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Faction Old version(s) Changes from Yuri's Revenge
YuriComparisonMOYR

From top to bottom: Mental Omega and Yuri's Revenge visual comparison

This page is intended as a detailed list of all the structures and units from Yuri's faction in Yuri's Revenge and document its changes in mechanics and features found in the Epsilon faction in Mental Omega.

Note: This is updated as of version 3.3.4 and is subjected to change from upcoming patches.

Structures

General:

  • Builds 25% slower and deploys 33% slower
  • Additions of selection sound for each structure
  • Prefixes changed from Yuri to Epsilon (e.g. Epsilon War Factory)
  • Modified cameos
  • Removed snow theater-themed structures
  • Minor graphical improvements (e.g. Barracks eyes glow red instead of blue)
  • Decreased cumulative production multiplier for multiple production buildings (from 20% to 15% on second production building; 36% to 28% on third production building); buildings/units will be produced at a slower rate when there are more production buildings
  • Superweapons moved to Structure Tab
    • Superweapons are not revealed automatically to enemies
    • When superweapons are first built, an audible warning and their new selection sound will play (selection sound will only be heard around the superweapon) instead of EVA announcing it; audible to everyone

Construction Yard

  • Crane animation removed
  • Deploys and undeploys 2x slower
  • New deploy and undeploy sound
  • Increased hit points (1000 to 2500)
  • Provides power (0 to +60)
  • Gives 750 credits instead of 1500 when sold
  • Grants access to Barracks and Ore Refinery, but not Tank Bunker
  • Scorpion Cell subfaction has access to a Fake Epsilon Construction Yard with 2000 hit points
  • Can be infiltrated as a partial requirement to stolen technology
  • AI does not build walls around it
  • Infantry survivors do not come out when destroyed or sold

Bio Reactor

  • Decreased hit points (750 to 700)
  • Decreased power units when infantry is garrisoned (+100 to +50 each)
  • New sound when garrisoning infantry inside
  • When infiltrated, owner's base is shut down for 1:30, rather than 1:07
  • Excess infantry survivors do not come out when destroyed or sold (if there are garrisoned infantry inside)

Barracks

  • Increased hit points (500 to 900)
  • Changed armor type (steel to wood)
  • Infantry survivors do not come out when destroyed or sold

Slave Miner

  • Replaced by Epsilon Ore Refinery with conventional Ghost Miner that is permanently invisible but unarmed
  • Epsilon Ore Refinery is statistically identical to Allied and Soviet counterparts
  • Increased cost (1750 to 2000)
  • When infiltrated, steals 5000 credits from owner, rather than 50% of total credits from owner
  • Slave Miner and Slave units still exist within the game files (can be added through map editor)

War Factory

  • Increased hit points (1000 to 1200)
  • Increased power drain (-25 to -100)

Psychic Radar

  • Renamed to Radar Spire
  • Psychic detection feature moved to new Mind Reader defense and new Vision support power
  • Provides Scout Raven and Vision support powers instead of Psychic Reveal
  • Provides partial Tier 2 instead of complete Tier 2
    • Radar Spire only grants new Aerodome, generic units (including MCV) and defenses on its own
  • Increased cost (1000 to 1200)
  • Increased power drain (-50 to -150)
  • Increased hit points (750 to 1200)

Submarine Pen

  • Renamed to Epsilon Naval Shipyard
  • Increased cost (1000 to 1500)
  • Increased power drain (-25 to -100)
  • Increased placement radius (12 to 20)
  • Repairs naval units faster

Grinder

  • Moved to Armory Tab
  • Requires Pandora Hub instead of radar structure (Psychic Radar)
  • No longer grants access to Yuri MCV (now taken over by Radar Spire)
  • Increased cost (600 to 800)
  • Decreased power drain (-50 to -25)
  • Decreased sight radius (6 to 5); reveals less shroud when placed
  • Infantry survivors do not come out when destroyed or sold

Battle Lab

  • Renamed to Pandora Hub
  • Provides partial Tier 2 instead of complete Tier 3 on its own
    • Pandora Hub only grants new subfaction-exclusive units, Grinder and new Dunerider infantry on its own
  • Provides Risen Inferno and Shadow Ring support powers instead of Force Shield
  • Can be upgraded with addon plugs that grant Tier 3 (Psychplug, Chemplug, Geneplug)
  • Can be infiltrated as a partial requirement to stolen technology (rather than full requirement in vanilla YR)
  • Decreased cost (2000 to 1800)
  • Increased power drain (-100 to -150)
  • Increased hit points (500 to 1500)

