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C&C Tiberian history: Hints & Tips #57

gdi jackhammer tiberium

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#1 Madin

Madin

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Posted 12 October 2014 - 02:37 PM

Name: Jackhammer
Side: GDI

Tier: 4
ERA: Tiberium

Cost: $4,000

 

Jackhammer_Info_01.jpg

 

Gameplay

The simplest introduction is that the Jackhammer is GDI's Grand cannon!

Like the Grand cannon the Jackhammer is a base defence that can hit at artillery range! Obviously this presents potential issues, so let's address those first.

 

Firstly in the version of Tiberian history that the Jackhammer will feature in, the GDI MCV cost $5,000. The reason that this is important is, it means it costs more for a player to build and deploy the multiple Construction yards that are a feature of offensive static defence spam (in addition they will have to be more careful about moving their MCV in cases were base crawling is not possible, because it is now a more expensive target).

 

Jack_MCVMove_01.jpg

Classic yet expensive MCV move, to get a drop on this Scrin expansion with my Jackhammer!

 

Secondly in Tiberian history the sides have more than one vehicle or aircraft which can make short work of destroying structures.

Thirdly, the Jackhammer is a tier 4 base defence (it requires the Technology center and the Space command uplink).

Finally it is costly, it cost $4,000 and takes 40s to build (which is proportional, but still is a long time).

All these factors mean that it is not as simple to offensive static defence spam with this structure (not that it will stop anyone from trying).

 

Artillery range is a generic term that has not been defined, so let's get specific about how it measures up in terms of range.

Basically the only ground vehicle that can out range it is the Nod SSM!

 

Jack_AArt_Fir_01.jpg

The GDI MLRS cannot out range the Jackhammer!

 

See what direction this is headed? Nod can out range it along the ground, the Scrin's artillery pieces are airborne so are exempt, which leaves GDI, who are apparently unable to out range their own defence!

Actually there is a special way that experienced C&C3 players have probably already thought of. That is to use the Juggernaut and Sniper combination (have the invisible Sniper spot the target for the Juggernaut which can be safely in its base).

 

But basically, the Jackhammer is barbaric VS ground units!

 

Jack_DirFir_01.jpg

Nasty!

 

If units are faster than the GDI medium tank, they can escape most of the splash, but slower vehicles get hit hard!

Also large groups are what the Jackhammer likes with its massive splash radius. Infantry do not fare much better against the Jackhammers bombardment.

Now would be a good time to mention that the triple barrel set-up that you can see is not for show, the Jackhammer has a clip of 3 that it fires consecutively, before going into a lengthy reload animation.

 

Any downside apart from what was mentioned earlier in this article?

Well the Jackhammer's shroud revealing radius does not match the weapon radius. What does this mean in practical terms?

The Jackhammer will not automatically fire into the shroud, so you will not get the full benefit of the Jackhammer's weapon range unless you find some method of removing the shroud to at least the point where the Jackhammer's weapon radius indicator shows.

 

Jack_Vision_01.jpg

Here we can see that the shroud clearance does not match the range!

 

The method that you use is of course up to you.

You might want to try a Sniper squad (no they cannot spot in the same style as they do for the Juggernaut!) because they are invisible and have a nice shroud clearing radius.

 

Jack_SnipeSpot_01.jpg

Here a Sniper squad is being used to remove the shroud and allow the Jackhammer to hit at full range

 

An even cheaper, but highly visible option is to use a Black hawk that you have summoned.

The most expensive (and lazy) option is to use an upgraded AGT tower (and only the upgraded version!). The upgraded AGT has extra vision clearing range and it will actually clear the shroud all the way to the Jackhammer's maximum radius, if placed close to the Jackhammer.

 

Another downside is that the Jackhammer has an even larger dead zone than the AGT. Any unit that can get relatively close to it will be able to attack it without response, so it is quite possible that close range support might be needed, whether that is units, or other static base defences.

 

The Jackhammer draws a lot of power from your grid (this is designed to make spamming it difficult), so make sure you watch your power meter!

 

Jack_Art_Fir_03.jpg

An expensive defensive set up!

 

And you definitely do not want a Jackhammer firing inside your base at enemy units that have infiltrated, it will indiscriminately destroy your own units and structures in order to get at the enemy!

 

If you are coming up against a Jackhammer then use the artillery counters mentioned earlier in this article. Make sure that you are on the look out for base crawl, and also have something ready to deal with an MCV or an enemy Construction yard that is placed to close to your base. Taking out an enemies power is also a good method to shut down their Jackhammers without having to face the bombardment.

 

Some Stats:
Cost: $4,000
Health: 9,000
Weapon
Weapon strength: 1,500 (Infantry = 325)
Weapon Clip size: 3
Weapon range: 750!
Weapon Reload: 5 seconds

Minimum Range: 100

Radius: 110

Weapon Ratings
Primary use: Anti-Vehicle
Anti-Vehicle rating: Very Good+. Very good damage + radius, but will miss faster units.
Secondary use: Anti-Infantry
Anti-Infantry rating: Good+. Very good damage + radius, but will miss faster units.

 

GDI are going to bring the hammer down on their enemies!

 

Jackhammer_Firing_01.jpg

 

 

Release 6.10 Update:

  • Jackhammer warhead 'CANNON' damage no longer effects infantry. There is a special 'SNIPER' damage section for the infantry, so there is no need for the 'CANNON' section to also do damage.
  • Jackhammer warhead 'SNIPER' damage reduced from 500 to 325. Was unnecessarily strong vs infantry.

 

Release 8 Update:

  • Turret turn rate 45 degrees a sec (was 60).

Edited by Madin, 13 May 2017 - 01:26 PM.





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