Red Alert 2 Soviet Units

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Hello,it seems to me that allies are much more powerful than the soviets are. Here are the reasons:.Air planes are much faster than soviet Kirov airship. Construction yard can be easily killed with couple of Allied radars.They have superior vision and map control with both spy satellite and gap generator. Imo the gab generator should have been for the soviets to balance the spy satelite.Their naval units can invade lands and clear the shores to help deploying troops from transports.Their airship carrier can defend itself much better than Dreadnought.Prism tanks can outrange most defenses. Yes apocalypse is good but cannot attack from afar.Chrono miner can teleport to any refinery. This make re-arrangment and retreat much easier.that is basically the main reason.

GAMES: Command & Conquer: Red Alert 2 – Soviet Units The Soviets traditionally deploy slow and expensive, but heavily-arm(our)ed units. Their presence on the ground is marked by powerful tanks, excellent defenses, and even a mind-controlling infantry unit.

All of the above makes the allies capable of out maneuvering the soviets. Yes soviets are strong but are quite static and cannot move fast (appocalypse + airship). Rockies, harriers, and prism tanks can out maneuver the soviet units.what do you think?Edited September 5, 2017 by MapDesigner. Hi.ok you think allieds are superior to sovs? Kirovs can take more of a beating and their bombs deal more damage.In RA2, the Soviets had a Psychic Sensor, which not only showed which enemy units intended to go in its immediate radius, but also detected spies.

  1. Red Alert is a Westwood game in the Command and Conquer series which has the Guinness record for most popular real time strategy game with 12 million sold according to Wiki. The main Soviet defense was the Tesla coil which has a long reach and can direct it's sparks to the enemy without placing Soviet units in danger.
  2. Jan 31, 2019 - Command & Conquer: Red Alert computer game information with information on. Structures; Soviet Units; Soviet Structures; Screenshots; Morse Code; Technical support. Multiplayer: 14.4 Kbps Null Modem for 2 players.

In YR, they have the Spy Plane, which is available at tier 2.Sea Scorpions can do so to a degree, but Dreadnoughts are more of a mainstay of sea-to-land warfare, and Soviet Amphibious Transports are tougher than Allied ones (a trait shared later with Yuri's equivalent).So can V3s and Siege Choppers.They also carry considerably less ore ($500 as opposed to $700 from War Miners, not counting gems).War miners cary 1000 opposed to 500 for chrono miners. Makes sense since war miners travel twice as far.Air planes are much faster than soviet Kirov airship.

Construction yard can be easily killed with couple of Allied radars.They have superior vision and map control with both spy satellite and gap generator. Imo the gab generator should have been for the soviets to balance the spy satelite.Their naval units can invade lands and clear the shores to help deploying troops from transports.Their airship carrier can defend itself much better than Dreadnought.Prism tanks can outrange most defenses. Yes apocalypse is good but cannot attack from afar.Chrono miner can teleport to any refinery.

This make re-arrangment and retreat much easier.1. That's because Allied units are supposed to be fast and can do hit and runs. Soviet kirovs act like their ground vehicles, slow moving behemoth that has tons of armor and deadly once it gets close to your buildings.2. It has always been that way since RA1, allies are supposed to be advantage in surveillance and cloaking their base.3.

If you're talking about the Destroyer's ability to attack land targets, then you forgot to mention about how soviet subs have a more useful advantage: stealth.4. Dreadnoughts do more damage overall, and if the hornets get shot down (which is always the case), it's a longer wait than rearming dreadnought missiles.5. V3 launchers have the best land range.6. The allies are supposed to be more mobile than the soviet to make up for their weaker tanks early in the game. Each has their own strengths and weaknesses. You'll find actually that it's usually the player more than the country that decides the game.

Most players tend to think the faction they don't play with is stronger mainly because they're sour when they lose and would like to find excusesNot necessarily. Fireworks is right. Allies have 4 viable nations while sovs only have 1. And in 1v1, allies usually have no choice but to.pick America due to the sheer strength of early game sovs. Let's not forget Yuri.To the original poster, this game does not have balanced factions. If you don't mind America and Iraq being the choices for top tier games 90% of the time, then no problem!