Cloning Vats

  • Moved to Structures Tab
  • Grants access to Virus and new Dybbuk-Evolver aircraft
  • Provides credits like a Tech Oil Derrick
  • Can be infiltrated to see its owner's current money
  • Increased cost (2500 to 3000)
  • Increased hit points (1000 to 1300)

Genetic Mutator

  • Repurposed and renamed to Rage Inductor that uses the same model but has a different function entirely (increases damage of affected units temporarily); renamed support power to Rage
  • The Geneburst support power is essentially a weaker Genetic Mutator; lower radius, harms infantry but only mutates them to Brutes at low health
  • Miscellaneous: Genetic mutation weaponry expanded (see Genomines, Dybbuk-Evolver)
  • Increased cost (2500 to 3000)
  • AI does not build walls around it

Psychic Dominator

  • Renamed support power to Domination
  • Increased hit points (1000 to 1250)
  • Increased power drain (-200 to -400)
  • Scorpion Cell subfaction has access to a Fake Psychic Dominator with false Domination countdown and warning included
  • AI does not build walls around it
  • AI superweapon targeting modified from units to buildings (same as other offensive superweapons)
  • Domination has a delay before its activation
  • Domination has a new visual effect
  • Increased Domination anti-building shockwave radius (7 to 9)
  • Dominator anti-building shockwave warhead vs. armor types modified:
    • 40% less effective vs. wood
    • 9% more effective vs. concrete
    • 50% more effective vs. Naval Shipyards

Defenses

General:

  • Defenses gain veterancy like units
  • Deploys 33% slower
  • Additions of selection sound for most defenses
  • Modified cameos
  • Removed snow theater-themed defenses
  • Added radial indicators for most defenses when selected

Citadel Wall

  • Increased hit points (300 to 400)

Tank Bunker

  • Requires Epsilon Barracks
  • Decreased cost (400 to 300)
  • Decreased hit points (1000 to 950)
  • Increased placement radius (3 to 7); can be placed farther from nearest building
  • Builds 40% slower
  • Bonuses modified (firepower from 30% to 40%, range from 2 to 1, removed rate of fire bonus)

Gattling Cannon

  • Corrected name to Gatling Cannon
  • New visual look
  • Decreased cost (1000 to 700)
  • Decreased hit points (810 to 800)
  • Increased placement radius (4 to 7); can be placed farther from nearest building
  • Increased raw damage vs. ground (25 to 31)
  • Rescaled raw damage vs. air (25/30/40 to 25)
  • Rescaled ROF (16/8/4 to 16/12/8); fires slower in stage 2 and 3
  • Gatling anti-ground weaponry warhead vs. armor types modified:
    • 5% more effective vs. none and flak
    • 25% less effective vs. light
    • 15% less effective vs. medium
    • 5% more effective vs. wood
    • 10% more effective vs. steel
    • 7% more effective vs. concrete
    • 120% less effective vs. Terror/Fury Drones

In other words, Gatling anti-ground weaponry is stronger against basic infantry and structures but weaker against vehicles and Terror Drones

  • Gatling anti-air weaponry warhead vs. armor types modified:  
    • 30% less effective vs. none-armored paratroopers & Rocketeers
    • 20% less effective vs. flak & plate armored paratroopers
    • 10% more effective vs. light-armored paradropped vehicles & Soviet vanilla aircraft        
    • 100% less effective vs. Terror/Fury Drones

In other words, anti-air Gatling is weaker against paratroopers and Terror Drones but stronger against light paradropped vehicles, and Soviet vanilla aircraft 

Psychic Tower

  • Exclusive to PsiCorps subfaction
  • New destruction sound
  • Requires Tier 3 (Tier 2 role taken over by new Inferno Tower)
  • Has charging delay before an enemy is mind controlled
  • Increased cost (1500 to 1600)
  • Increased power drain (-100 to -150)
  • Increased hit points (455 to 1050)
  • Increased sight radius (5 to 10) ; reveals more shroud when placed
  • Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
  • Can gain veterancy from its mind control victims; applies to all mind controllers
  • Increased weapon range (7 to 8)
  • Increased placement radius (2 to 5); can be placed farther from nearest building
  • Takes 50% more damage from Catastrophic Lightning Storm

Infantry

General:

  • Trains 35% faster
  • Smaller sprite
  • Has 30% more armor
  • No longer gets suppressed
  • Modified cameos
  • Descends faster as paratroopers
  • Garrisoned infantry bonuses modified (firepower from 20% to 10%; range from 5 to 6)
  • Requires 4.5x of infantry’s cost to gain a veterancy rank instead of 3x

