If the Act 2 missions aren't completed... then maybe the MO staffs could take a look some of my mission ideas... Even if the timeline or stuffs are wrong, you can try to improvise it.
[Allies] Air-raid Siren
Background story: When Yuri has finally commenced his first combined Soviet-Epsilon weapon protocol against the Soviets at Leninsk Cosmodrome, the world was initially shocked that there was an unidentified third faction army. Soon, the world found themselves being surrounded by the third faction's weapon protocols - unidentified flying objects like the Invader begins to eradicate humans and floating Epsilon Adepts trying to mind control the very defensive forces sent to attack them. Air raid sirens began to call, back in the war-torn America too.
What remnants of the Americans in the American soil have banded themselves in several outposts to defend against the Soviets, and now they'll have to deal with the Epsilon. These Americans have developed the prototypical Basswave system which uses a deadly sound frequency to knock out structures and infantries to counter against the Hammer system developed by the Soviets. Now, with the Epsilon invasion of America, the remnants of the United States army must work together and deliver the Basswave prototypes and the blueprints away to the United Kingdom. The Euro Alliance back in Europe has responded to the pleas of the Americans units and Siegfried has ordered the troops to rendezvous at a certain point where he will warp these troops by using his Chronosphere technology.
Mission idea mixture of: Epsilon 10 - Focus Shift, Allied 11 - Panic Cycle, Epsilon Co-op 5 - Brain Reset
Mission Nature: Escape with limited base defenses
Mission Objectives:
1. Usher remaining troops alongside with the prototypical Basswaves to the rendezvous point.
2. Restore the devastated Allied outpost to full power at the rendezvous point.
3. Guard the Allied outpost until the Chronosphere can be activated back in Great Britain.
NOTE: At least one Basswave must survive the whole ordeal.
Mission players:
You (United States of America)
Allied AI - Controls most remnants
Soviet AI - Attacks everyone on sight, but specifically on your Basswaves
Epsilon AI - Attacks everyone on sight
Mission Outlay:
Your initial units are all elites (star-ranked), with 3 GIs, 3 Guardian GIs, 2 Medics, 2 Humvees, 5 Engineers and 1 Stryker IFV. You begin with full map vision in a small outpost with several AI controlled attack dogs and GIs combating against parachuted Epsilon Initiates and Soviet Conscripts, and with 3000 Credits. The outpost contains several camps with some Patriot missiles, pillboxes, 1 power plant and 1 strategy centre. There are three player controlled prototypical basswaves (Health: 400, Speed 4, Armor: Heavy - it's prototypical yo) and deliver them to the rendezvous point on the other side of the map.
Along the way, you will see some Tesla Coils with Pyro and Rhino Tank patrols (3 Pyro, 2 Rhino) by the Soviets along the American city. (Imagine it as a urban battle with lots of cities and the Soviet has set up lots of Tesla Coils and patrols to force the Americans to surrender). However, there will be Epsilon ambushes "helping" you when they parachuted Lasher tanks and Initiates to combat against the Soviets.
There will be continuous parachutes like what was shown in Epsilon 10 - Focus Shift where shitload of stuffs happen. When you reach at a certain outpost, there is an Allied runway, and you are granted with 2 Stormchild and 2 Warhawks to bolster your initial forces. However, the amount of Flak troopers and Archers will increase beyond that outposts. Slowly, one by one, the American outposts fall and it became apparent that the Americans will lose very quickly for sure. Only the last Allied outpost with some form of base defenses and buildings remain.
Once your remaining troops arrive at the final outpost (You must have at least 1 basswave surviving!), there will be a 15 minutes counter to defend against any Soviets or Epsilon that chanced upon your base, otherwise they'll scrabble against themselves. Your final outpost is heavily breached and there left with few defenses and is badly damaged. There are 3 power plants with power turbines which are badly damaged, 1 Barracks, some pillboxes, some patriot missiles, and several troops at your disposal (some GI, some Guardian GI, 2 Bulldog light tanks and 1 Abrams Tank). There are also some capturable Tech Artillery and Guns at your disposal (your 4 engineers can capture it). The wave will get seriously brutal at the last 5 minutes, where the Epsilon introduces their Basilisk warship and the Soviets sending out their Kirov.
When the timer is up, the Chronosphere will be activated and mission accomplished. (And the rest of your troops gets slaughtered by the massive Soviet + Epsilon onslaught).