Beta CnC1 in General Discussion Posted July 5, 2009 So the "official guide" is only in printed media, no online version? I'd gladly have a look at that document What other interesting stuff is there to be found? Some other thoughts/comments regarding that quote: Perhaps the biggest change was the dropping of the biochem troops. In early designs, nod had this class of infantry, including a biochem research lab that was needed for ther ceration.Attacking enemy units with biochem spary could even sometimes turn thoses units into vicious, unruly Tiberium visceroids. Westwood found that the biochem units were functionally quite similar to flamers, and they were pulled. The biochem research lab still shows up as an objective, for example, in GDI Mission 13, bit it's not fuctional. visceroids remain as a feature sprinkled in; see if you can find them. In early development scenarios, the GDI had a kick-ass incendiary (flame) MLRS variant. It had very long rangebut, most importantly, the big incendiary blast was pure hell on enemy infantry. Imagine a flame-tank blast that can be delivered anywhere you want! Reloading took a very long time, but a few of these babys still ment zero enemy infantry could get to you. The graphic was very cute; you could see the missles pop onto the launcher after the long reload time (there were two, firing independently). You had to be not to mix with the enemy-heaven forbid that arty came down on you! They weren't shabby against armor, either. Their ultralong range was a kicker. if you had several, it was virtually guanteed that no enemy infantry could make the long trek to where you where you were. You could even stand two paces out of turret range and pound them into dust with impunity! These were pulled because of concerns over game play balance. Possibly their long reload had been an initial attempt to dampen them, but even with it being very long, they were the lethal beasts described here. I've never played C&C multiplayer, but I've always though the Nod Chem. Warriors and S.S.M. Launchers are still buildable in multiplayer games... In any case, they're both still in the game, and can be made available for production at certain technology level settings. (Or is this entire paragraph about singleplayer campaigns only?) Bazookas for GDI were not originally in the design but were incorporated to help round out the weaker GDI infantry. This reminds me of the Soviet side in RA (9which is essentially GDI gameplay-style-wise), where they don't have Rocket Soldiers in the singleplayer missions.