Follow TV Tropes

Following

History YMMV / MentalOmega

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CatharsisFactor: Soviet Mission 23, Fatal Impact, is infamous for being one of the most complex missions in the entire game, as you need to manage three separate forces simultaneously to assault an excessively-defended Epsilon base within a given time limit. However, this mission also features an extremely-elaborate easter egg that changes the gameplay of the mission to something entirely different, and rewards you at the end by presenting the initial objective... [[spoiler:and gives you control of three Soviet super-soldiers that are so powerful they ''redefine'' OneManArmy.]]
Is there an issue? Send a MessageReason:
None


** [[CreatorsPest Speeder hates the Allies]].[[labelnote:Explanation]]Both fans and detractors of the mod have taken notice of how the Allies consistently either lose to the Soviets and Epsilon, or achieve victories over them that quickly wind up meaningless or just buying time for them. This has lead to jokes that Speeder, the mod's creator, secretly hates the Allies.[[/labelnote]]

to:

** [[CreatorsPest Speeder hates the Allies]].[[labelnote:Explanation]]Both fans and detractors of the mod have taken notice of on how the Allies Allied Nations consistently either lose to the Soviets and Epsilon, or achieve victories over them that quickly wind up meaningless or just buying time for them. This has lead to jokes that Speeder, the mod's creator, secretly hates the Allies.[[/labelnote]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[CreatorsPest Speeder hates the Allies]].[[labelnote:Explanation]]Both fans and detractors of the mod have taken notice of how the Allies consistently either lose to the Soviets and Epsilon, or achieve victories over them that quickly wind up meaningless or just buying time for them. This has lead to jokes that Speeder, the mod's creator, secretly hates the Allies.[[/labelnote]]
Is there an issue? Send a MessageReason:
None


* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan. The fact that Epsilon began rounding up anyone who are immune to mind control and sending them into the grinders can kill any remaining sympathy or understanding that one has for Yuri entirely.

to:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of for inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan. The [[spoiler:The fact that Epsilon began rounding up anyone who are immune to mind control and sending them into the grinders can kill any remaining sympathy or understanding that one has for Yuri entirely.]]
Is there an issue? Send a MessageReason:
None


* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan. The fact that Epsilon begins rounding up any person whose immune to mind control and sending them into the grinders can kill any remaining sympathy or understanding that one has for Yuri entirely.

to:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan. The fact that Epsilon begins began rounding up any person whose anyone who are immune to mind control and sending them into the grinders can kill any remaining sympathy or understanding that one has for Yuri entirely.
Is there an issue? Send a MessageReason:
None


* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan.

to:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting them in their conquest of the world, only to turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them not being part of the 2nd phase of their plan. The fact that Epsilon begins rounding up any person whose immune to mind control and sending them into the grinders can kill any remaining sympathy or understanding that one has for Yuri entirely.
Is there an issue? Send a MessageReason:
None


* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining their obscene brutality and love of inhumane weaponry, as well as assisting the brutal Soviets in their conquest of the world only to betray them to take over the world instead.

to:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon (the faction he leads) still retaining their the obscene brutality and love of inhumane weaponry, that their counterparts in the vanilla version of ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' had, as well as being complicit in all of the acts of cruelty the Soviets engaged in thanks to assisting the brutal Soviets them in their conquest of the world world, only to betray turn against them, [[YouHaveOutlivedYourUsefulness solely because they no longer needed their assistance]] due to them to take over not being part of the world instead.2nd phase of their plan.
Is there an issue? Send a MessageReason:
None


*** "[[https://www.youtube.com/watch?v=P6ho3jU4bzM Machines Collide]]" again by Frank Klepacki plays over the opening of Hamartia (Allied 24) an ominous yet epic score for the ominous initial stage of the mission set in Epsilon's underground isntallation underneath the Mental Omega Device.

to:

*** "[[https://www.youtube.com/watch?v=P6ho3jU4bzM Machines Collide]]" again by Frank Klepacki plays over the opening of Hamartia (Allied 24) an ominous yet epic score for the ominous initial stage of the mission set in Epsilon's underground isntallation installation underneath the Mental Omega Device.



*** "[[https://www.youtube.com/watch?v=aK8VBkZBPpE From Chaos]]" also by World Beyond, [[https://www.youtube.com/watch?v=FI4cKWsebF0 its instrumental version]] is used in the "[[https://www.youtube.com/watch?v=g2HfWctqgtA The Finale Trailer]]", a somewhat sinister track reflecting the imminent threat of the Mental Omega Device on the world, yet offers a glimpse of hope. The lyrics conveys the Allies' perspective in their assault against said device in Antartica.

to:

*** "[[https://www.youtube.com/watch?v=aK8VBkZBPpE From Chaos]]" also by World Beyond, [[https://www.youtube.com/watch?v=FI4cKWsebF0 its instrumental version]] is used in the "[[https://www.youtube.com/watch?v=g2HfWctqgtA The Finale Trailer]]", a somewhat sinister track reflecting the imminent threat of the Mental Omega Device on the world, yet offers a glimpse of hope. The lyrics conveys the Allies' perspective in their assault against said device in Antartica.Antarctica.



