This trick allows a fully charged Firestorm Wall to last indefinitely without having to turn it off to recharge. First, fully charge your Firestorm Wall and turn it on. Then before it turns off or runs out of power, sell or turn off your power plants until the message "On Hold" appears in the Firestorm Icon. Your Firestorm Wall will now remain on indefinitely unless you build or turn on your power plants. Note: This trick works with the original, unpatched game. However, this trick does not work in the patched versions of the game.
Take a Mutant Hijacker into a city, find a car, truck or a bus, and select it. Then you will have control over the vehicle. They can be used as transports.
Note: Try this trick on the "Destroy Chemical Tanks" GDI mission. Position an engineer next to the NOD ore processor and wait for the mining vehicle to dock with the structure before capturing it. You will get control of the building and the vehicle.
Note: This trick requires the ability to build a GDI Firestorm Wall Generator and Firestorm Wall sections. Fortify your base and develop it until you have the option to build a Firestorm Wall and sections. Then, build Firestorm Walls across any sections where an enemy can get into your base. When a Cyborg Commando is over one of those sections, turn on the Firestorm Wall Generator to kill it easily.
Order an infantry unit into tiberium until the soldiers die to create baby Visceroids. Note: The Visceroids are not friendly after becoming adults.
When playing as NOD, launch a chemical weapon into the enemy base that has a lot of surrounding population. The people will die and turn into adult Visceroids, which will then destroy the base. They are even a threat if the enemy has an Obelisk Of Light.
When playing as NOD, purchase some subterranean APCs and fill them with engineers and a Cyborg Commando. Take the APCs within their base and pop up next to something important (GDI Upgrade Center, Tiberium Refinery, etc.). Have your engineers pour out and have them take it over. The commando will protect the building that you capture. Should he fail, sell the building for an easy profit.
The easiest way towards victory using an air assault is to take out the SAM sites. However, when you bomb SAM sites they just re-appear. When playing as NOD, purchase some subterranean APCs and fill them with engineers. Send them to the opposing teams base maker, take over the base maker, and quickly sell it. If the other team is NOD, you will first have to disable their power plants.
Build a Tiberium Waste Facility and a Missle Silo. Then when your Chemical Missile is ready, wait for your Tiberium Waste Facility to fill up again. When it does, fire your Multi-Missle at your opponent's Construction Yard, which should destroy it. Then, fire your Chemical Missile at the Weapons factory. It may not be destroyed, but you will have another Chemical Missile ready. Also fire that missile at the Weapons Factory, which should finish its destruction. The enemy cannot build any more, or build vehicles. The Chemical Missile should make all surrounding troops Viceroids. The Viceroids will destroy most of the surviving buildings.
For GDI commanders, the Firestorm Wall can be used as protection against NOD ballistic missiles. The walls should be placed above the base and/or in the general direction of the enemy base. They can have spaces in between to save on power and money. The Firestorm building should be fully charged. Turn on the wall when you hear the "missile launch detected" warning. If you have nothing else to do, you can watch the missile dissipate in the Firestorm Wall. Note: This was done with a base at the bottom of the map. It may work differently if your base is elsewhere. Also, do not send your aircraft through the Firestorm Wall while it is activated because they will be automatically be destroyed.
Tiberium veins will damage most vehicles, except for the following: NOD Buggy, Wolverine and Hover MLRS. This makes them excellent units for scouting vein areas. Veins also have no effect on infantry and Harvesters.