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What Happened To Soviet Apocalypse Tanks?

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#1 Soviet Reaper Dragon

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Posted 01 December 2021 - 02:19 PM

They brought back Yuri's Lasher Tank and the Soviet Rhino Tank but they retired The Soviet Apocalypse Tank...

 

This has significantly changed the balance of the game in favor of The Allied and Foehn Factions especially due to the fact that Allied Battle Tortoises can garrison a wide range of Allied Infantry Units while at the same time Soviet Battle Bunkers are restricted to garrisoning only Soviet Conscripts and Soviet Flak Troopers, with The Soviet Flak Trooper losing it's ability to fire upon enemy airborne units. Soviet Battle Bunkers cannot even garrison Soviet Tesla Troopers while Allied Battle Tortoises can garrison Allied Chrono-Legionnaires.

 

I don't understand why they retired the Soviet Apocalypse Tank instead of simply tweaking and improving it like they have done with many units / structures they have either tweaked and improved or completely invented from scratch and then injected into the game, like for example the entire Foehn Faction.


Edited by Soviet Reaper Dragon, 16 December 2021 - 01:28 AM.


#2 Handepsilon

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Posted 03 December 2021 - 06:12 AM

Are you kidding? The Soviets did lose Apoc, but everything else that got buffed from the original really makes up for it. I mean, yeah they're a bit nerfed now, but Soviets are still pretty powerful. I mean come on, Volkov, Wolfhounds and Tesla Cruisers can eat Tortoises.

 

If you're still envious of Battle Tortoises, just pick Latin Confeds for Catastrophe tanks or China for Centurion. Seriously, Tortoise isn't *that* powerful, and you'll have to be very rich to fill them with chock load of Clegs.


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#3 Soviet Reaper Dragon

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Posted 04 December 2021 - 08:39 PM

Are you kidding? The Soviets did lose Apoc, but everything else that got buffed from the original really makes up for it. I mean, yeah they're a bit nerfed now, but Soviets are still pretty powerful. I mean come on, Volkov, Wolfhounds and Tesla Cruisers can eat Tortoises.

 

If you're still envious of Battle Tortoises, just pick Latin Confeds for Catastrophe tanks or China for Centurion. Seriously, Tortoise isn't *that* powerful, and you'll have to be very rich to fill them with chock load of Clegs.

 

 

Allied Forces most powerful units by armor & hit points in that order :

 

Pacific Front - Battle Tortoise = heavy, 1250.

European Alliance - Charon Tank = heavy, 710.

Pacific Front - Hailstorm = medium (hailstorm) / light aircraft (hailjet), 650 (hailstorm) / 200 (hailjet), combined = 850.

European Alliance - Cavalier Tank = medium, 450.

Pacific Front - Blizzard Tank = medium, 530.

United States - Abrams Tank = heavy, 500.

Allied - Cryocopter = medium, 460.

European Alliance - Thor Gunship = heavy, 820.

Allied - Trident Battleship = heavy, 1350.

Allied - Enterprise Aircraft Carrier = heavy (enterprise) / light aircraft (hornet uav), 1000 (enterprise) / 300 (X4 hornets), combined = 1300.

Allied - Pillbox = defensive structure, 500.

Allied - Prism Tower = defensive structure, 850.

Allied - Gun Turret = defensive structure, 700.

Allied - Patriot Missiles = defensive structure, 900.

Pacific Front - Hyperion = big defensive structure, 2000.

European Alliance - Ultra Dome = big defensive structure, 1800.

Allied - Grand Cannon = big defensive structure, 1650.

Allied - Warpnode = defensive structure, 850.

 

 

Soviet Forces most powerful units by armor & hit points in that order :

 

Soviet - Drakuv Prison Vehicle = heavy, 1050.

Russia - Tesla Cruiser = heavy, 550.

Russia - Rhino Heavy Tank = medium, 480.

Russia / Latin Confederation - Borillo = heavy, 700.

Russia - Stalin's Fist = heavy (mobile) / big light structure (deployed), 2000.

Latin Confederation - Castastrophe Tank = heavy, 620.

China - Centurion Siege Crawler = heavy, 2250.

China - Nuwa Cannon = heavy, 1180.

China - Sentinel = medium, 540.

Russia - Wolfhound = medium, 450.

Soviet - Kirov Airship = medium, 2000.

Russia - Akula Missile Sub = heavy, 1300.

Soviet - Hammer Defense = big defensive structure, 1650.

Soviet - Tesla Coil = defensive structure, 850.

Latin Confederation - Smoke Turret = big defensive structure, 750.

Soviet - Iron Guard = defensive structure, 700.

Soviet - Battle Bunker = big defensive structure, 900.

Soviet - Flak Cannon = defensive structure, 800.

Soviet - Sentry Gun = defensive structure, 500.

 

 

Epsilon Army Forces most powerful units by armor & hit points in that order :

 

Epsilon Headquarters - Colossus = heavy, 670.

Scorpion Cell - Tyrant = heavy, 410.

PsyCorps - Lasher Light Tank = medium, 420.

PsyCorps - Mastermind = heavy, 505.

PsyCorps - Magnetron = medium, 440.