** The Foehn Revolt itself is this. They are either beloved because of the utterly badass looking futuristic design of their structures, infantry, and vehicles, yet some absolutely despise them due to finding them extremely annoying to fight against due to how their units and support powers are able to inflict a wide variety of negative status effects, such as the Clairvoyants and Giantsbanes ability to paralyze infantry, the Deviatresses, Angelsharks, Irritators, and the Chaos Touch support powers ability to inflict confusion, which causes units to wander around randomly, attacking indiscriminately, as well as the Raccoons and their Haihead-exclusive counterparts the Hovracoons, as well as the Blackout Missile support power, which all have the ability to disable vehicles and structures, as well as the similarily functioning Orcinus Waveshaper which is able to exclusively disable vehicles weaponry, with the only thing not affected being infantry and aircraft. It should be also noted that they also have the ability to disable support powers, superweapons included through the use of the Raccoons, Hovracoons, Signal Inhibitors, and the Signal Jammer support power as well, which create a field that blocks the ability to do so in their radius, with the Signal Inhibitors radius being large enough that, in spite of only being able to build three of them, they're able to cover up an average sized base when positioned correctly.

to:

** The Foehn Revolt itself is this. They are either beloved because of the utterly badass looking futuristic design of their structures, infantry, and vehicles, yet some absolutely despise them due to finding them extremely annoying to fight against due to how their units and support powers are able to inflict a wide variety of negative status effects, such as the Clairvoyants and Giantsbanes ability to paralyze infantry, the Deviatresses, Angelsharks, Irritators, and the Chaos Touch support powers ability to inflict confusion, which causes units to wander around randomly, attacking indiscriminately, as well as the Raccoons and their Haihead-exclusive counterparts the Hovracoons, as well as the Blackout Missile support power, which all have the ability to disable vehicles and structures, as well as the similarily similarly functioning Orcinus Waveshaper which is able to exclusively disable vehicles weaponry, with the only thing not affected being infantry and aircraft. It should be also noted that they also have the ability to disable support powers, superweapons included through the use of the Raccoons, Hovracoons, Signal Inhibitors, and the Signal Jammer support power as well, which create a field that blocks the ability to do so in their radius, with the Signal Inhibitors radius being large enough that, in spite of only being able to build three of them, they're able to cover up an average sized base when positioned correctly.



** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them, combined with Signal Inhibitors, a Foehn structure which has the same ability to disable support powers, except with a much larger radius than them, can prevent you from using your superweapons on an enemy Foehn base. To make matters worse, they have the ability to "hack" armor units and aircraft alike which disables their weaponry, rendering the only way of safely getting rid of them is to use artilery units or flying infantry such as the Rocketers, Gyrocopters, and Neonwasps. God help you if there are anti-air defenses and units nearby.

to:

** The Raccoons and Hovracoons are the bane of every Superweapon in the game, due to their passive ability to prevent you from using support powers, superweapons included, in a decent radius around them, as just a handful of them, combined with Signal Inhibitors, a Foehn structure which has the same ability to disable support powers, except with a much larger radius than them, can prevent you from using your superweapons on an enemy Foehn base. To make matters worse, they have the ability to "hack" armor units and aircraft alike which disables their weaponry, rendering the only way of safely getting rid of them is to use artilery artillery units or flying infantry such as the Rocketers, Rocketeers, Gyrocopters, and Neonwasps. God help you if there are anti-air defenses and units nearby.



* GoddamnedBats: The Foehn Revolt's Clairvoyants, for those attempting to obtain a stolen tech unit against the aformentioned faction, mainly thanks to their ability to detect disguised infantry as well as their primary weapon being a stun-gun.

to:

* GoddamnedBats: The Foehn Revolt's Clairvoyants, for those attempting to obtain a stolen tech unit against the aformentioned aforementioned faction, mainly thanks to their ability to detect disguised infantry as well as their primary weapon being a stun-gun.



* HypeBacklash: Despite the popularity of the mod itself, it still became clear that the mod isn't immune to criticism, as Yunru, Libra, Eureka, and the Foehn Revolt as a whole are all highly divisive, as the former three are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.

to:

* HypeBacklash: Despite the popularity of the mod itself, it still became clear that the mod isn't immune to criticism, as Yunru, Libra, Eureka, and the Foehn Revolt as a whole are all highly divisive, as the former three are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency efficiency of Conscripts and Flak Troopers, which have both received buffs to their durability.



** [[spoiler:The Allied Commander's HeroicSacrifice by making the Paradox Engine collide with the Mental Omega Device, in a last ditch attempt to destroy it, has been likened by many with what Tassadar does to the Overmind at the end of the Protoss's first campaign in ''VideoGame/StarcraftI'' (although the Allied Commander's is far less effective). Some go as far as to paraphrase what Tassadar says so that it applies with the contedt of ''Hamartia''.]]

to:

** [[spoiler:The Allied Commander's HeroicSacrifice by making the Paradox Engine collide with the Mental Omega Device, in a last ditch attempt to destroy it, has been likened by many with what Tassadar does to the Overmind at the end of the Protoss's first campaign in ''VideoGame/StarcraftI'' (although the Allied Commander's is far less effective). Some go as far as to paraphrase what Tassadar says so that it applies with the contedt content of ''Hamartia''.]]



