenses to give your ally some cover!

  2. Capture Uplink Towers! You can build structures in the region of an Uplink Tower and your team can use it as a Forward Spawn point. Uplink Towers are excellent areas to retreat to if your teammates need to amass new forces.

  3. When laying out your defenses keep an eye on your power, as you will be limited in how many structures you can build. Be sure to sell of defenses that are no longer useful, and keep your Crawler alive! If your Crawler is destroyed, your defenses will go offline until you can respawn.

  4. You can force an enemy to retreat by doing a "turret push" as you slowly move your Crawler closer to the enemy and place defensive structures along the way.

  5. Don't forget your infantry forces! Infantry are much more powerful in C&C4 due to the advancements in GDI Armored Suit and Nod Cyborg technology. Since infantry are too tough to be crushed by tanks, send them to the front lines to rip the enemy to shreds, or place them in bunkers for maximum armor.

Here are some examples of GDI Defense Class structures and units:

Some of the GDI Defense Class unitsSome of the GDI Defense Class units

Zone Infantry

GDI's zone infantry are actually a collection of units that wield different weapons such as rocket launchers, handheld cannons, and laser turrets. Most Zone infantry are able to Sprint, increasing their movement speed substantially, and the most decorated zone infantry, the Zone Captains, can even call down localized ion strikes!

Zone Trooper, Zone Raider, Zone EnforcerZone Trooper, Zone Raider, Zone Enforcer

Falcon MRLS

The Falcon MLRS is the ultimate missile structure - not only can it easily knock aircraft out of the sky, but it can also bombard an area with a flurry of missiles. Falcons can connect via Patriot Missile System to other Falcon MLRS's or Missile Turrets to fire at units outside of its normal range.

Missiles away!Missiles away!

Juggernaut

The Juggernaut is the Defense mobile artillery, capable of quickly firing off volleys of shells and withdraw before the enemy can react. They can also be upgraded with Sticky Bombs, extremely powerful land mines that can be launched into an area from afar!

Crystal Shield

The Crystal Shield is GDI's most powerful defensive structure - designed to guard the most important locations, the energy shield created by this building can protect a large number of units from long-range fire. The structure can also stasis field all units underneath the shield, used to either protect those units for a time or stop an enemy advance in its tracks.

Crystal Shield concept artCrystal Shield concept art

Rhino

Rhinos are the base destroyers, the weapon of choice when going against other Defense players - its cannon is so powerful that it must brace itself against the ground in order to fire. To protect itself in this mode, it fires a constantly pulsing sonic blast, dealing damage to any enemy units around it and even forcefully unburrowing those pesky burrowed units!

Deploy in the ground for instant missle gratificationDeploy in the ground for instant missle gratification

Ion Cannon

The Ion Cannon is the ultimate weapon in the GDI arsenal. Capable of inflicting large-scale devastation with pinpoint accuracy, the Ion Cannons of today are configured to allow the weapon to fire even if the cannon is not yet fully charged.

Here are some examples of Nod Defense Class structures and units:

Some Nod Defense Class unitsSome Nod Defense Class units

Centurion

The Centurion is a mini version of the Avatar, created primarily for holding territory. Its arm-cannon is designed to punch through tank armor, and its shield can block and even reflect enemy shots! Although extremely powerful when engaged face-to-face, Centurions are extremely vulnerable to being flanked.

The Black Hand and Centurion, conquerors of NodThe Black Hand and Centurion, conquerors of Nod

Black Hand

The Black Hand is among the most powerful Nod units, capable of incinerating even a Crawler. Wielding powerful new flamethrowers, the Black Hand excel at destroying structures and creating firestorms, but can also use their "Holy Water" to create a volatile cloud of vapors which they can detonate with a single flame.

Reckoner

The Reckoner is Nod's primary troop transport, designed to carry cyborg infantry to and from the frontlines. Nod's infantry can fire out when the transport is deployed, and the Reckoner can be upgraded with a drilltip to give it the ability to burrow.

Obelisk of Light

The venerable Obelisk of Light is the iconic Nod defense structure. Fully capable of punching through even Mastodon armor, Obelisks can now support each other by directing their beams towards a single Obelisk which can fire with an extraordinarily powerful amplified laser.

Don't get close to the Obelisk of LightDon't get close to the Obelisk of Light

Flame Column

Designed to work in tandem with Black Hand infantry, the Flame Column deals massive amounts of damage to any ground units within range. Armed with a long-range ballistic firebomb launcher and upgradable with four close-range flamethrowers, the Flame Column can hold its own against any invading ground force.

Caution: fire alert is on high today folksCaution: fire alert is on high today folks

Temple of Nod

The most feared weapon in Nod's arsenal, the Temple of Nod is both a holy shrine and a weapon of war. Armed with powerful Tiberium missiles, Nod's holiest structure can obliterate an entire army with a fully assembled stage-3 missile, but can also be fired in the partially constructed stage-1 and stage-2 states if necessary.

Kanes ultimate weaponKanes ultimate weapon

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