PsyCorps - Gehenna Platform = medium (gehenna platform) / light aircraft (dybbuk-interceptor), 540 (gehenna platform) / 250 (dybbuk-interceptor), combined = 790.

Epsilon Army - Dybbuk-Evolver = light aircraft, 440.

Epsilon Army - Invader = light, 440.

Epsilon Headquarters - Ruiner = heavy aircraft, 600.

Epsilon Headquarters - Aerial Fortress Irkalla = heavy aircraft, 1750.

Epsilon Army - Nautilus Magnetic Sub = heavy, 1000.

Epsilon Army - Resheph Ballistic Sub = heavy, 950.

PsyCorps - Psychic Tower = defensive structure, 1050.

Epsilon Army - Antares Battery = big defensive structure, 1650.

Epsilon Army - Chimera Core = light structure, 600.

Epsilon Army - Inferno Tower = defensive structure, 850.

Epsilon Army - War Rig = big defensive structure, 1400.

Epsilon Army - Gatling Cannon = defensive structure, 800.

 

 

Foehn Revolt Forces most powerful units by armor & hit points in that order :

 

Haihead - Megalodon = heavy, 920.

Haihead - M.A.D.M.A.N = heavy, 2400.

Wings Of Coronia - Tarchia Cannon = medium, 650.

Wings Of Coronia - Orcinus Waveshaper = heavy, 1150.

Wings Of Coronia - Roadrunner = heavy, 415.

Wings Of Coronia - Draco Tank = medium (draco tank) / light aircraft (draco autoturret), 420 (draco tank) / 180 (draco autoturret), combined = 600.

Haihead - Cyclops Walker = medium, 450.

Last Bastion - Bison Tank = medium, 530.

Last Bastion - Mastodon = heavy, 1450.

Last Bastion - Gharial = heavy, 750.

Last Bastion - Boidmachine = heavy, 2000.

Foehn Revolt - Quetzal = medium aircraft (quetzal) / light aircraft (eyes), 510 (quetzal) / 180 (eyes), combined = 690.

Wings Of Coronia / Last Bastion - Buzzard = medium aircraft, 450.

Wings Of Coronia - Pteranodon = heavy aircraft, 900.

Wings Of Coronia - Alanqa Skystation = medium aircraft, 550.

Wings Of Coronia - Harbinger = medium aircraft, 2000.

Last Bastion - Condor = medium aircraft, 480.

Foehn Revolt - Swordfish = medium, 570.

Foehn Revolt - Watercat Transport = medium, 900.

Foehn Revolt - Whipray = medium, 650.

Foehn Revolt - Angelshark = medium, 460.

Foehn Revolt - Leviathan Helicarrier = heavy (leviathan) / light aircraft (helibots), 1300 (leviathan) / 300 (helibots), combined = 1600.

Foehn Revolt - Shrike Nest = defensive structure, 850.

Foehn Revolt - Sonic Emitter = defensive structure, 650.

Foehn Revolt - Railgun Tower = defensive structure, 850.

Foehn Revolt - Nanocoat Regulator = defensive structure, 800.

Foehn Revolt - Neutralizer = big defensive structure, 1650.

Foehn Revolt - Signal Inhibitor = defensive structure, 650.

Foehn Revolt - Blast Trench = defensive structure, 700.

Wings Of Coronia - Harbinger Tower = light structure, 1000.

Last Bastion - Plasmerizer = very big defensive structure, 6000.

 

 

As we can witness here, across the board on average, The Allied and Foehn Revolt Arsenal's are more powerful in terms of hit points than The Soviet Arsenal or The Epsilon Army Arsenal.

 

Despite being the founder of The Soviet Union, Soviet Russia has got far less firepower in terms of hitpoints than either Soviet China, Soviet Latin Confederation, Allied European Alliance, Allied Pacific Front, Foehn Revolt Last Bastion and Foehn Revolt Wings Of Coronia.

 

The Soviet Apocalypse Tank and Soviet Super Apocalypse Tank if added to the arsenal of Soviet Russia which originally was a Yuri-inspired creation would bring Soviet Russia back on level terms with the other factions and be a true reflection of Soviet Russia's position as The Leader of The Soviet World.


Edited by Soviet Reaper Dragon, 04 December 2021 - 08:49 PM.


#4 LIama Del Rey

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Posted 05 December 2021 - 12:16 AM

 

Are you kidding? The Soviets did lose Apoc, but everything else that got buffed from the original really makes up for it. I mean, yeah they're a bit nerfed now, but Soviets are still pretty powerful. I mean come on, Volkov, Wolfhounds and Tesla Cruisers can eat Tortoises.

 

If you're still envious of Battle Tortoises, just pick Latin Confeds for Catastrophe tanks or China for Centurion. Seriously, Tortoise isn't *that* powerful, and you'll have to be very rich to fill them with chock load of Clegs.

 

 

Allied Forces most powerful units by armor & hit points in that order :

 

Pacific Front - Battle Tortoise = heavy, 1250.

European Alliance - Charon Tank = heavy, 710.

Pacific Front - Hailstorm = medium (hailstorm) / light aircraft (hailjet), 650 (hailstorm) / 200 (hailjet), combined = 850.

European Alliance - Cavalier Tank = medium, 450.

Pacific Front - Blizzard Tank = medium, 530.