*** Think Different has you hijack a Chinese base to infiltrate a Tech Center and then wipe out the Pacific Front forces in the area. Like pretty much every other based mission in the mod, every inch of territory outside of your starting area is heavily-fortified, including your primary ''ore field'', meaning the pittance of resources you'll get from the nearby oil derricks will be your only source of income until you can slap together a preliminary force to clean out the closest areas. Meanwhile, the enemy will be launching near-constant assaults with mixtures of infantry clusters, tanks, and siege weaponry almost from the word "go"; if you aren't prepared to counter their frequent assaults, your makeshift base will be leveled in short order. The easiest way to drill through the enemy's fortifications are with rolling waves of the MightyGlacier units, the Nuwa Cannon and/or Kirovs. So just take it slow and claim their territory inch by inch, right? Did we mention this is a TimedMission, and failing to complete the objectives in time will result in the main Chinese army arriving and curbstomping your forces? For bonus fun, capturing the (heavily-guarded) Tech Center is not enough; you then have to wipe out every Pacific Front base on the map. Like any campaign AI, they'll contiuously rebuild destroyed structures until you take out their (equally-heavily-guarded) Construction Yard, making attrition difficult. Oh, and you only have three Spies and can't train more, so if you lose all three before infiltrating the Tech Center, Mission Failed for you!
*** Epsilon's Act One finale, Moonlight. It ''starts'' with you having a modest attack force you'll need to take out a heavily-fortified base - the layout of the map means you have no choice but a full-frontal assault, and if you micro poorly, or are even just unlocky, losing too many critical units can make the following parts unmanageable. Once you've seized the base and captured the Rocket Pad there, you get reinforcements - including an MCV to finally start building a base. Unfortunately, that was the easy part. From there on out, you'll be under ''constant'' assault from three different directions and a full mix of enemy units types - including infantry swarms, heavy armor, Scud Launchers and Kirovs, many of which will periodically spawn in ''for free'' from the edges of the map (so leveling the enemy bases won't buy you any breathing room). If that doesn't sound bad enough, there's your actual objective, which is to capture and hold three other Rocket Pads in the three other enemy bases on the map. Two are at least relatively-lightly defended, but the third is a nightmare, with multiple layers of defenses (including ''three Apocalypse Tanks'' that will eat most assault forces for breakfast), and the only way in is through the front door. Then realize you somehow have to juggle an effective attack force while guarding all three of your base's flanks against constant mixed assaults, as well as the near-constant rain of paradropped infantry, tanks, and Terror Drones right in the heart of your base (did we forget to mention that?) And the big crowner of all this? Just like Think Different, you have a time limit - run out and the main Soviet army will arrive and wipe out your forces with ease. The one upside is you start with a generous amount of credits, but your only "safe" ore field is pitifully small, and the others (as well as the Oil Derricks) are directly in the line of fire. You have to effectively juggle and micro so many different perspectives at once, all while under a time limit, that a casual player can be easily overwhelmed.
*** Even the ones that ''aren't'' ball-bustingly-hard are anything but easy; Shipwrecked is the fourth Epsilon mission and is a wake-up call to the fact that the based missions won't be any easier than the baseless ones. You start off by capturing an Allied Construction Yard, which you are then tasked with using to destroy the Allied Aircraft Carrier fleet located on the opposite end of the map. Not so bad, but there are a few issues - the map is a series of islands, meaning any land units you want to attack with will have to be transported. Additionally, the Aircraft Carrier's hard counters - subs, and the anti-armor artillery naval units - are not available to you, and what you DO have access to, the Carriers both outrange and outdamage. You can get Zephyr artillery via the Tech Center hidden in the top right, but they're still outranged and will be chewed up and spat out by the Carriers without fodder to soak their attacks - plus they're still land units, so you'll need to use transports to get them in range. Additionally, the Allies will send periodic paradrops, Rocketeers, and transports full of vehicles to assault your base - while it's not unmanageable, a player who doesn't pay sufficient attention to their defenses can take a lot of losses before they can effectively secure their base. Finally, after a certain point, the Allied assault waves will include packs of Engineers who will try to mass-capture the player's buildings, starting with their Construction Yard and Barracks. If you're not paying attention, your defenses focus on the other units and the Engineers successfully bum-rush both? Time to reload. Altogether, while this mission is a far cry from the difficulty of the other maps, it's a definite kick in the teeth for the typical player expecting an easy, early based mission.

to:

*** Think Different has you hijack a Chinese base to infiltrate a Tech Center and then wipe out the Pacific Front forces in the area. Like pretty much every other based mission in the mod, every inch of territory outside of your starting area is heavily-fortified, including your primary ''ore field'', meaning the pittance of resources you'll get from the nearby oil derricks will be your only source of income until you can slap together a preliminary force to clean out the closest areas. Meanwhile, the enemy will be launching near-constant assaults with mixtures of infantry clusters, tanks, and siege weaponry almost from the word "go"; if you aren't prepared to counter their frequent assaults, your makeshift base will be leveled in short order. The easiest way to drill through the enemy's fortifications are with rolling waves of the MightyGlacier units, the Nuwa Cannon and/or Kirovs. So just take it slow and claim their territory inch by inch, right? Did we mention this is a TimedMission, and failing to complete the objectives in time will result in the main Chinese army arriving and curbstomping curb-stomping your forces? For bonus fun, capturing the (heavily-guarded) Tech Center is not enough; you then have to wipe out every Pacific Front base on the map. Like any campaign AI, they'll contiuously rebuild destroyed structures until you take out their (equally-heavily-guarded) Construction Yard, making attrition difficult. Oh, and you only have three Spies and can't train more, so if you lose all three before infiltrating the Tech Center, Mission Failed for you!
*** Epsilon's Act One finale, Moonlight. It ''starts'' with you having a modest attack force you'll need to take out a heavily-fortified base - the layout of the map means you have no choice but a full-frontal assault, and if you micro poorly, or are even just unlocky, unucky, losing too many critical units can make the following parts unmanageable. Once you've seized the base and captured the Rocket Pad there, you get reinforcements - including an MCV to finally start building a base. Unfortunately, that was the easy part. From there on out, you'll be under ''constant'' assault from three different directions and a full mix of enemy units types - including infantry swarms, heavy armor, Scud Launchers and Kirovs, many of which will periodically spawn in ''for free'' from the edges of the map (so leveling the enemy bases won't buy you any breathing room). If that doesn't sound bad enough, there's your actual objective, which is to capture and hold three other Rocket Pads in the three other enemy bases on the map. Two are at least relatively-lightly defended, but the third is a nightmare, with multiple layers of defenses (including ''three Apocalypse Tanks'' that will eat most assault forces for breakfast), and the only way in is through the front door. Then realize you somehow have to juggle an effective attack force while guarding all three of your base's flanks against constant mixed assaults, as well as the near-constant rain of paradropped infantry, tanks, and Terror Drones right in the heart of your base (did we forget to mention that?) And the big crowner of all this? Just like Think Different, you have a time limit - run out and the main Soviet army will arrive and wipe out your forces with ease. The one upside is you start with a generous amount of credits, but your only "safe" ore field is pitifully small, and the others (as well as the Oil Derricks) are directly in the line of fire. You have to effectively juggle and micro so many different perspectives at once, all while under a time limit, that a casual player can be easily overwhelmed.
*** Even the ones that ''aren't'' ball-bustingly-hard are anything but easy; Shipwrecked is the fourth Epsilon mission and is a wake-up call to the fact that the based missions won't be any easier than the baseless ones. You start off by capturing an Allied Construction Yard, which you are then tasked with using to destroy the Allied Aircraft Carrier fleet located on the opposite end of the map. Not so bad, but there are a few issues - the map is a series of islands, meaning any land units you want to attack with will have to be transported. Additionally, the Aircraft Carrier's hard counters - subs, and the anti-armor artillery naval units - are not available to you, and what you DO have access to, the Carriers both outrange and outdamage.out-damage. You can get Zephyr artillery via the Tech Center hidden in the top right, but they're still outranged and will be chewed up and spat out by the Carriers without fodder to soak their attacks - plus they're still land units, so you'll need to use transports to get them in range. Additionally, the Allies will send periodic paradrops, Rocketeers, and transports full of vehicles to assault your base - while it's not unmanageable, a player who doesn't pay sufficient attention to their defenses can take a lot of losses before they can effectively secure their base. Finally, after a certain point, the Allied assault waves will include packs of Engineers who will try to mass-capture the player's buildings, starting with their Construction Yard and Barracks. If you're not paying attention, your defenses focus on the other units and the Engineers successfully bum-rush both? Time to reload. Altogether, while this mission is a far cry from the difficulty of the other maps, it's a definite kick in the teeth for the typical player expecting an easy, early based mission.



** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.

to:

** While most Challenges would end on this category due to [[SNKBoss the unfair advantages the enemies have]], the Regenbogen Challenge takes the cake. While all other challenges are difficult but predictable, letting you figure out how to turtle against the AI, Regenbogen is difficult and '''un'''predictable thanks to its random weather effects. It is perfectly possible for an otherwise impenetrable base to be outright ruined if you get several of the nastiest weather effects in a row. The Yellow weather effect, which sends up to 30 Hunter-Seekers to the players' bases, causing a lot of destruction on their path, is especially infamous, with many guides simply telling players to quit if they happen to get two Yellows in a row, moreso more-so in the early-game. Even if you can survive the onslaught of the Yellow weather, you still have to deal with the weather effects that Suppresses all your non-epic, non-projectile units, and the one that effectively turns practically all your units into {{One Hit Point Wonder}}s, greatly limiting the viable factions for this challenge.



* TooBleakStoppedCaring: It's hard to get invested in the story at all thanks to the Allies, the protagonists, being cartoonishly incompetent and unable to achieve any sort of meaningful victory, while there's nothing about the Soviets that makes one want to root for them thanks to a combination of them no longer being the underdogs due to a case of AdaptationalBadass, but also due to characters that served to make them sympathetic either being changed into being more villainous such as Premiere Alexander Romanov, or AdaptedOut entirely such as Lt. Zofia and General Vladimir, and Epsilon as a whole being UnintentionallyUnsympathetic thanks to their brutality being equal to that of the Soviets. [[spoiler:Arguably, the only silver lining is that the ending reveals that the remnants of each faction, that managed to escape to safety from the effects of the Mental Omega Device, have grouped together to form the Foehn Revolt.]]

to:

* TooBleakStoppedCaring: It's hard to get invested in the story at all thanks to the Allies, the protagonists, being cartoonishly incompetent and unable to achieve any sort of meaningful victory, while there's nothing about the Soviets that makes one want to root for them thanks to a combination of them no longer being the underdogs due to a case of AdaptationalBadass, but also due to characters that served to make them sympathetic either being changed into being more villainous such as Premiere Alexander Romanov, or AdaptedOut entirely such as Eva [=McKenna=], Lt. Zofia Zofia, and General Vladimir, and Epsilon as a whole being UnintentionallyUnsympathetic thanks to their brutality being equal to that of the Soviets. [[spoiler:Arguably, the only silver lining is that the ending reveals that the remnants of each faction, that managed to escape to safety from the effects of the Mental Omega Device, have grouped together to form the Foehn Revolt.]]
Is there an issue? Send a MessageReason:
Vladimir? Romanov's given name is Alexander.


