My order from most obvious goes
Diss / Engy
Tit / CC
MK / inf
Bomber / Bans
Inf / Bikes
Hover / Ticks
Ok, now in this list. The first two options. What is each side most likely to use to defend against them?
For engineers, bomber for GDI is all it takes. One bomber, set on a circular waypoint and you can pretty much forget about the thing vs a NOD player. vs a GDI player, you can do the same thing. If still that concerned, add another bomber. Nothing else GDI can use is as effective as the bomber for killing infantry units spot on or as quickly as possible.
For NOD to defend against the engineers as effectively, requires a number of flame tanks around their base or the CC, which would be a setback on a number of levels. Am pretty sure I covered defending the engineer fairly well in my above post anyway.
Lasers can be useful, but an appropriate amount would set you back also, as well as being useless for anything else other than infantry since titans have longer range. Infantry would also be useful, but most GDIs send in a bomber as AA decoy for the carryall and decimate said infantry in one fell swoop. NOD has no unit to do something like that as easily and effectively. So while one GDI bomber can make engineers not even an option, NOD requires a significant amount of time and money investment to reach the same state. To defend against engineers from a NOD player, you either have to use pavement with lasers, or build a mobile sensor array and keep a CC on standby. The CC is the only NOD unit that can take out engineers quickly enough to not lose anything which is the only option if not going to make an MSA, and it takes a lot of money and time to train one. While it's not like a CC was never going to be made, to use it for this sole purpose is a waste, where as the GDI can use as many bombers as they feel are necessary and never have to think about them once set to the task.
The difference between factions here is in availability and likelihood. For NOD to defend as effectively, they have to go out of their way to do so and keep an eye on it. It kills the availability of the CC unit for same effectiveness, so removes it from offensive use if you are not sure what the enemy is doing, which is what I am assuming in these scenarios.
For the disruptor, same thing. Who is going to use what once it's on the ground? Vs a rush, GDI has MK2, RPGs and Titans. Titans and RPGs bring immediate action and a rather swift death to a disruptor, while the MK2 is a bit clumsy and not something you want to fire through own buildings. While titans can be used for offensive means later, the RPG cannot. However the RPG also doubles as defense against the CC. For GDI to be effective, this is all they need and none of it would be odd to see in a GDI base.
NOD on the other hand has rocket men, lasers, artillery, tick tanks and CC. Aside from the CC, none of which can kill a disruptor as quickly and effectively as the GDI options and again vs a rush, very unlikely to have enough artillery or tick tanks. Artillery do not immediately damage a disruptor, so relying on them when there shots have travel time is not an option for killing it quickly, also not able to be used for offense as there is no way to protect them slowly moving across the map. Tick tanks do better, but they are not as good as RPGs or Titans and also not an effective offensive option for the same reasoning, no protection moving forward. Lasers are OK, but once purchased are stationary and cannot be used for offense, only to defend against infantry as titans have longer range. Rocket men are the second most effective NOD option and even they take time and large numbers when compared to the GDI options, their offensive use is also limited, as they are easily dispatched with that one GDI bomber. CC makes the top of the list, but you still need help taking out a disruptor before you lose a building. Of the NOD options mentioned, nothing can be reused as effectively as GDI. The CC, once GDI knows you have it, is almost powerless unless the GDI player is being risky. Two RPGs and a few titans and your CC is stopped dead in its tracks before you can get three shots off. Sometimes two, which means it wouldn't even take out a pad.
Absolutely everything is static defense once made for NOD and offers no offensive power unless you are playing against a GDI who is clueless. Everything has one really effective use but GDI can blow almost all of it away with just bombers and NOD does not have an absolute defense against air attacks like GDI does. Anything above ground that NOD could use that has any power, can be negated by bombers. That anything is artillery, which NOD has no way of getting close enough to an equally skilled GDI players base to be used.
I'm just not here for your response this evening jZ, sorry. I rambled to much like you above, even though in MY head I'm making perfect sense! Just jumping around a lot because everything is tied together very closely, very. I think I need to install the game and get some of my numbers "more straight" and revisit this post. Though, I stand by everything I said, even if it's not technical enough at this point.