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** Some of the unique music that plays only during certain scenes or levels is also worth mentioning.
*** Godsend Intro is essentially the theme for the Aerial Fortress Irkalla. This dark, apocalyptic theme perfectly fits the unit's introducing level, Godsend (Epsilon 17).
*** Annihilation March, the opening theme of Death's Hand (Soviet 24) composed by Smiechu. It sounds exactly as its name implies, a bombastic Hell March-esque war theme that perfectly suits the Soviets taking back Moscow from Yuri.
*** Virus by Frank Klepacki plays over the opening of Insomnia (Allied 22) and is the kind of fast-paced rocktronic theme to get you in the mood to deliver a CurbStompBattle to Epsilon.
*** Militant Funk by Frank Klepacki plays over the opening of Withershins (Allied 23) and like the example immediately preceding it exists to make kicking Epsilon ass with the full might of the Allies all the more badass.
*** 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.
*** Alternate Route Advised by World Beyond plays after the initial stage of Vanishing Point (Foehn Origins 05) and perfectly invokes AutobotsRockOut in order to pull you out of the Darkest Hour that is the imminent global mind control so that you kick more Epsilon ass.
*** Land of No Justice by World Beyond, the opening theme of The Remnant (Foehn Origins 06) and captures the feel of the level being the desperate last stand for all that remain to fight Yuri after the activation of the Mental Omega Device.
*** Bewitched by World Beyond plays during the epilogue of the Allied campaign and enhances the feeling of loss and despair as Tanya and the few survivors of the Allied expeditionary force escape on board the Paradox Engine wreckage as it's Chronoshifted to Point Hope, leaving the rest of the Allies including Siegfried to die or be mind controlled.
*** Not the End by World Beyond, the epilogue theme to the Foehn origins campaign is the opposite of the above, a triumphant orchestral rock theme to restore a feeling of hope after Yuri's seemingly inevitable victory is thwarted at the last minute.

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* FridgeHorror: "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.

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* FridgeHorror: FridgeHorror:
**
"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.
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** Given that Yuri came from the future (specifically the events of ''VideoGame/TwistedInsurrection'') one has to wonder exactly what happened to Kane and the Brotherhood of Nod in this timeline? Did Yuri get rid of them? Was he piggybacking on Kane the same way he piggybacked on Stalin? Was the Mental Omega Device simply a way to clear the path for the Brotherhood to take over the way they were going to take over the USSR if they won WWII? Is it possible that the Foehn Revolt defeats the Epsilon Army only to face Nod in the aftermath? And can we still expect a certain meteorite to eventually impact Tiber River Valley in this version of the timeline?
** The ending of the Epsilon campaign shows that anyone that's immune to the effects of the Mental Omega Device will be found and forced into the grinders to be broken down and made useful to the hive mind that way. Even if a fraction of humanity's population is innately immune to mind control that's still millions of people killed simply because they couldn't be controlled.
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* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made.]]

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* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made. The same Time Machine appears in "Hamartia" (Allied 24), in the underground cave.]]
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** 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.

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** 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.challenge.
* UnexpectedCharacter: [[spoiler:In spite of the statements that time-travel would not be involved in the plot of Mental Omega 3.x (unlike what happens in 2.x), during the cutscene in "Reality Check" (Epsilon 23), a Time Machine in ruins is visible when Yuri tells Libra of mistakes he had made.]]
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Removing duplicate.


* DifficultySpike: Most challenges added after 3.3.1 are much more difficult than the original ones present in 3.3, with a few exceptions which are only slightly more difficult.
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Not YMMV and YMMV can't be played with.


* NiceJobBreakingItHero: Remember, this whole thing occured because Einstein wanted to prevent the horrors of World War II using time travel. While our world may not be perfect, its a freaking utopia compared to the [[CrapsackWorld hellhole]] that resulted from him meddling with time.



* SequelDifficultySpike: Zigzagged; while the campaign and skirmish AI are ''much'' more difficult in the mod than in the vanilla game, their 3.3 version is far more benign and forgiving than how they used to be during 2.0 or 3.0.



** 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.
* ThemeNaming: All missions from Act 1 are named by existing songs.

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** 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.
* ThemeNaming: All missions from Act 1 are named by existing songs.
challenge.
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* DifficultySpike: Most challenges added in 3.3.1 are much more difficult than the original ones present in 3.3 (except for Endurance and Ouroboros, which are only slightly more difficult).