United States - Abrams Tank = heavy, 500.

Allied - Cryocopter = medium, 460.

European Alliance - Thor Gunship = heavy, 820.

Allied - Trident Battleship = heavy, 1350.

Allied - Enterprise Aircraft Carrier = heavy (enterprise) / light aircraft (hornet uav), 1000 (enterprise) / 300 (X4 hornets), combined = 1300.

Allied - Pillbox = defensive structure, 500.

Allied - Prism Tower = defensive structure, 850.

Allied - Gun Turret = defensive structure, 700.

Allied - Patriot Missiles = defensive structure, 900.

Pacific Front - Hyperion = big defensive structure, 2000.

European Alliance - Ultra Dome = big defensive structure, 1800.

Allied - Grand Cannon = big defensive structure, 1650.

Allied - Warpnode = defensive structure, 850.

 

 

Soviet Forces most powerful units by armor & hit points in that order :

 

Soviet - Drakuv Prison Vehicle = heavy, 1050.

Russia - Tesla Cruiser = heavy, 550.

Russia - Rhino Heavy Tank = medium, 480.

Russia / Latin Confederation - Borillo = heavy, 700.

Russia - Stalin's Fist = heavy (mobile) / big light structure (deployed), 2000.

Latin Confederation - Castastrophe Tank = heavy, 620.

China - Centurion Siege Crawler = heavy, 2250.

China - Nuwa Cannon = heavy, 1180.

China - Sentinel = medium, 540.

Russia - Wolfhound = medium, 450.

Soviet - Kirov Airship = medium, 2000.

Russia - Akula Missile Sub = heavy, 1300.

Soviet - Hammer Defense = big defensive structure, 1650.

Soviet - Tesla Coil = defensive structure, 850.

Latin Confederation - Smoke Turret = big defensive structure, 750.

Soviet - Iron Guard = defensive structure, 700.

Soviet - Battle Bunker = big defensive structure, 900.

Soviet - Flak Cannon = defensive structure, 800.

Soviet - Sentry Gun = defensive structure, 500.

 

 

Epsilon Army Forces most powerful units by armor & hit points in that order :

 

Epsilon Headquarters - Colossus = heavy, 670.

Scorpion Cell - Tyrant = heavy, 410.

PsyCorps - Lasher Light Tank = medium, 420.

PsyCorps - Mastermind = heavy, 505.

PsyCorps - Magnetron = medium, 440.

PsyCorps - Gehenna Platform = medium (gehenna platform) / light aircraft (dybbuk-interceptor), 540 (gehenna platform) / 250 (dybbuk-interceptor), combined = 790.

Epsilon Army - Dybbuk-Evolver = light aircraft, 440.

Epsilon Army - Invader = light, 440.

Epsilon Headquarters - Ruiner = heavy aircraft, 600.

Epsilon Headquarters - Aerial Fortress Irkalla = heavy aircraft, 1750.

Epsilon Army - Nautilus Magnetic Sub = heavy, 1000.

Epsilon Army - Resheph Ballistic Sub = heavy, 950.

PsyCorps - Psychic Tower = defensive structure, 1050.

Epsilon Army - Antares Battery = big defensive structure, 1650.

Epsilon Army - Chimera Core = light structure, 600.

Epsilon Army - Inferno Tower = defensive structure, 850.

Epsilon Army - War Rig = big defensive structure, 1400.

Epsilon Army - Gatling Cannon = defensive structure, 800.

 

 

Foehn Revolt Forces most powerful units by armor & hit points in that order :

 

Haihead - Megalodon = heavy, 920.

Haihead - M.A.D.M.A.N = heavy, 2400.

Wings Of Coronia - Tarchia Cannon = medium, 650.

Wings Of Coronia - Orcinus Waveshaper = heavy, 1150.

Wings Of Coronia - Roadrunner = heavy, 415.

Wings Of Coronia - Draco Tank = medium (draco tank) / light aircraft (draco autoturret), 420 (draco tank) / 180 (draco autoturret), combined = 600.

Haihead - Cyclops Walker = medium, 450.

Last Bastion - Bison Tank = medium, 530.

Last Bastion - Mastodon = heavy, 1450.

Last Bastion - Gharial = heavy, 750.

Last Bastion - Boidmachine = heavy, 2000.

Foehn Revolt - Quetzal = medium aircraft (quetzal) / light aircraft (eyes), 510 (quetzal) / 180 (eyes), combined = 690.

Wings Of Coronia / Last Bastion - Buzzard = medium aircraft, 450.

Wings Of Coronia - Pteranodon = heavy aircraft, 900.

Wings Of Coronia - Alanqa Skystation = medium aircraft, 550.

Wings Of Coronia - Harbinger = medium aircraft, 2000.

Last Bastion - Condor = medium aircraft, 480.

Foehn Revolt - Swordfish = medium, 570.

Foehn Revolt - Watercat Transport = medium, 900.

Foehn Revolt - Whipray = medium, 650.

Foehn Revolt - Angelshark = medium, 460.

Foehn Revolt - Leviathan Helicarrier = heavy (leviathan) / light aircraft (helibots), 1300 (leviathan) / 300 (helibots), combined = 1600.

Foehn Revolt - Shrike Nest = defensive structure, 850.

