C&C Rivals Counter deck
I would like to share a deck that is proven to be effective again and again. It is having 2 types of 2 units. This deck allows you to counter anything your opponent throws at you. My personal favorite is laser squads, flame troopers, cyber wheels, buggies, tick tanks and a tech unit. Perhaps cyborgs, or any other powerful unit will do, like BOrca.
What I mean by 2 types of 2 units, I mean things like Anti-vehicle and Anti-infantry. Its Ok to have more than 2 anti-air so long as you don't have too few. This also applies to vehicles, infantry and aircraft. Be sure to have 2 of the 3 when preparing a deck. The next unit is the scout, a cheap disposable scout that can support an offensive done by one of your units. It needs to be the same type as one of your 2 unit types and have the maximum 3 tile vision so it can spot a unit before your enemy can detect it. I prefer cyber wheels cause of the militant's issue with chem buggies.
When in a match. you always start with a scout, claiming the pad and eavesdropping on what your opponent is doing. He would usually do one of three things, start scouting (like you), preparing a rush or teching. If its any of these 3, proceed to the topic so I can assess and help counter the ongoing scout, tech or rush. If you don't see a harvester, check if he has any buildings. If he doesn't, then your in luck for the opponent is in AFK. You may now either destroy his base, or my favorite, wait for a tie or cause your own base to self-destruct (This one is easier than you think if your Nod).
When you see:
Laser/Missile squads
Have your scout wait if its a vehicle/aircraft. Otherwise proceed and harass the unit. Order your anti infantry that is the same type as your scout and have them attack on a 2 to 1.
Jump-jets
Don't panic when this happens, get an anti-infantry to guard your harvester, you could bring your scout back to help with defending the harvester
Take note that Laser/Missile squads can do the same when it comes to aggression.
Attack bike/pitbull
This one can be tricky if they attack immediately. If they do manage to attack at the start, order Laser/Missile squads en mass and try to overwhelm their offense. If they are waiting, then its a double or triple bike rush. Order your anti-vehicle, if it cheap, use it en mass. Have those units defend the harvester. Same thing can be applied to pitbulls.
When it comes to this, there might be a chem buggy on the way as well, so its better to start with a tank. I'd defend my harvester with a tick tank, and when the rush has ended, I bring that tank at the enemy harvester to do some very uncomfortable harass.
They have one harvester and a air pad but no air units
This one is bad, like real bad that all your units will die. They would usually perform a midgame BOrca/Inferno offensive. Order lots of anti-air and scatter them on your side of the map. When said unit, appears, have it waste its shots at the scout then when it runs out, proceed for the kill.
They have MG nests or Scarabs
These ones are really easy, have your scout harass them to ensure they can't claim the pad. Order more anti-infantry to push your offensive.
They have nothing but double harv
When this happens, it has a 90% guarantee that its a tech deck, order some anti-vehicle and harass the harvesters. Use the tiberium to make your defense and tech.
If you see a militant or a cyber wheel, then the enemy is scouting. Ignore them and see what they're next unit is. Be sure to check for double harvs. If you see harvesters in pads or near them; This means he want to play with you and give you a fun time. Proceed on a harvester hunt and don't hurt his base directly (he might fight back, like catalyst or ion cannon). You may choose to delay the nuke and kill all the harvesters you want.