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* SequelDifficultySpike: Zigzagged; while the campaign and skirmish AI are ''much'' more difficult in the mod than in the vanilla game, their 3.3 version is far more benign and forgiving than how they used to be during 2.0 or 3.0.
Tabs MOD

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* DifficultySpike: Most challenges added after 3.3.1 are much more difficult than the original ones present in 3.3, with a few exceptions which are only slightly more difficult.
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* FridgeHorror: "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]]. China's genocide against the Uyghurs would be much more pronounced there.

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* FridgeHorror: "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 Uyghurs, this would be much more pronounced there.a truly terrifying sight to behold.
Is there an issue? Send a MessageReason:
None


* FridgeHorror: "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?]] China's genocide against the Uyghurs would be much more pronounced there.

to:

* FridgeHorror: "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?]] will]]. China's genocide against the Uyghurs would be much more pronounced there.
Is there an issue? Send a MessageReason:
None


* FridgeHorror: "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs who are implied to be subjected to a conversion into soulless cyborgs against their will, China's genocide against the Uyghurs would be much more pronounced there.

to:

* FridgeHorror: "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, will?]] China's genocide against the Uyghurs would be much more pronounced there.
Is there an issue? Send a MessageReason:
None


* FridgeHorror: "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs who are implied to be subjected to a conversation into soulless cyborgs, China's genocide against the Uyghurs would be much more pronounced there.

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* FridgeHorror: "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs who are implied to be subjected to a conversation conversion into soulless cyborgs, cyborgs against their will, China's genocide against the Uyghurs would be much more pronounced there.
Is there an issue? Send a MessageReason:
None

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* FridgeHorror: "Cyberanatomy" is set in the Xinjiang region where the cyborg production facility is located. Imagine what happens with the Uyghurs who are implied to be subjected to a conversation into soulless cyborgs, China's genocide against the Uyghurs would be much more pronounced there.
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** To further add on to this, one user, known as "Demoman" to people on the Mental Omega Community Discord, makes giant text walls of how much he hates the current state of Mental Omega 3.3.4 and wants EVERYTHING explained to him in the missions themselves rather than just take it at face value.
*** Even after the 3.3.5 update, Demoman still complains to this day about certain plot issues despite Alstar, community moderator of the Discord, repeatedly telling him that it is never going to change.
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*** Even after the 3.3.5 update, Demoman still complains to this day about certain plot issues despite Alstar, community moderator of the Discord, repeatedly telling him that it is never going to change.
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** The end of The Raven in soviet act 2, the commander successfully hold off the allied invasion from Stalington until the camera suddenly switch to the raven flying over to your base as your radar suddenly went offline, the iron curtain became purple, to the point the screen goes black. You were expecting a result screen? Nope, you get treated by a jumpscare of Yuri's face with weird monotone voice and began controlling your mind and the game proceed to your next mission Awake and Alive with [[https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwiVppzm9-_cAhWE2YMKHeJGAswQjhx6BAgBEAM&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D-2aYQkf6FMg&psig=AOvVaw2DXLqmxRr0zNRzm029w7x-&ust=1534452462570181 this loading screen]] completely distorted and a disturbing music with only one objective listed RUN! Good luck sleeping tonight.