Oh, and yuri is always banned. I forgot to mention what probably is the ultimate reason why Air craft carrier is better than dread: that hornet airplane gives vision and can discover enemy base for you, but dreadnoughts missiles on the other hand do not give any vision. I was surprised to find this out. V3 rocket launcher missiles do give vision along their path. Yes dreads are better damage dealers than ACC and can kill many infantry, but you cant attack the fog (as far as I know) so they need something else for vision.

I always have to send some scout unit with them (seige chopper), which is quite expensive for scout. On the other hand, hornet is for free. Kirovs can take more of a beating and their bombs deal more damage.In RA2, the Soviets had a Psychic Sensor, which not only showed which enemy units intended to go in its immediate radius, but also detected spies. In YR, they have the Spy Plane, which is available at tier 2.Sea Scorpions can do so to a degree, but Dreadnoughts are more of a mainstay of sea-to-land warfare, and Soviet Amphibious Transports are tougher than Allied ones (a trait shared later with Yuri's equivalent).So can V3s and Siege Choppers.They also carry considerably less ore ($500 as opposed to $700 from War Miners, not counting gems).the problem is when kirov get cought. Harriers can change path and run away if they see flak tracks coming.

Kirovs are just too slow. The soviet will have to bring a force to defend it or will have to lose it@spy plane: spy plane is the worst vision gain of the game.

Many times the plane comes from the wrong side of the map and is destroyed by other camps. If you compare this to the Yuris radar vision, you will see Yuris is much much superior.

Yuri can instantly reveal the gap generator and destroy it with his missles. Yes his ships are bad but his reveal is much better than a spy plane.@Amphibious transport I didnt know that OO@V3 see below@sieage choppers are quite good: I cant argue here.@miners: I think war miners give 1000 ore if im not mistaken. Hi.ok you think allieds are superior to sovs?

That's because Allied units are supposed to be fast and can do hit and runs. Soviet kirovs act like their ground vehicles, slow moving behemoth that has tons of armor and deadly once it gets close to your buildings.2. It has always been that way since RA1, allies are supposed to be advantage in surveillance and cloaking their base.3. If you're talking about the Destroyer's ability to attack land targets, then you forgot to mention about how soviet subs have a more useful advantage: stealth.4. Dreadnoughts do more damage overall, and if the hornets get shot down (which is always the case), it's a longer wait than rearming dreadnought missiles.5.

V3 launchers have the best land range.6. The allies are supposed to be more mobile than the soviet to make up for their weaker tanks early in the game.@ hit and run: sure. As far as I know, hit and run is better than full assault due being much cheaper and much more efficient.

Thats Why I said that reason why ally are imbalanced becuz they can out maneuver with their huge speed for many of their units@V3 being better range: see my comment on blazer above. Tl;dr prism is just better than V3 launcher.@ but they have battle fortress late game. Why would they have to have spy satelite too and gap generator? Why is it all good vision techniques belong to the allies? No, the Allies are superior.

They have 4 decent factions: USA, Korea, Great Britain and France. Soviets only have one - Iraq. The only time that the game becomes 100% balanced is in the long run (50+ games) and factions/countries and maps are randomized.ummm not too sure. I still was talking just about the faction disregard special unit availabilities. I think tesla tank is ok as well, not just the desolator.

Eitherway, what would happen if we assume no one has any specialty? Like most missions in campaigns.Edited September 7, 2017 by MapDesigner. @harriers will die, yes but they would accomplish mission. Even spending 12k for something is ok to me. When I destroy ConYard + WarFactory I kind of won the game already. But I have striked with kirovs before and sometimes even attacking with 6 can failGood players won't send in their kirov airships if the route is well-defended that requires it to 'change path and run away', you send in your kirovs once you sure the way is clear (off course you need ground forces to protect to kirov so the enemy won't focus too much on anti air and the kirov forces the enemy to spend money on anti-air, meaning you have less ground resisntance). Basically, kirovs forces your enemy to go out of base to shoot them down because if a full health kirov is near their base 'kirovs will die, yes but they would accomplish mission.

Even spending a lot for those kirovs is ok to me' (I usually build one just to scare them). Also, if you have multiple airships, order them to attack different buildings, but the important ones off course! @spy plane: spy plane is the worst vision gain of the game. Many times the plane comes from the wrong side of the map and is destroyed by other camps. If you compare this to the Yuris radar vision, you will see Yuris is much much superior.