Foehn Revolt - Sonic Emitter = defensive structure, 650.

Foehn Revolt - Railgun Tower = defensive structure, 850.

Foehn Revolt - Nanocoat Regulator = defensive structure, 800.

Foehn Revolt - Neutralizer = big defensive structure, 1650.

Foehn Revolt - Signal Inhibitor = defensive structure, 650.

Foehn Revolt - Blast Trench = defensive structure, 700.

Wings Of Coronia - Harbinger Tower = light structure, 1000.

Last Bastion - Plasmerizer = very big defensive structure, 6000.

 

 

As we can witness here, across the board on average, The Allied and Foehn Revolt Arsenal's are more powerful in terms of hit points than The Soviet Arsenal or The Epsilon Army Arsenal.

 

Despite being the founder of The Soviet Union, Soviet Russia has got far less firepower in terms of hitpoints than either Soviet China, Soviet Latin Confederation, Allied European Alliance, Allied Pacific Front, Foehn Revolt Last Bastion and Foehn Revolt Wings Of Coronia.

 

The Soviet Apocalypse Tank and Soviet Super Apocalypse Tank if added to the arsenal of Soviet Russia which originally was a Yuri-inspired creation would bring Soviet Russia back on level terms with the other factions and be a true reflection of Soviet Russia's position as The Leader of The Soviet World.

 

Stats aren't everything, mobility, versatility and utility are really strong, and Russia has all of these while having decent stats overall.



#5 Handepsilon

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Posted 05 December 2021 - 09:09 AM

Why would you even base things purely on stats in the first place? Let's assess here

 

Battle Tortoise, yes, very tanky, but at the same time also overly pricy, and that's not considering the infantry investments you need to put in. Charon's really just singular unit deleter and requires a lot of micromanagement. This is why Abrams are the most popular of all Allied tanks : They have versatility, mobility and good stats

 

Drakuv, This alone can contribute to the very reason why basing things on hit points and armor just don't work. You never want to mass drakuv because drakuv is a support vehicle. Putting it on top speaks really poorly on the tierlist. Sure, Tesla Cruisers are lower in pure stats than a lot of the other T3 monster tanks, but the short EMP and its' anti-surface property makes it very hard to kill them. Masterminds can just cry in the corner if they got into the Cruisers' range.

 

Collosi's damage output is kinda meh these days, and Tyrants are basically only used for base-destroying. Also, why would you mention Invader and not mention Marauder? One is a pretty good hit-and-run tank sniper and the other basically is not even worth building unless you want to annoy people. Invader was hilariously bad Time Capsule made a joke about it.

 

Not gonna bother mentioning Foehn arsenal. Their balance is kinda finnicky.


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#6 Soviet Reaper Dragon

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Posted 10 December 2021 - 03:24 AM

Why would you even base things purely on stats in the first place? Let's assess here

 

Battle Tortoise, yes, very tanky, but at the same time also overly pricy, and that's not considering the infantry investments you need to put in. Charon's really just singular unit deleter and requires a lot of micromanagement. This is why Abrams are the most popular of all Allied tanks : They have versatility, mobility and good stats

 

Drakuv, This alone can contribute to the very reason why basing things on hit points and armor just don't work. You never want to mass drakuv because drakuv is a support vehicle. Putting it on top speaks really poorly on the tierlist. Sure, Tesla Cruisers are lower in pure stats than a lot of the other T3 monster tanks, but the short EMP and its' anti-surface property makes it very hard to kill them. Masterminds can just cry in the corner if they got into the Cruisers' range.

 

Collosi's damage output is kinda meh these days, and Tyrants are basically only used for base-destroying. Also, why would you mention Invader and not mention Marauder? One is a pretty good hit-and-run tank sniper and the other basically is not even worth building unless you want to annoy people. Invader was hilariously bad Time Capsule made a joke about it.

 

Not gonna bother mentioning Foehn arsenal. Their balance is kinda finnicky.

 

 

 

You just further proved my point with regards to the disadvantages now faced by Soviet Russia by highlighting the poor quality of the Drakuv Prison Vehicle in that it needs to be deployed from the Soviet Field Bureau which means that they cannot be mass-produced quickly and easily like Tanks can along with the fact that in comparison to The Epsilon Army's Mastermind Tank they are next to useless.

 

In addition to this, the USA's Riot Trooper can clear Soviet Battle Bunkers easily and are extremely hard to kill by Soviet Infantry which abandon their Battle Bunkers to try and kill them.

 

Masterminds can easily control Tesla Cruisers, just play Epsilon Army Act Two Mission 15 - Memory Dealer to witness that.



#7 Handepsilon

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Posted 10 December 2021 - 02:35 PM

That proves nothing because Drakuv isn't even a valid unit to compare strength to. Why the hell do you even want to use Drakuv to fight battles? It's like trying to fight scissors with paper and then complain about why it's losing.

 

Also, perhaps you should try doing Skirmish or even Multiplayer instead of using missions as a pointer because missions are designed to at least be doable. I've destroyed Masterminds with Tesla Cruisers, Wolfhound, Volkov and Chitzkoi. I can tell you that I have more strong feeling against Magnetrons than Masterminds.