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** The end of The Raven "The Raven" in soviet act 2, Act 2 of Soviet Campaign, after the commander successfully hold off the allied Allied invasion from Stalington until Stalington, the camera suddenly switch to the a raven flying over to your base as your radar suddenly went offline, the iron curtain Iron Curtain became purple, to the point the screen goes black. You were expecting Instead of a result screen? Nope, you get treated by a jumpscare of Yuri's face screen, the players are greeted with an unexpected surprise courtesy of Yuri, with a weird monotone voice and began controlling your mind and the mind. The game proceed then proceeds to your next mission Awake mission, "Awake and Alive Alive", with [[https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwiVppzm9-_cAhWE2YMKHeJGAswQjhx6BAgBEAM&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D-2aYQkf6FMg&psig=AOvVaw2DXLqmxRr0zNRzm029w7x-&ust=1534452462570181 this loading screen]] completely distorted and a disturbing music with only one objective listed RUN! Good luck sleeping tonight. objective: '''RUN!'''
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** Epsilon's Act Two debut, The Conqueror. The Soviets are hosting their second annual [[TheBadGuyWins Victory Parade]]; the [[HolyShitQuotient sheer spectacle]] is awe-inspiring, explicitly-invoking the title screen of ''Red Alert 3'' with columns of tanks, infantry, and waves of Kirovs marching down the main street in sync, indefinitely, in front of a cheering crowd, all while a ''Red Alert 2''-ified version of the Soviet March from ''3'' plays. You, as Epsilon, have a small fleet of Shadow Tanks you'll need to stealth through the partying streets, avoiding patrols and sentries, to get into position near five Nuclear Reactors you'll have to [[StuffBlowingUp destroy simultaneously]]; at one point, one of your tanks will have to ''[[RefugeInAudacity cross the parade grounds itself]]'', picking the optimal moment to dart across between waves of marching units. Once that's done, Yuri makes his entrance via [[EnemyCivilWar mass-mind-controlling large chunks of the parade and turning them on one another]], while large portions of the crowd explode into poison or mutate into Brutes. The entire scene devolves into absolute chaos, and it's from this chaos that you must then use your forces to seize the ornamental Topol-M's for Yuri's own purposes, ending with the assassination of Premier Romanov himself. Overall, the map is fun, stylish, and while tough, doesn't quite reach the levels of frustration as some of the others. It's a fitting way for Yuri to debut himself as the true BigBad of the war.

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** Epsilon's Act Two debut, The Conqueror. The Soviets are hosting their second annual [[TheBadGuyWins Victory Parade]]; the [[HolyShitQuotient sheer spectacle]] spectacle is awe-inspiring, explicitly-invoking the title screen of ''Red Alert 3'' with columns of tanks, infantry, and waves of Kirovs marching down the main street in sync, indefinitely, in front of a cheering crowd, all while a ''Red Alert 2''-ified version of the Soviet March from ''3'' plays. You, as Epsilon, have a small fleet of Shadow Tanks you'll need to stealth through the partying streets, avoiding patrols and sentries, to get into position near five Nuclear Reactors you'll have to [[StuffBlowingUp destroy simultaneously]]; at one point, one of your tanks will have to ''[[RefugeInAudacity cross the parade grounds itself]]'', picking the optimal moment to dart across between waves of marching units. Once that's done, Yuri makes his entrance via [[EnemyCivilWar mass-mind-controlling large chunks of the parade and turning them on one another]], while large portions of the crowd explode into poison or mutate into Brutes. The entire scene devolves into absolute chaos, and it's from this chaos that you must then use your forces to seize the ornamental Topol-M's for Yuri's own purposes, ending with the assassination of Premier Romanov himself. Overall, the map is fun, stylish, and while tough, doesn't quite reach the levels of frustration as some of the others. It's a fitting way for Yuri to debut himself as the true BigBad of the war.
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** Specific mentions go to the Epsilon level "Human Shield", you only have two Epsilon Adepts and somehow you have to use them to fight your way through Terror Drones (which are immune to mind-control) and Snipers (which out range and can one shot your adepts) in order to mind control Allied spies to steal Soviet technology. Also there's the Allied mission "Hammer to Fall" in which you have no anti-air units but somehow have to fight your way to a Soviet uranium mine which is guarded by ''attack helicopters''.

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** Specific mentions go to the Epsilon level "Human Shield", you only have two Epsilon Adepts and somehow you have to use them to fight your way through Terror Drones (which are immune to mind-control) and Snipers (which out range and can one shot your adepts) in order to mind control Allied spies to steal Soviet technology. However, Human Shield was made much easier in 3.3 with the introduction of Shadow Ring, a recharging support power that can temporarily make your Adepts or Spies invisible to enemies, dogs included. Also there's the Allied mission "Hammer to Fall" in which you have no anti-air units but somehow have to fight your way to a Soviet uranium mine which is guarded by ''attack helicopters''.
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** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them; the map is ''extremely'' densely packed with insta-death units and traps (a random kennel on the north side will spawn ''attack dogs'' if approached, almost guaranteeing death, and thus failure, for the unit who did so), AND you have to weave carefully between both bases to destroy a number of key structures, ending with an Iron Curtain. The map will BaitAndSwitch you multiple times by suggesting/showing multiple possible routes to take, but nine times out of ten all but one path will be guarded and result in unavoidable, unpreventable death. On anything above Easy difficulty, there will be patrols of Veteran units guarding many of the only routes forward you'll need to carefully dodge, lest they sound the alarm and summon unkillable Wolfhounds to wipe out your units. And the final, nasty cherry on top? Once you've finally reached and wiped out the Iron Curtain, you are then given a strict time limit to race all three units back through the base to the far side of the map to extraction before guaranteed failure. Put all of this together and boom. You have a mission which was not completed by 99% of players even on Easy difficulty - and can take hours (''very'' mandatory SaveScumming included) to finish for the few that did. It's also worth mentioning that "Singularity" was created by a mapper who likes to boost the difficulty of missions ''UpToEleven'' - to the point that even he is unable to complete some of his own missions.