* TooBleakStoppedCaring: It's hard to get invested in the story at all thanks to the Allies, the protagonists, being cartoonishly incompetent and unable to achieve any sort of meaningful victory, while there's nothing about the Soviets that makes one want to root for them thanks to a combination of them no longer being the underdogs due to a case of AdaptationalBadass, but also due to characters that served to make them sympathetic either being changed into being more villainous, such as General Vladimir Romanov, or AdaptedOut entirely, such as Lt. Zofia, as well as Epsilon as a whole being UnintentionallyUnsympathetic thanks to their brutality being equal to that of the Soviets. [[spoiler:Arguably the only thing to avert this is that the ending reveals that the remnants of each faction that managed to escape to safety from the effects of the Mental Omega Device have grouped together to form the Foehn Revolt.]]

to:

* TooBleakStoppedCaring: It's hard to get invested in the story at all thanks to the Allies, the protagonists, being cartoonishly incompetent and unable to achieve any sort of meaningful victory, while there's nothing about the Soviets that makes one want to root for them thanks to a combination of them no longer being the underdogs due to a case of AdaptationalBadass, but also due to characters that served to make them sympathetic either being changed into being more villainous, villainous such as General Vladimir Premiere Alexander Romanov, or AdaptedOut entirely, entirely such as Lt. Zofia, as well as Zofia and General Vladimir, and Epsilon as a whole being UnintentionallyUnsympathetic thanks to their brutality being equal to that of the Soviets. [[spoiler:Arguably [[spoiler:Arguably, the only thing to avert this silver lining is that the ending reveals that the remnants of each faction faction, that managed to escape to safety from the effects of the Mental Omega Device Device, have grouped together to form the Foehn Revolt.]]
Is there an issue? Send a MessageReason:
None


* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon, the faction he leads, still retaining their obscene brutality, and love of inhumane weaponry, as well as assisting the brutal Soviets in their conquest of the world, only to betray them to take over the world instead.

to:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon, the Epsilon (the faction he leads, leads) still retaining their obscene brutality, brutality and love of inhumane weaponry, as well as assisting the brutal Soviets in their conquest of the world, world only to betray them to take over the world instead.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TooBleakStoppedCaring: It's hard to get invested in the story at all thanks to the Allies, the protagonists, being cartoonishly incompetent and unable to achieve any sort of meaningful victory, while there's nothing about the Soviets that makes one want to root for them thanks to a combination of them no longer being the underdogs due to a case of AdaptationalBadass, but also due to characters that served to make them sympathetic either being changed into being more villainous, such as General Vladimir Romanov, or AdaptedOut entirely, such as Lt. Zofia, as well as Epsilon as a whole being UnintentionallyUnsympathetic thanks to their brutality being equal to that of the Soviets. [[spoiler:Arguably the only thing to avert this is that the ending reveals that the remnants of each faction that managed to escape to safety from the effects of the Mental Omega Device have grouped together to form the Foehn Revolt.]]


Added DiffLines:

* UnintentionallyUnsympathetic: Yuri is portrayed as being a WellIntentionedExtremist here who wants to forcibly induce world peace by mind controlling everybody on the planet, rather than the cartoonishly evil monster of a man who has no redeeming features whatsoever. However, this characterization falls flat due to Epsilon, the faction he leads, still retaining their obscene brutality, and love of inhumane weaponry, as well as assisting the brutal Soviets in their conquest of the world, only to betray them to take over the world instead.
Is there an issue? Send a MessageReason:


* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't immune to criticism, as Yunru, Libra, Eureka, and the Foehn Revolt as a whole are all highly divisive, as the former three are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.

to:

* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show still became clear that it the mod isn't immune to criticism, as Yunru, Libra, Eureka, and the Foehn Revolt as a whole are all highly divisive, as the former three are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Narm}}: The Foehn Revolt may sound a little silly to German speakers, since Foehn means "hairdryer" in German.
Is there an issue? Send a MessageReason:
None


* WhatAnIdiot: The Allies in the finale of ''Hamartia''. They need to keep the Paradox Conductors safe, as the Paradox Engine's Prism Cannons are the only reliable counter they have to [[PersonOfMassDestruction Libra]], the AxeCraxy SuperSoldier who's just repelled their prior assault on the Mental Omega Device, crushed most of the Southern Cross Division's forces already and is the greatest threat to the Paradox Engine on the field.
** '''You'd Expect''': They would have [[TrueSight Robot Tanks]] and [[TheNoseKnows Attack Dogs]] practically sitting on the Paradox Conductors in case Epsilon somehow manage to get Infiltrators into the Engine. After all, they've already managed to sneak an attack force right on top of the London Fortress, and the Allies REALLY can't afford to take chances with the [[LastStand utterly]] [[DarkestHour dire straits]] they're in.
** '''Instead''': They have intermittent dog patrols in random corridors or roaming quite far away from the Conductors themselves, while what Robot Tanks they have in the area tend to just sit around and do nothing.
** '''Even Worse''': The one time they ''do'' have Robot Tanks sitting at the one entrance to the last Paradox Conductor, '''all''' of them are programmed to go check on the nearby Cryo supplies in the event they're damaged, instead of just having one go while the other two stay. Predictably, the Infiltrators that Epsilon get into the Engine have no trouble weaving around the dog patrols and luring the Robot Tanks away with some sabotage.
** '''As A Result''': All the Prism Cannons go down right as the Engine has recharged and is moving into position, leaving the Allies with only the Time Freeze on their side...which Libra can already NoSell thanks a stolen Chrono Backpack. The Allies' final gambit fails as Libra cripples the Paradox Engine before it can de-sync the Mental Omega from the world, allowing Epsilon to butcher almost all of the remaining Allied forces and unleash their global mind control, leaving it up to the [[LaResistance Foehn Revolt]] to fight back.
Is there an issue? Send a MessageReason:
None