 

Riot Troopers are also barely a problem with the right unit. Just chuck in Tigr or Halftrack, or Wolfhound if you're feeling like it. There's no point in using units the Riot Troopers are supposed to counter in the first place

 

Starting to feel like you're missing the point of the units' utilities here. No offense, but so many of your comparisons and viewpoints are fundamentally flawed. MO is not an RTS that dictates : bigger HP -> bigger quality.


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#8 Soviet Reaper Dragon

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Posted 12 December 2021 - 02:34 AM

That proves nothing because Drakuv isn't even a valid unit to compare strength to. Why the hell do you even want to use Drakuv to fight battles? It's like trying to fight scissors with paper and then complain about why it's losing.

 

Also, perhaps you should try doing Skirmish or even Multiplayer instead of using missions as a pointer because missions are designed to at least be doable. I've destroyed Masterminds with Tesla Cruisers, Wolfhound, Volkov and Chitzkoi. I can tell you that I have more strong feeling against Magnetrons than Masterminds.

 

Riot Troopers are also barely a problem with the right unit. Just chuck in Tigr or Halftrack, or Wolfhound if you're feeling like it. There's no point in using units the Riot Troopers are supposed to counter in the first place

 

Starting to feel like you're missing the point of the units' utilities here. No offense, but so many of your comparisons and viewpoints are fundamentally flawed. MO is not an RTS that dictates : bigger HP -> bigger quality.

 

 

 

No offence taken...

 

I have been conducting an in-depth analysis of the entire game and it's units, not just playing missions. I have also been playing far more skirmishes than I have been missions.

 

The Soviet Drakuv Prison Vehicle for it's hit points is indeed of extremely poor quality, and this is why I have barely used it other than to play a couple of skirmishes specifically so that I could build what I needed to in order to deploy it and then deploy it just so I could witness for myself how it actually operates. Truth be told, I didn't even know it existed until I actually looked at the units of all factions on The Mental Omega page itself.

 

From my analysis thus far, the game is tailored to be geared towards needing to generate a lot of cash via ore so that one can purchase and mass units which are expensive to be able to produce just to win. There is no skill required in that, all that is required is to just generate more money through ore than your opponent and then mass build units like Russian Tesla Cruisers in order to overwhelm him.

 

My case-in-point here with regards to this being the fact that in order to destroy an Epsilon Army Mastermind with Russian Tesla Cruisers you need upwards of 5 of them otherwise the Epsilon Army Mastermind will simply control one after the other and get them to destroy each other thus incurring minimum damage.

 

Second case-in-point with regards to countering USA Riot Troopers in addition to building Soviet Battle Bunkers which then need to be garrisoned with 6 Soviet Conscripts or Soviet Flak Troopers is that in order to be able to successfully defend them you need to build a Soviet Sentry Gun close to them, which debunks the point the Mental Omega crew make that the Soviet Battle Bunker is a "big defensive structure" due to the fact that 1 or 2 USA Riot Troopers can clear them without loss pretty easily when the Soviet Battle Bunker stands alone. I learned this while playing Soviet Act Two Mission 16 "Firewalking".

 

I only use Hit Points as an indicator like the Mental Omega crew do (otherwise why even bother making Hit Points the most distinct thing people see when they look up a unit), I am basing my analysis on the expensive costs of mass-producing expensive, Tier 3 units in order to overwhelm an opponent which also seems to be the strategy of the AI when playing against it in skirmish even on the easy setting.



#9 Handepsilon

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Posted 12 December 2021 - 04:03 AM

Big Defensive Structure is actually just an armor type name. A little trivia in Red Alert 2 and Tiberian Sun Engine : Bigger structures actually goes down the easiest. Defensive structures can really only go so far, which is why it's far more encouraged to defend with units as opposed to structures. Once again though, Tigrs, Halftracks or Borillo can easily counter Riot Troopers well because their anti-armor capability is close to nonexistent. Technically you can also counter Masterminds by either getting air units or just spam flak troopers their way, although terror drones can also do the job if they're unguarded.

 

I... dunno if it looks that distinct. It looks kinda standard like anything else. I read the cost and description more than I read the hitpoints because they're really deceptive ingame. I mean, Battle Tortoise can barely survive anti-tank hits despite the total expenses.


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#10 Soviet Reaper Dragon

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Posted 13 December 2021 - 12:15 AM

Big Defensive Structure is actually just an armor type name. A little trivia in Red Alert 2 and Tiberian Sun Engine : Bigger structures actually goes down the easiest. Defensive structures can really only go so far, which is why it's far more encouraged to defend with units as opposed to structures. Once again though, Tigrs, Halftracks or Borillo can easily counter Riot Troopers well because their anti-armor capability is close to nonexistent. Technically you can also counter Masterminds by either getting air units or just spam flak troopers their way, although terror drones can also do the job if they're unguarded.

 

I... dunno if it looks that distinct. It looks kinda standard like anything else. I read the cost and description more than I read the hitpoints because they're really deceptive ingame. I mean, Battle Tortoise can barely survive anti-tank hits despite the total expenses.