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** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them; the map is ''extremely'' densely packed with insta-death units and traps (a random kennel on the north side will spawn ''attack dogs'' if approached, almost guaranteeing death, and thus failure, for the unit who did so), AND you have to weave carefully between both bases to destroy a number of key structures, ending with an Iron Curtain. The map will BaitAndSwitch you multiple times by suggesting/showing multiple possible routes to take, but nine times out of ten all but one path will be guarded and result in unavoidable, unpreventable death. On anything above Easy difficulty, there will be patrols of Veteran units guarding many of the only routes forward you'll need to carefully dodge, lest they sound the alarm and summon unkillable Wolfhounds Gyrocopters to wipe out hunt you down - and none of your units can target air units. And the final, nasty cherry on top? Once you've finally reached and wiped out the Iron Curtain, you are then given a strict time limit to race all three units back through the base to the far side of the map to extraction before guaranteed failure. Put all of this together and boom. You have a mission which was not completed by 99% of players even on Easy difficulty - and can take hours (''very'' mandatory SaveScumming included) to finish for the few that did. It's also worth mentioning that "Singularity" was created by a mapper who likes to boost the difficulty of missions ''UpToEleven'' - to the point that even he is unable to complete some of his own missions.
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* MoralEventHorizon: InUniverse, [[spoiler: Rashidi considers Yuri's implementation of Libra, a dangerously-unstable psychic of immense power, to be this. It's the final act, combined with the Allies revealing their Paradox Engine superweapon, that convinces him to formally betray Yuri and join up with Foehn.]]
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** Epsilon's Act Two debut, The Conqueror. The Soviets are hosting their second annual [[TheBadGuyWins Victory Parade]]; the [[HolyShitQuotient sheer spectacle]] is awe-inspiring, explicitly-invoking the title screen of ''Red Alert 3'' with columns of tanks, infantry, and waves of Kirovs marching down the main street in sync, indefinitely, in front of a cheering crowd, all while a ''Red Alert 2''-ified version of the Soviet March from ''3'' plays. You, as Epsilon, have a small fleet of Shadow Tanks you'll need to stealth through the partying streets, avoiding patrols and sentries, to get into position near five Nuclear Reactors you'll have to [[StuffBlowingUp destroy simultaneously.]] Once that's done, Yuri makes his entrance via [[EnemyCivialWar mass-mind-controlling large chunks of the parade and turning them on one another, while large portions of the crowd explode into poison or mutate into Brutes. The entire scene devolves into absolute chaos, and it's from this chaos that you must then use your forces to seize the ornamental Topol-M's for Yuri's own purposes. Overall, the map is fun, stylish, and while tough, doesn't quite reach the levels of frustration as some of the others.