Yuri can instantly reveal the gap generator and destroy it with his missles. Yes his ships are bad but his reveal is much better than a spy plane.Spy plane is not useless at all, just because it is an inferior map reveal method doesn't mean it is useless. If you're having trouble with spy planes, then you're doing it wrong. @Allies have better vision: are you saying sov have early game so allies must have late game?

Red alert 2 soviet units

Red Alert 2 Wiki

I think they both should have options for early and late game: not identical but something.are you saying allies better vision is because of the spy satellite (since you mentioned late game)? Because allies doesn't need that, people usually scout most of the map with rocketeers early in the game, the spy sat uplink is just a bonus 'scout' for the late game, and unless you're playing freaking huge maps or ffa, people don't need spy satellite uplink if they scouted well with rocketeers, the spy satellite would only risk their shrouds getting reset and waste some energy. @V3 better range than prism: V3 cant be compared to prism tank. Prism tank has guaranteed strike. V3 only work in masses.You were saying about prisms can outrange most defenses without acknowledging anything about the V3s. The point is: at least soviet does have a long range base defense killer. We're not saying V3s are better than prism tanks, but just because it's worse doesn't mean it is entirely useless.

Remember, soviet has tank advantage so they don't need a superior long range like the prism tank. The allies send their crappy grizzlies and tank destroyers while their prism tanks do a good long range support. Soviets have their crappy V3 launchers but their superior tanks does the main job. @ but they have battle fortress late game. Why would they have to have spy satelite too and gap generator? Why is it all good vision techniques belong to the allies?the allies are supposed to be better in vision techniques, the real question here is why is the allies have powerful units?

I agree the battle fortress does give them a huge tank advantage. Totally forgot about those since I played RA2 multiplayer more than YR because how I dislike battle fortress and guardian GIs, they made soviet's supposedly supremacy on the ground easily rivaled. The only thing that's holding them back is their price tag.

I always preferred it's the soviets who should have the most powerful ground unit and is only held back by its cost (and maybe speed). I didn't completely disagree with you about Allies being too powerful compared to the Soviets.

@ Allies are hit and run = totally agree. My point is that hit and run tactics are superior to a full scale assault due to being much cheaper and more effecient.

Always forcing the opponent to re-act is what a good player want. That is why I think allies are imbalance becuz they can easily out maneuver their opponent.pro sovs are never going to let you kill their stuff with harriers.it's possible sometimes with blackeagles, but still very hard to do it against pro players.kirov succeed in doing damage more imo.(all is about your control in both cases). @V3 better range than prism: V3 cant be compared to prism tank. Prism tank has guaranteed strike.

V3 only work in masses. I needed at least 10 V3's just to do damage to soviet enemy. Probably Yuri is hard too.

Dreadnought is just much better faster and more damage than v3. V3 is just bad. Yes it can work sometimes but it is quite pathetic unit (just 1 harrier missles and shes dead). The only advantage V3 will have vs dreadnought is having vision on the rocket path. If V3 can work, it must be just becuz allies AA sucks (I dont think im the only one who think flak canons are OP compared to allies tower) I am not sure about the damage output exactly, but prism does 3 attacks for 2 from v3 launcher. The wiki also says it does more damage, but that probably differs depending on the target (maybe v3 does more damage to buildings or something?

Not too sure wiki says prism damage is 100 while v3's is 50)yes we can't compare v3 with prism tanks since v3 is a tire 2 unit and prism is tier 3. So prisms should be better overall since they can be also used in tank fights. You don't need 10 v3s to do something people don't usually use more than 4-5 v3s to deal damage to the enemy base since it's enough90% of the time.

A harrier kills a v3 in 1 shot? I thought it kills a prism in 1 shot also!

Again v3 vs dread is another useless thing to mention. V3s are tier 2 and dreads are the strongest anti land tier3 units.and about v3 and prism damaga: i haven't tried to see if their damage is the smae, but prism attack is no way 2x than v3 attack. The only adv for prism is that it's attack can't be countered while v3 missiles can be countered with AA. Plus, they have a faster reload(tier3). Also I checked the link you gave. It doesnt directly answer my points. It also assumes Soviets has to be iraq and using desolator (I guess becuz most pros do use it and its ok he brought it).

The sad thing though, was that he is bringing desolator in almost every things. Deso is counter. Chrono legioners? Deso, anything? Deso is still counter.idk why that link couldn't help you out, but sov - iraq = nothing.