 

 

 

I would disagree on the assertion you make that units can defend better than structures, for example when I played Red-Resurrection I used Soviet Russia and defended against wave after wave of Allied European Alliance assaults with Soviet Battle Bunkers, Soviet Flak Cannons and some Soviet Tesla Coils when they were throwing their Tier 3 Units at me like European Alliance Vortex Tanks, Allied Destroyers, European Alliance Bishops, European Alliance Prism Tanks and Allied IFV's garrisoned by Allied Chrono Legionnaires over and over again. If you have the right mix of defensive structures along with the right defensive strategy you can primarily use defensive structures in order to turn your base into an impenetrable fortress with very few units or infantry required.

 

Russian Tigr APC's, Chinese & Latin Confederation Halftracks and Russian & Latin Confederation Borillos require a War Factory, and sometimes the AI is already sending wave after wave of infantry and units in order to try and destroy your base before you have even had a chance to build the structures required to build a War Factory considering the fact that when you employ a primarily defensive strategy as I do most of the time then almost three quarters of your initial cash flow is directed into constructing base defenses to fend off initial enemy assaults before beginning to construct War Factories and Palaces.

 

I do however agree with you about using Soviet Terror Drones to counter Epsilon Army Masterminds because I have witnessed firsthand how effective Soviet Terror Drone Drops are in being able to drop behind enemy lines and attach themselves to Epsilon Army Masterminds and swiftly destroy them during the same Epsilon Army Act Two Mission 15 - Memory Dealer in which I learned how many Soviet Tesla Cruisers are required to destroy an Epsilon Army Mastermind without it being able to control several of them and be able to turn them on each other and destroy each other. If one does not have Gatling Cannons placed all around one's base protecting the Epsilon Army Masterminds then Soviet Terror Drones can rip apart one after another in quick succession without being destroyed.

 

 

 

 

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Edited by Soviet Reaper Dragon, 13 December 2021 - 12:17 AM.


#11 Handepsilon

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Posted 13 December 2021 - 04:49 AM

 

I would disagree on the assertion you make that units can defend better than structures, for example when I played Red-Resurrection I used Soviet Russia and defended against wave after wave of Allied European Alliance assaults with Soviet Battle Bunkers, Soviet Flak Cannons and some Soviet Tesla Coils when they were throwing their Tier 3 Units at me like European Alliance Vortex Tanks, Allied Destroyers, European Alliance Bishops, European Alliance Prism Tanks and Allied IFV's garrisoned by Allied Chrono Legionnaires over and over again. If you have the right mix of defensive structures along with the right defensive strategy you can primarily use defensive structures in order to turn your base into an impenetrable fortress with very few units or infantry required.

Red Resurrection is not the same as Mental Omega. The dev, as far as I know, deliberately made defenses unviable as the game goes on, to the point where in competitive game, static defenses become redundant aside from fending off dogs and infantries early game.

 

 

Russian Tigr APC's, Chinese & Latin Confederation Halftracks and Russian & Latin Confederation Borillos require a War Factory, and sometimes the AI is already sending wave after wave of infantry and units in order to try and destroy your base before you have even had a chance to build the structures required to build a War Factory considering the fact that when you employ a primarily defensive strategy as I do most of the time then almost three quarters of your initial cash flow is directed into constructing base defenses to fend off initial enemy assaults before beginning to construct War Factories and Palaces.

...Riot Trooper is Tier 3 though. If you don't have War Factory by the time they field Riot Trooper, then either the AI cheated so much that they managed to field Riot Trooper before having any Battle Lab, or you have some money management problem.

 

I in fact, do not use the same defensive strategy as you do, though. My first priority is to just build a single basic anti-infantry defense, and then focus on teching up. War Factory must come first as soon as that is available, because you need that second Miner ASAP if you ever want to have a livable economy. The rest goes to either making tanks, anti infantry vehicles or anti-tank infantries. By the time they fielded something as high tier as Riot Trooper, I already have the means to counter them.

 

 

I do however agree with you about using Soviet Terror Drones to counter Epsilon Army Masterminds because I have witnessed firsthand how effective Soviet Terror Drone Drops are in being able to drop behind enemy lines and attach themselves to Epsilon Army Masterminds and swiftly destroy them during the same Epsilon Army Act Two Mission 15 - Memory Dealer in which I learned how many Soviet Tesla Cruisers are required to destroy an Epsilon Army Mastermind without it being able to control several of them and be able to turn them on each other and destroy each other. If one does not have Gatling Cannons placed all around one's base protecting the Epsilon Army Masterminds then Soviet Terror Drones can rip apart one after another in quick succession without being destroyed.

Or you can... you know, put engi in Stingers and start repping them. Terror Drones die to a couple of Archers and Gattling Tanks as well. Gattling Cannons are too expensive and too limited in comparison.

 

If you want, I can show you how to make at least Russia work. I'm in the Mental Omega Discord server and my timezone is very close to Australia. I'm not a pro, but I've mained Russia a lot in the Challenges and they're always my go-to whenever nothing else works out.

 

( PS : I see that you keep putting your messages into the quotes. Might want to recheck the messages again because it got a little confusing sometimes. Use BBCode Mode button if the normal view doesn't help)


Edited by Handepsilon, 13 December 2021 - 05:01 AM.