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** Epsilon's Act Two debut, The Conqueror. The Soviets are hosting their second annual [[TheBadGuyWins Victory Parade]]; the [[HolyShitQuotient sheer spectacle]] is awe-inspiring, explicitly-invoking the title screen of ''Red Alert 3'' with columns of tanks, infantry, and waves of Kirovs marching down the main street in sync, indefinitely, in front of a cheering crowd, all while a ''Red Alert 2''-ified version of the Soviet March from ''3'' plays. You, as Epsilon, have a small fleet of Shadow Tanks you'll need to stealth through the partying streets, avoiding patrols and sentries, to get into position near five Nuclear Reactors you'll have to [[StuffBlowingUp destroy simultaneously.]] simultaneously]]; at one point, one of your tanks will have to ''[[RefugeInAudacity cross the parade grounds itself]]'', picking the optimal moment to dart across between waves of marching units. Once that's done, Yuri makes his entrance via [[EnemyCivialWar [[EnemyCivilWar mass-mind-controlling large chunks of the parade and turning them on one another, another]], while large portions of the crowd explode into poison or mutate into Brutes. The entire scene devolves into absolute chaos, and it's from this chaos that you must then use your forces to seize the ornamental Topol-M's for Yuri's own purposes.purposes, ending with the assassination of Premier Romanov himself. Overall, the map is fun, stylish, and while tough, doesn't quite reach the levels of frustration as some of the others. It's a fitting way for Yuri to debut himself as the true BigBad of the war.
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* BestLevelEver: The mod is a collaborative effort by some of the best mappers in the community, so it's no surprise that many maps qualify, whether for attention to detail or the tough-but-fun challenges. However, there are standouts:
** Epsilon's Act Two debut, The Conqueror. The Soviets are hosting their second annual [[TheBadGuyWins Victory Parade]]; the [[HolyShitQuotient sheer spectacle]] is awe-inspiring, explicitly-invoking the title screen of ''Red Alert 3'' with columns of tanks, infantry, and waves of Kirovs marching down the main street in sync, indefinitely, in front of a cheering crowd, all while a ''Red Alert 2''-ified version of the Soviet March from ''3'' plays. You, as Epsilon, have a small fleet of Shadow Tanks you'll need to stealth through the partying streets, avoiding patrols and sentries, to get into position near five Nuclear Reactors you'll have to [[StuffBlowingUp destroy simultaneously.]] Once that's done, Yuri makes his entrance via [[EnemyCivialWar mass-mind-controlling large chunks of the parade and turning them on one another, while large portions of the crowd explode into poison or mutate into Brutes. The entire scene devolves into absolute chaos, and it's from this chaos that you must then use your forces to seize the ornamental Topol-M's for Yuri's own purposes. Overall, the map is fun, stylish, and while tough, doesn't quite reach the levels of frustration as some of the others.
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*** 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.

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** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them. Let's add to that fact that attacking most patrols will trigger alarms and boom. You have a mission which was not completed by 99% of players even on Easy difficulty. It's also worth to mention that "Singularity" was created by a mapper who likes to boost the dificulty of missions ''UpToEleven'' - to the point that even he is unable to complete his own missions.

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** However, there is still the infamous "Singularity", a remake of 2.0 mission "Duality", in which you have to spark a war between Pacific Front and China. Its difficulty lies in the fact that you had only 3 units to control and you were unable to lose any of them. Let's add them; the map is ''extremely'' densely packed with insta-death units and traps (a random kennel on the north side will spawn ''attack dogs'' if approached, almost guaranteeing death, and thus failure, for the unit who did so), AND you have to that fact that attacking most weave carefully between both bases to destroy a number of key structures, ending with an Iron Curtain. The map will BaitAndSwitch you multiple times by suggesting/showing multiple possible routes to take, but nine times out of ten all but one path will be guarded and result in unavoidable, unpreventable death. On anything above Easy difficulty, there will be patrols will trigger alarms of Veteran units guarding many of the only routes forward you'll need to carefully dodge, lest they sound the alarm and summon unkillable Wolfhounds to wipe out your units. And the final, nasty cherry on top? Once you've finally reached and wiped out the Iron Curtain, you are then given a strict time limit to race all three units back through the base to the far side of the map to extraction before guaranteed failure. Put all of this together and boom. You have a mission which was not completed by 99% of players even on Easy difficulty. difficulty - and can take hours (''very'' mandatory SaveScumming included) to finish for the few that did. It's also worth to mention mentioning that "Singularity" was created by a mapper who likes to boost the dificulty difficulty of missions ''UpToEleven'' - to the point that even he is unable to complete some of his own missions.missions.
** Even the non-baseless missions can be hard as hell; two out of the three Epsilon Act One based missions can arguably qualify:
*** 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.
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The Akula in-game bears very little resemblance to the real-life boomer apart from the name and icon, so any point that's being made here is moot.