Desos are more important than tanks for sovs against allied/yuri.it's true that it's a very tough unit, but it can be countered with many ways in YR(that article was about ra2). I am not saying they have to be identical. I am saying when allies have something, soviets should also have another thing. And that they also should have something for vision control.

It doesn't have to be a copy of what allies have.I also found something interesting: that someone there claiming he was top allies player in the ladder and he does not agree with the claims of the OP there and that soviets are not over powered.if you'd have enough knowledge of the game, you'd know that sov doesn't need anymore! In fact, some features should be even reduced like deso power and ic regen time.now that you claim that allieds are op, how many games can you win a pro sov with allied in a series?tbh with what i've read in your posts, i actually think 0 and the series is going to be over in less than 20 mins. It's true that allieds have good hit and run and better tech units, but they require so much skill to use. Sov isn't as hard to master.a top sov can always win a top allied in series guaranteed(ra2). In YR, they're somehow same but sovs still have some adv again. CMIN; Chrono MinerStrength=1000Armor=mediumHarvester=yesStorage=20HARV;War-MinerStrength=1000Armor=mediumHarvester=yesStorage=40Source: rulesmd.ini (game files). As you can see above the storage of the war miner is twice of the Chrono miner.V3Cluster;V3 MissileDamage=80ROF=80Range=6Speed=20Comet;Prism Beam Weapon (for the tank)Damage=100ROF=100Range=10Speed=40Source: rulesmd.ini (game files).

As you can see above the Prism tank deals 20 points of more damage per shot than a v3 missile.LCRF; Allied Landing CraftStrength=300Armor=lightSAPC; Soviet Landing CraftStrength=300Armor=heavyYHVR; Yuri Landing CraftStrength=300Armor=heavySource: rulesmd.ini (game files). As you can see above the, all the naval transports have the same amount of hitpoints, however, the armour of both the Soviet & Yuri transports is set to heavy.Edited September 8, 2017 by FReQuEnZy. I have no experience with this kinda thing. We all know that v3 has more range than a prism tank.

Why is the prism range 10 while the v3 is 6?v3cluster really is unused stuff. Frequenzy copyied the wrong stuff from inithe really used data is (rulesmd.ini, i hope ver.

InfantryConscript: Conscripts are the workhorses of the Soviet army. The lowest of the low, they are grunts armed with basic weaponry. They are most effective in groups due to their limited firepower.Secondary ability: Molotov Cocktails: Conscripts can switch to throwing this explosive concoction at enemy targets. It is particularly effective at arching over the protective shields of Allied Peacekeepers.Combat Engineer: Combat Engineers serve the functions of all Engineers in C&C 3: they can capture enemy buildings, repair friendly ones, and capture neutral structures. The Soviet Engineers carry a very small pistol which is mainly suited to killing other Engineers.Secondary ability: Battle Bunker: The Engineer can construct a small battle bunker on the battlefield that infantry can use for shelter.War Bear: The Soviets answer to an enemy unit is generally to utilize one of their own that is bigger, stronger, and louder.

So is the case with the War Bear, the answer to the Allies' Attack Dog. Like the dog, the War Bear excels at killing enemy infantry.Secondary ability: Roar: The War Bear can emit a loud and fearsome roar on the battlefield, stunning nearby infantry.Flak Trooper: Flak Troopers saw combat in Red Alert 2, and are back again for this fight. Carrying a shoulder-mounted Flak weapon, they can fire explosive ordnance at enemy infantry (for best results, aim at groups of infantry) and aircraft.Secondary ability: Magnetic Mines: Flak Troopers can plant mines on the battlefield that stick to and slowly damage enemy vehicles.Tesla Troopers: Another old friend, Tesla Troopers carry a portable Tesla weapon with them on the battlefield capable of frying enemy vehicles and infantry alike. As in Red Alert 2, they can power friendly Tesla Coils in the event of a power outage.Secondary ability: EM Disruption: Tesla Troops can, using their specialized weapon, emit a small EM wave that briefly disables nearby enemy vehicles.Natasha: Natasha is a Soviet Commando par excellance. Armed with a high-powered sniper rifle, she can shred enemy infantry on the battlefield and use her devastating secondary ability against vehicles.Secondary ability: Pilot Snipe: Natasha can snipe the pilots of enemy vehicles, allowing friendly troops to commandeer them.