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#12 Soviet Reaper Dragon

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Posted 13 December 2021 - 06:42 PM

 

 

I would disagree on the assertion you make that units can defend better than structures, for example when I played Red-Resurrection I used Soviet Russia and defended against wave after wave of Allied European Alliance assaults with Soviet Battle Bunkers, Soviet Flak Cannons and some Soviet Tesla Coils when they were throwing their Tier 3 Units at me like European Alliance Vortex Tanks, Allied Destroyers, European Alliance Bishops, European Alliance Prism Tanks and Allied IFV's garrisoned by Allied Chrono Legionnaires over and over again. If you have the right mix of defensive structures along with the right defensive strategy you can primarily use defensive structures in order to turn your base into an impenetrable fortress with very few units or infantry required.

Red Resurrection is not the same as Mental Omega. The dev, as far as I know, deliberately made defenses unviable as the game goes on, to the point where in competitive game, static defenses become redundant aside from fending off dogs and infantries early game.

 

 

Russian Tigr APC's, Chinese & Latin Confederation Halftracks and Russian & Latin Confederation Borillos require a War Factory, and sometimes the AI is already sending wave after wave of infantry and units in order to try and destroy your base before you have even had a chance to build the structures required to build a War Factory considering the fact that when you employ a primarily defensive strategy as I do most of the time then almost three quarters of your initial cash flow is directed into constructing base defenses to fend off initial enemy assaults before beginning to construct War Factories and Palaces.

...Riot Trooper is Tier 3 though. If you don't have War Factory by the time they field Riot Trooper, then either the AI cheated so much that they managed to field Riot Trooper before having any Battle Lab, or you have some money management problem.

 

I in fact, do not use the same defensive strategy as you do, though. My first priority is to just build a single basic anti-infantry defense, and then focus on teching up. War Factory must come first as soon as that is available, because you need that second Miner ASAP if you ever want to have a livable economy. The rest goes to either making tanks, anti infantry vehicles or anti-tank infantries. By the time they fielded something as high tier as Riot Trooper, I already have the means to counter them.

 

 

I do however agree with you about using Soviet Terror Drones to counter Epsilon Army Masterminds because I have witnessed firsthand how effective Soviet Terror Drone Drops are in being able to drop behind enemy lines and attach themselves to Epsilon Army Masterminds and swiftly destroy them during the same Epsilon Army Act Two Mission 15 - Memory Dealer in which I learned how many Soviet Tesla Cruisers are required to destroy an Epsilon Army Mastermind without it being able to control several of them and be able to turn them on each other and destroy each other. If one does not have Gatling Cannons placed all around one's base protecting the Epsilon Army Masterminds then Soviet Terror Drones can rip apart one after another in quick succession without being destroyed.

Or you can... you know, put engi in Stingers and start repping them. Terror Drones die to a couple of Archers and Gattling Tanks as well. Gattling Cannons are too expensive and too limited in comparison.

 

If you want, I can show you how to make at least Russia work. I'm in the Mental Omega Discord server and my timezone is very close to Australia. I'm not a pro, but I've mained Russia a lot in the Challenges and they're always my go-to whenever nothing else works out.

 

( PS : I see that you keep putting your messages into the quotes. Might want to recheck the messages again because it got a little confusing sometimes. Use BBCode Mode button if the normal view doesn't help)

 

 

 

I deliberately leave four spaces between what you have written and what I have responded to in order for a keen eye to be able to differentiate between them...

 

The ability to defend has only been degraded by Soviet Flak Troopers not being able to fire on enemy air units from Soviet Battle Bunkers, along with no longer being able to build defensive structures around captured oil refineries, both are points I have made before.

 

People underestimate the ability of the AI, it has been drastically enhanced from what it was in the original Yuri's Revenge to the point where it can employ multiple different strategies against the player hence if they see you deploying Soviet Battle Bunkers then they can easily counter that with USA Riot Troopers.

 

I do not use the defensive strategy previously outlined all the time, instead I adapt to the situation as it presents itself and hence I am more than capable of deploying an offensive strategy of for example attacking and softening up an enemies defenses by taking out their superweapons with 6 Russian Wolfhounds followed up by then using them to occupy the ore fields closest to their base in order to destroy their Soviet War Miners so as to cut their resources with this being followed up by capturing an oil refinery with a Soviet Engineer in order to shore up my own finances before building at least 4 Russian Tesla Cruisers backed up by the deployment of 2 Soviet Repair Drones to keep them in shape and able to defend 2 Russian Scud Launchers to decimate the enemy base from long range with the training of a Russian Volkov in order to lead the troops already deployed on the field if needed... However this leads to a Victory which is far too easy with very little skill required.

 

The Epsilon Army Engineers deployed into Epsilon Army Stingers was actually a tactic I started to use after I noticed how easily the Soviet Terror Drone Drops were ripping through my PsyCorps Masterminds along with building multiple Epsilon Army Gatling Cannons around the predicted drop zones.

 

For the record, here is the 3rd and final picture attached to my previous example of highlighting the relative ease of employing a defensive strategy consisting of Soviet Battle Bunkers, Soviet Flak Cannons and Soviet Tesla Coils.

 

;-)

Attached Thumbnails

  • First Victory 3.png

Edited by Soviet Reaper Dragon, 13 December 2021 - 06:43 PM.