'''You'd Expect''': They would have [[TrueSight Robot Tanks]] and [[TheNoseKnows Attack Dogs]] practically sitting on the Paradox Conductors in case Epsilon somehow manage to get Infiltrators into the Engine. After all, they've already managed to sneak an attack force right on top of the London Fortress, and the Allies REALLY can't afford to take chances with the [[LastStand utterly]] [[DarkestHour dire straits]] they're in.
'''Instead''': They have intermittent dog patrols in random corridors or roaming quite far away from the Conductors themselves, while what Robot Tanks they have in the area tend to just sit around and do nothing.
'''Even Worse''': The one time they ''do'' have Robot Tanks sitting at the one entrance to the last Paradox Conductor, '''all''' of them are programmed to go check on the nearby Cryo supplies in the event they're damaged, instead of just having one go while the other two stay. Predictably, the Infiltrators that Epsilon get into the Engine have no trouble weaving around the dog patrols and luring the Robot Tanks away with some sabotage.
'''As A Result''': All the Prism Cannons go down right as the Engine has recharged and is moving into position, leaving the Allies with only the Time Freeze on their side...which Libra can already NoSell thanks a stolen Chrono Backpack. The Allies' final gambit fails as Libra cripples the Paradox Engine before it can de-sync the Mental Omega from the world, allowing Epsilon to butcher almost all of the remaining Allied forces and unleash their global mind control, leaving it up to the [[LaResistance Foehn Revolt]] to fight back.

to:

** '''You'd Expect''': They would have [[TrueSight Robot Tanks]] and [[TheNoseKnows Attack Dogs]] practically sitting on the Paradox Conductors in case Epsilon somehow manage to get Infiltrators into the Engine. After all, they've already managed to sneak an attack force right on top of the London Fortress, and the Allies REALLY can't afford to take chances with the [[LastStand utterly]] [[DarkestHour dire straits]] they're in.
'''Instead''': **'''Instead''': They have intermittent dog patrols in random corridors or roaming quite far away from the Conductors themselves, while what Robot Tanks they have in the area tend to just sit around and do nothing.
** '''Even Worse''': The one time they ''do'' have Robot Tanks sitting at the one entrance to the last Paradox Conductor, '''all''' of them are programmed to go check on the nearby Cryo supplies in the event they're damaged, instead of just having one go while the other two stay. Predictably, the Infiltrators that Epsilon get into the Engine have no trouble weaving around the dog patrols and luring the Robot Tanks away with some sabotage.
** '''As A Result''': All the Prism Cannons go down right as the Engine has recharged and is moving into position, leaving the Allies with only the Time Freeze on their side...which Libra can already NoSell thanks a stolen Chrono Backpack. The Allies' final gambit fails as Libra cripples the Paradox Engine before it can de-sync the Mental Omega from the world, allowing Epsilon to butcher almost all of the remaining Allied forces and unleash their global mind control, leaving it up to the [[LaResistance Foehn Revolt]] to fight back.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WhatAnIdiot: The Allies in the finale of ''Hamartia''. They need to keep the Paradox Conductors safe, as the Paradox Engine's Prism Cannons are the only reliable counter they have to [[PersonOfMassDestruction Libra]], the AxeCraxy SuperSoldier who's just repelled their prior assault on the Mental Omega Device, crushed most of the Southern Cross Division's forces already and is the greatest threat to the Paradox Engine on the field.
'''You'd Expect''': They would have [[TrueSight Robot Tanks]] and [[TheNoseKnows Attack Dogs]] practically sitting on the Paradox Conductors in case Epsilon somehow manage to get Infiltrators into the Engine. After all, they've already managed to sneak an attack force right on top of the London Fortress, and the Allies REALLY can't afford to take chances with the [[LastStand utterly]] [[DarkestHour dire straits]] they're in.
'''Instead''': They have intermittent dog patrols in random corridors or roaming quite far away from the Conductors themselves, while what Robot Tanks they have in the area tend to just sit around and do nothing.
'''Even Worse''': The one time they ''do'' have Robot Tanks sitting at the one entrance to the last Paradox Conductor, '''all''' of them are programmed to go check on the nearby Cryo supplies in the event they're damaged, instead of just having one go while the other two stay. Predictably, the Infiltrators that Epsilon get into the Engine have no trouble weaving around the dog patrols and luring the Robot Tanks away with some sabotage.
'''As A Result''': All the Prism Cannons go down right as the Engine has recharged and is moving into position, leaving the Allies with only the Time Freeze on their side...which Libra can already NoSell thanks a stolen Chrono Backpack. The Allies' final gambit fails as Libra cripples the Paradox Engine before it can de-sync the Mental Omega from the world, allowing Epsilon to butcher almost all of the remaining Allied forces and unleash their global mind control, leaving it up to the [[LaResistance Foehn Revolt]] to fight back.
Is there an issue? Send a MessageReason:
None