* CriticalResearchFailure: The mod has two submarine units for the Soviets, the Typhoon attack sub and the Akula missile sub. What's the problem? Those are two different names for the same sub, "Akula" being the Russian designation for the class and "Typhoon" being the NATO designation. Even if we are to assume that the Akula sub is supposed to refer to the NATO designation for the Soviet Shchuka B-class submarine the problem would still persist in the form of the two submarines having each other's functions (The Typhoon is the missile sub and the Akula is the attack sub). Practically '''all''' Soviet missile subs were a remake of the [[VideoGame/CommandAndConquerRedAlert Red Alert 1]] Missile Sub in a way, and the Akula name stuck to that submarine concept around the heroic age of Red Alert 2 modding (read: between 2002 and 2006) and every mod simply just follows it.
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* NiceJobBreakingItHero: Remember, this whole thing occured because Einstein wanted to prevent the horrors of World War II using time travel. While our world may not be perfect, its a freaking utopia compared to the [[CrapsackWorld hellhole]] that resulted from him meddling with time.
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** "Thread of Dread" (Soviet 20) is likely the hardest base-building mission in the two Acts. It is essentially a Superweapon Challenge against an enemy (the proto-Foehn Revolt) that holds '''four''' Nuke Silos (that are not armed at the same time, disrupting defensive uses of an Iron Curtain) and it sits at an incredibly fortified base full of Hammer Defenses and Sentinels, as well as Iron Dragons to snipe any attempt to use artillery to break through the defenses... which you have to do quickly, or your Construction Yard is eventually going to be [=2HKOed=] by consecutive Tactical Nukes (and you can't build another MCV as usual in the campaign). To make matters worse, the proto-Foehn base is supported by two Chinese ally bases, ''and'' there are two Epsilon bases next to yours that are both hostile to you (with the one on the left loving to send Basilisks and Magnetrons) and glorified meat shields that are going to fold after the first two or three nukes aimed at them. Oh, and the EasyLevelTrick of capturing one of the Epsilon bases to send Drillers with Engineers and capture the Mainframe with little effort was patched out, so that you can't build Drillers in this mission. Good luck.

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** "Thread of Dread" (Soviet 20) is likely the hardest base-building mission in the two Acts. It is essentially a Superweapon Challenge against an enemy (the proto-Foehn Revolt) that holds '''four''' Nuke Silos (that (although three of them can be disabled by destroying at least three of the Windbelts surrounding them... [[GuideDangit but, of course, the game doesn't tell you this]], so unless you come across it by complete chance, you are not armed at the same time, disrupting defensive uses of an Iron Curtain) on a gamble) and it sits at an incredibly fortified base full of Hammer Defenses and Sentinels, as well as Iron Dragons to snipe any attempt to use artillery to break through the defenses... which you have to do quickly, or your Construction Yard is eventually going to be [=2HKOed=] by consecutive Tactical Nukes (and you can't build another MCV as usual in the campaign). To make matters worse, the proto-Foehn base is supported by two Chinese ally bases, ''and'' there are two Epsilon bases next to yours that are both hostile to you (with the one on the left loving to send Basilisks and Magnetrons) and glorified meat shields that are going to fold after the first two or three nukes aimed at them. Oh, and the EasyLevelTrick of capturing one of the Epsilon bases to send Drillers with Engineers and capture the Mainframe with little effort was patched out, so that you can't build Drillers in this mission. Good luck.

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* AnnoyingVideoGameHelper: In "Insomnia", you get a beeping alert when the Paradox Engine's health drops below 50%. The alert is fine the first time its health gets below that threshold... but it quickly becomes annoying when you notice The Paradox Engine only self-heals up to 50% health... which means that even if you keep it well-protected, the moment an enemy unit as much as grazes the Paradox Engine, you'll get the "WARNING - The Paradox Engine is under 50% structural integrity!" message, with its corresponding sound. And it will happen a lot of times during the mission.



* MostAnnoyingSound: "WARNING - The Paradox Engine is under 50% structural integrity!" beeping alert you get in "Insomnia" when the Paradox Engine's health drops below 50%. The alert is fine the first time its health gets below that threshold... but it quickly becomes annoying when you notice The Paradox Engine only self-heals up to 50% health... which means that even if you keep it well-protected, the moment an enemy unit as much as grazes the Paradox Engine, you'll get the alert. And it will happen a lot of times during the mission.
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* MostAnnoyingSound: "WARNING - The Paradox Engine is under 50% structural integrity!" beeping alert you get in "Insomnia" when the Paradox Engine's health drops below 50%. The alert is fine the first time its health gets below that threshold... but it quickly becomes annoying when you notice The Paradox Engine only self-heals up to 50% health... which means that even if you keep it well-protected, the moment an enemy unit as much as grazes the Paradox Engine, you'll get the alert. And it will happen a lot of times during the mission.

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