#13 Handepsilon

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Posted 14 December 2021 - 01:41 AM

Yeah... Uh, don't do those in MO (I know it's Red Res) . There are lots of holes I can already expose just by looking at that picture alone. Cash drain aside... The tesla coils are easily outranged by Siege Cadre or Cadre IFV and Dune Riders. They're also easily vulnerable to Pyro spam or borillo rush. The lower elevation also didn't help their case that much.

The refinery is also vulnerable to driller sneak attack and Buzzards tanking their way through the flak cannons. This is just overall terrible defense strategy imo.

Even in general, you can delete these things just with artillery. It'll work against AI because they don't really care about throwing things in, but these coils and bunkers are extremely snipeable

I do not use the defensive strategy previously outlined all the time, instead I adapt to the situation as it presents itself and hence I am more than capable of deploying an offensive strategy of for example attacking and softening up an enemies defenses by taking out their superweapons with 6 Russian Wolfhounds followed up by then using them to occupy the ore fields closest to their base in order to destroy their Soviet War Miners so as to cut their resources with this being followed up by capturing an oil refinery with a Soviet Engineer in order to shore up my own finances before building at least 4 Russian Tesla Cruisers backed up by the deployment of 2 Soviet Repair Drones to keep them in shape and able to defend 2 Russian Scud Launchers to decimate the enemy base from long range with the training of a Russian Volkov in order to lead the troops already deployed on the field if needed... However this leads to a Victory which is far too easy with very little skill required.


That unfortunately is just how Russia works. They're identified with simplicity and only few little tricks like using Stalin's Fist to buy Kirov in front of enemy base. That's why I always tell people to try Russia as their first faction in MO. Their doctrine is very easy to learn in comparison to things like Allied or Epsilon. If you want something that requires more skill, try either Allied or Epsilon. Heck, if you want to stick with Soviet, pick Latin or China. At least the two had more tricks up their sleeve

Edited by Handepsilon, 14 December 2021 - 01:52 AM.

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#14 Soviet Reaper Dragon

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Posted 14 December 2021 - 06:20 PM

Yeah... Uh, don't do those in MO (I know it's Red Res) . There are lots of holes I can already expose just by looking at that picture alone. Cash drain aside... The tesla coils are easily outranged by Siege Cadre or Cadre IFV and Dune Riders. They're also easily vulnerable to Pyro spam or borillo rush. The lower elevation also didn't help their case that much.

The refinery is also vulnerable to driller sneak attack and Buzzards tanking their way through the flak cannons. This is just overall terrible defense strategy imo.

Even in general, you can delete these things just with artillery. It'll work against AI because they don't really care about throwing things in, but these coils and bunkers are extremely snipeable
 

I do not use the defensive strategy previously outlined all the time, instead I adapt to the situation as it presents itself and hence I am more than capable of deploying an offensive strategy of for example attacking and softening up an enemies defenses by taking out their superweapons with 6 Russian Wolfhounds followed up by then using them to occupy the ore fields closest to their base in order to destroy their Soviet War Miners so as to cut their resources with this being followed up by capturing an oil refinery with a Soviet Engineer in order to shore up my own finances before building at least 4 Russian Tesla Cruisers backed up by the deployment of 2 Soviet Repair Drones to keep them in shape and able to defend 2 Russian Scud Launchers to decimate the enemy base from long range with the training of a Russian Volkov in order to lead the troops already deployed on the field if needed... However this leads to a Victory which is far too easy with very little skill required.


That unfortunately is just how Russia works. They're identified with simplicity and only few little tricks like using Stalin's Fist to buy Kirov in front of enemy base. That's why I always tell people to try Russia as their first faction in MO. Their doctrine is very easy to learn in comparison to things like Allied or Epsilon. If you want something that requires more skill, try either Allied or Epsilon. Heck, if you want to stick with Soviet, pick Latin or China. At least the two had more tricks up their sleeve

 

 

 

The screenshots depicting the base and the specific placements of defenses was in direct response to the AI's attacks. The opponent was European Alliance and they just kept sending wave after wave of Tier 3, Tier 2 and Tier 1 units at the points where the base defenses are the most concentrated along with dropping wave after wave of paratroopers behind my defenses which I countered with a few Soviet Battle Bunkers placed around key structures the paratroop drops were targeting near the dropzones.

 

I won that game by the way and inflicted massive casualties on European Alliance while incurring few myself in comparison to their losses. It's easy to counter long-range units like European Alliance Sonic Enforcers with 4 Soviet Grinder Tanks making short work of them while the rest of the enemy's assault forces just smash straight into my defenses and get massacred. They did use the long-range tactic you described and destroyed a couple of my Soviet Battle Bunkers and Soviet Tesla Coils before they were dealt with. When they used European Alliance Vortex Tanks which caused a bit of trouble for base defenses, they proved manageable in countering by destroying them with either 4 Soviet Grinder Tanks or 2 Soviet Kirovs, which by the way are a lot faster in Red-Resurrection than they were in Yuri's Revenge.

 

Obviously if I was facing off with a Human opponent who used the tactics you describe one would change one's own strategy in order to adapt to that by simply teching up quick and then spamming Tier 3 units then sending them off in attacks in small mobile groups designed to hit-and-run.

Attached Thumbnails

  • First Victory (6).png

Edited by Soviet Reaper Dragon, 16 December 2021 - 05:33 AM.





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