** Yunru, Libra, and Eureka, who are often called the "[[{{Animesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with an anime characters appearance, and, as some argue regarding the first, concept-wise. Some like them either because of their appealing designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use a "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.

to:

** Yunru, Libra, and Eureka, who are often called the "[[{{Animesque}} anime]]" [[HeroUnit commandos]] due to their appearances having more in common with an anime characters appearance, character from a military sci-fi setting, and, as some argue regarding the first, concept-wise. Some like them either because of their appealing designs, while others dislike them because they see them as being out of place next to other commandos and even infantry units, who tend to use a "grittier" and more practical designs. There are of course, also a third group who don't particularly care about the "anime" trio and simply enjoy the game.
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't immune to criticism, as Yunru, Libra, and the Foehn Revolt as a whole are all highly divisive, as the former two are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.

to:

* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't immune to criticism, as Yunru, Libra, Eureka, and the Foehn Revolt as a whole are all highly divisive, as the former two three are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win without much strategy in mind, which has caused the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.
Is there an issue? Send a MessageReason:
None


** Syncronin and their upgraded counterparts, Syncronauts, also count as this, due to their ability to decrease the durability of structures, which admittedly doesn't sound too bad on paper, while in actuality, they are yet another headache inducing unit due to how the defense debuff they inflcit being stackable, with the Syncronin also having an absurd range and the Syncronaut being stealthed and able to debuff multiple structures in close proximity with one another to make up for their dramatically decreased range.

to:

** Syncronin and their upgraded counterparts, Syncronauts, also count as this, due to their ability to decrease the durability of structures, which admittedly doesn't sound too bad on paper, while in actuality, they are yet another headache inducing unit due to how the defense unit, as their debuff they inflcit being is stackable, with while the Syncronin also having have an absurd range and range, while the Syncronaut being Syncronauts are stealthed and able to debuff multiple structures in close proximity with one another to make up for their dramatically decreased range.range, essentially making them into a faster working, infinitely more spammable version of the Allied Cryocopters which were nerfed for their reappearance in Mental Omega so that the speed at which their freeze ray works isn't stackable.
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't criticism, as Yunru, Libra, and the Foehn Revolt as a whole are all highly divisive, as the former two are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers, and the gameplay itself has been criticized as revolving around as simply spamming as many units as possible to win, which has caused to Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.

to:

* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't immune to criticism, as Yunru, Libra, and the Foehn Revolt as a whole are all highly divisive, as the former two are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts, concepts conflicting with the more grounded and occidental character designs of other infantry and commandos, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers, and the powers making them a chore to fight against if it's against a player who knows what they're doing. The gameplay itself has also been criticized as revolving around as simply spamming as many units as possible to win, win without much strategy in mind, which has caused to the Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HypeBacklash: Despite the popularity of the mod itself, it has recently begun to show that it isn't criticism, as Yunru, Libra, and the Foehn Revolt as a whole are all highly divisive, as the former two are seen as out-of-place in the game due to their blatantly anime-esque designs and overall character concepts, while the Foehn Revolt itself is reviled by some due to their many status effect inducing units and support powers, and the gameplay itself has been criticized as revolving around as simply spamming as many units as possible to win, which has caused to Soviets to be criticized as well due to their gameplay relying heavily on masses of units to overwhelm the enemy leading to them being seen as overpowered thanks to the sheer price efficency of Conscripts and Flak Troopers, which have both received buffs to their durability.

Added: 2715

Changed: 1101

Is there an issue? Send a MessageReason:
None


** "Fatal Impact" (Soviet 23) is not a particularly difficult mission and, on paper, it's very straightforward to find the Spatha Defense Systems and destroy them. ''On paper''. On practice, the map has a very confusing layout and you have three armies that are effectively cut off from each other (you ''can'' send air units between each group, but the anti-air defenses are so extreme it's not worth trying). You have to manage an MCV-less base in the top right, Volkov and Chitzkoi (and some Grumbles you can pick up) on the top left, and your only MCV on the bottom left. Then there's the matter of reaching the Spatha Defense Systems themselves, for some of them are placed in locations that look like they can be approached by one of your three armies, only for it to turn out that you need to reach it with another. While you do have two hours and a half of in-game time to beat the mission, between the layout, the managing of all armies, and knowing in which order you have to take on them means you might as well run out of time in your first try. There's a reason the loading screen warns you in that it's going to be "a long battle".

to:

** The two final Soviet Act 2 Missions are noted to be considerably harder than those of the other three factions:
*** Both missions have the shared trait that air units are almost unusable in offense.
"Fatal Impact" (Soviet 23) features an absolutely ridiculous amount of heavy anti-aircraft defenses (Oxidizers, Gehenna Platforms, deployed Colossi, Sentinels, Tech SAM Bunkers...) that can tear through even Kirovs like they are made of paper, whereas "Death's Hand" features a more 'conventional' end-game defense of Dybbuk Hives... except these cannot be disabled until the final objective is complete, meaning assaulting the enemy bases will have to be done with ground units.
*** "Fatal Impact", on paper,
is not a particularly difficult mission and, on paper, and it's very straightforward to find the Spatha Defense Systems and destroy them. ''On paper''. On practice, the map has a very confusing layout and you have three armies that are effectively cut off from each other (you ''can'' send air units between each group, but but, as mentioned above, the anti-air defenses are so extreme it's not worth trying). You have to manage an MCV-less base in the top right, Volkov and Chitzkoi (and some Grumbles you can pick up) on the top left, and your only MCV on the bottom left. Then there's the matter of reaching the Spatha Defense Systems themselves, for some of them are placed in locations that look like they can be approached by one of your three armies, only for it to turn out that you need to reach it with another. While you do have two hours and a half of in-game time to beat the mission, between the layout, the managing of all armies, and knowing in which order you have to take on them means you might as well run out of time in your first try. There's a reason the loading screen warns you in that it's going to be "a long battle".battle".
*** "Death's Hand", while overall simpler, is also much more complex than what it looks like at first. The beginning can force several restarts because the Epsilon armies deploy several ambushes, especially from the moment where you own a Barracks (which involves Drillers full of Engineers) or a War Factory (a heavy pincer attack). The enemy has a lot of bases and all of them will try to build a Psychic Dominator or Tactical Nuke. You are given a lot of [=MCVs=] later on, allowing you to expand, but also forcing you to take care of more sections of the battlefield at once. You have allies, but they don't accomplish much by themselves, and once the unofficial time limit that are the Hands of Ereshkigal show up, they are nothing but a distraction to buy you time. The toughest part is the Iron Curtain puzzle, as at least one of the Iron Curtains is cloaked (on Mental, more than half the Iron Curtains are cloaked), so you might run across them multiple times, without realizing they even exist...

Added: 829

Changed: 137

Is there an issue? Send a MessageReason:
None


* MemeticMutation: The Wolfhound's "SOOOOOOOOOOOON!" line has become the go to response to anyone asking for when the next update to the mod will come out.

to:

* MemeticMutation: MemeticMutation:
**
The Wolfhound's "SOOOOOOOOOOOON!" line has become the go to response to anyone asking for when the next update to the mod will come out.out.
** [[spoiler:The Allied Commander's HeroicSacrifice by making the Paradox Engine collide with the Mental Omega Device, in a last ditch attempt to destroy it, has been likened by many with what Tassadar does to the Overmind at the end of the Protoss's first campaign in ''VideoGame/StarcraftI'' (although the Allied Commander's is far less effective). Some go as far as to paraphrase what Tassadar says so that it applies with the contedt of ''Hamartia''.]]


Added DiffLines:

** Good luck keeping infantry blobs alive when playing against AI Soviet players because they adore using Rad Attack. In Challenges against multiple Soviet players, it makes infantry even more useless than it normally is in that mode.

Removed: 1039

Is there an issue? Send a MessageReason:


* BetterThanCanon: The mod is widely considered to be better than the already highly popular vanilla Yuri's Revenge, thanks to completely rebalancing the game while keeping all the fun intact, with boatloads of new content as well as streamlining the game itself, such as replacing the countries compromising the Allies & Soviets whose only difference were that they had an exclusive unit (or, in the case of America and France, a unique support power and base defense) into three different sub-factions, each with their own playstyle and unique units, structures, and support powers, as well as finally balancing out the once-monstrously overpowered abomination of a faction that was Yuri's army in the vanilla edition into something more suitable for competitive gameplay, all while retaining the fun stemming from its quirky units. There's also the fact that it has a MASSIVE interconnected campaign where every faction gets their time to shine, rather than the Allies and Soviets having their own campaigns that are mutually exclusive.

Added: 528

Changed: 164

Is there an issue? Send a MessageReason:
None


* GoodBadBugs: In ''Hamartia'' (Allied 24), during the final stage, you can feel free to create a PlotHole on your own by selling the Old Chronosphere... for a measly 50 credits.

to:

* GoodBadBugs: GoodBadBugs:
**
In ''Hamartia'' (Allied 24), during the final stage, you can feel free to create a PlotHole on your own by selling the Old Chronosphere... for a measly 50 credits.credits.
** In ''Death's Hand'' (Soviet 24), the Hands of Ereshkigal are supposed to be invincible, to the point that destroying even just one of them before their scripted crash leads to mission failure. [[https://www.bilibili.com/video/BV1gU4y1k7VP?p=9 That hasn't stopped players]] from legitimately obtaining around a hundred Grumbles and Oxidizers to take them down.
Is there an issue? Send a MessageReason:
None


** "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs living there who are implied to be subjected to a [[UnwillingRoboticization conversion into soulless cyborgs against their will]]. Given China's track record of genocide and persecution against the Uyghurs, this would be a truly terrifying sight to behold.

to:

** "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs living there there, who are implied to be subjected to a [[UnwillingRoboticization conversion into soulless cyborgs against their will]]. Given China's track record of attempted genocide and persecution against the Uyghurs, this would be a truly terrifying sight to behold.
Is there an issue? Send a MessageReason:
None


** Syncronin and their upgraded counterparts, Syncronauts, also count as this, due to their ability to weaken the structures, which admittedly doesn't sound too bad on paper, while in actuality, they are yet another headache inducing unit due to their defense debuff being able to be stacked, as well as the former having an absurd range they can debuff units from while the latter is stealthed to compensate for the lack of range.

to:

** Syncronin and their upgraded counterparts, Syncronauts, also count as this, due to their ability to weaken decrease the durability of structures, which admittedly doesn't sound too bad on paper, while in actuality, they are yet another headache inducing unit due to their how the defense debuff they inflcit being able to be stacked, as well as stackable, with the former Syncronin also having an absurd range they can debuff units from while and the latter is Syncronaut being stealthed and able to compensate debuff multiple structures in close proximity with one another to make up for the lack of their dramatically decreased range.

Top