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Soviet Reaper Dragon

Member Since 28 Nov 2021
Offline Last Active Mar 14 2022 02:48 PM

Posts I've Made

In Topic: Can No Longer Build Base Defenses Around Oil Refineries.

07 January 2022 - 07:08 AM

Well for one, the common playstyles in YR was either tweaked or shunned completely, such as Rhino spam as Soviet (E02 : Accelerant actually made it a point that T1 tank spam in MO is considered amateur move). Turtling playstyles were very much discouraged by making defenses overall weaker. Spamming one type of units will not work in the mod because there are soft and hard counter (or at least that was supposed to be the case until very recent metas), among other things. The maps are also tweaked in that most of them are very much symmetrical and always include at least 1 Oil Derrick near your base.

 

 

 

 

It is easy to employ a turtling playstyle by building a good base defense consisting of walls of Soviet Battle Bunkers along with Soviet Flak Cannons and then building a few Soviet Wolfhounds to counter any artillery pieces or long-range infantry which may assault your base.

 

With regards to spamming one kind of unit, that certainly still works with Soviet Wolfhounds. I have used groups of 6 of them to simply destroy enemy bases building-by-building and unit-by-unit. This can easily also apply to Soviet Rhino Tanks.


In Topic: Can No Longer Build Base Defenses Around Oil Refineries.

02 January 2022 - 12:38 PM

The balance is only changed, not broken, and it's clearly never intended to be designed to be balanced on AI aside from the single player campaign, mainly because the AI cheats with infinite money and tech tree bypass anyways. The game being changed is a no-brainer already at this point. This mod is never intended to be played like vanilla YR.

 

If you don't like it, then it's clearly not for you.

 

 

 

I look at things from the perspective of clinical improvement which of course would not be improvement without balance, the same can be said about life...

 

For a mod the game is actually not too bad in a lot of aspects, however I am confused as to what exactly you mean when you state that this game was "never intended to be played like vanilla YR" and question how exactly in your opinion was it intended to be played?


In Topic: Can No Longer Build Base Defenses Around Oil Refineries.

22 December 2021 - 01:04 PM

I guess that's because the mod makers decided it would be that way, since much older versions of MO u can no longer build base defenses around tech buildings like in the vanilla game

 

 

This is just another example of them making the game more difficult for base defenders because if you capture an oil refinery the AI will just destroy it without you being able to stop them unless you have massed units then they just flood your base continually with wave after wave after they cut off your alternate sources of funding which makes it difficult to build units / base defenses for yourself to defend your base. That is just on the easy level of skirmish. The developers have completely changed the game and thrown it out of balance with change like this. 


In Topic: What Happened To Soviet Apocalypse Tanks?

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.


In Topic: What Happened To Soviet Apocalypse Tanks?

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.

 

;-)