Initiate

  • New firing sounds when garrisoned
  • Decreased cost (200 to 150)
  • Increased hit points (100 to 150)
  • Changed armor type (none to flak)
  • Increased speed (4 to 6)
  • Decreased sight radius (9 to 7); reveals less shroud while moving
  • Increased raw damage (25 to 26), decreased raw damage while garrisoned (63 to 32), increased raw damage in IFV (25 to 32*2)
  • Increased ROF (15 to 18), same while garrisoned (15 to 22), same in IFV (15 to 18); the Initiate fires slower in other words
  • Increased weapon range (4.5 to 5), decreased weapon range while garrisoned (6 to 5)
  • Initiate warhead vs. armor types modified:
    • 10% less effective vs. none
    • 5% more effective vs. light
    • 5% less effective vs. heavy
    • 45% less effective vs. wood
    • 30% less effective vs. steel
    • 15% less effective vs. concrete

In other words, the Initiate is weaker against unarmored infantry, heavily armored vehicles and buildings but slightly stronger against light infantry.

Brute

  • Requires Tier 2 (Tier 1 anti-tank role taken by new Archer)
  • Restored unused voicelines that involves smashing vehicles
  • Increased hit points (200 to 375)
  • Changed armor type (plate to flak)
  • Increased speed (6 to 7)
  • Decreased sight radius (8 to 5); reveals less shroud
  • Takes 1 slot in transports; can enter IFVs
  • Increased range vs. infantry/buildings (1.4 to 1.5), same vs. vehicles (1.1 to 1.5)
  • Brute warheads vs. armor types modified:
    • 25% less effective vs. none and flak
    • 35% less effective vs. plate
    • 80% more effective vs. medium

In other words, the Brute is weaker against infantry but stronger against medium vehicles.

Engineer

  • Restored unused voicelines when killed (in vanilla YR they used Soviet Engineer death sounds)
  • New repair sound when entering friendly damaged structures
  • Decreased cost (500 to 300)
  • Trains 20% slower
  • Increased hit points (75 to 90)
  • Increased speed (4 to 6)
  • Increased sight radius (4 to 6); reveals more shroud while moving
  • Increased bomb detection radius (4 to 7)
  • In skirmish, multiple Engineers are needed to capture one enemy building, depending on its current health (3 maximum)
  • Increased defuse kit range (1.5 to 1.73)

Virus

  • Requires Cloning Vats instead of radar structure (Psychic Radar)
  • Increased cost (700 to 1500); compensated by Cloning Vats requirement
  • Trains 20% slower
  • Increased hit points (100 to 180)
  • Changed armor type (none to flak); new armor type enables healing from toxic clouds
  • Decreased sight radius (9 to 8); reveals less shroud while moving
  • Virus weapon has a delay before the pathogen explodes and releases toxic clouds (includes enemy vehicles)
  • Increased raw damage (125 to 200); added splash damage around a radius of 1
  • Increased ROF (100 to 160); same inside IFV (80 to 130); the Virus fires slower in other words
  • Increased weapon range (10 to 11); decreased weapon range in IFV (12 to 11.5)
  • Weapon can no longer target buildings
  • Miscellaneous: Toxic weaponry expanded (see Stinger, Tyrant)
  • Virus warhead vs. armor types modified:
    • 75% more effective vs. none
    • 50% more effective vs. flak
    • 35% more effective vs. plate
    • 25% more effective vs. commandos
    • 9% more effective vs. vehicles
    • 99% more effective vs. Terror/Fury Drones

Simply put, the Virus deals more damage than its YR counterpart overall.

Yuri Clone

  • Renamed to Epsilon Adept; PsiCorps subfaction has a superior version of this unit called Epsilon Elite, which uses the RA2's Yuri Prime sprite
  • Uses voiceset of PsiCorps Trooper from vanilla RA2 (uses different death sounds, however)
    • Removed quote, "Psychic ready"
    • Yuri Clone voiceset is reused by the new Dybbuk-Seizer, but modified to have a deeper voice
  • Requires Pandora Hub instead of radar structure (Psychic Radar)
  • Increased cost (800 to 1000)
  • Trains 20% slower
  • Changed armor type (none to flak)
  • Increased speed (4 to 5)
  • Decreased sight radius (12 to 10); reveals less shroud while moving
  • Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
  • Can gain veterancy from its mind control victim; applies to all mind controllers
  • Decreased ROF of mind control (200 to 100); the Epsilon Adept can mind control new enemy units faster
  • Increased mind control range (7 to 8); added minimum range of 0.5
  • Faster psychic wave animation; the Epsilon Adept can deploy its psychic wave more frequently
  • Increased psychic wave radius (3 to 3.3), deals full damage to entire area-of-effect

Yuri Prime

  • Replaced by unique commandos for each subfaction (see Libra, Malver, Rahn)
  • Yuri Prime unit still exists within the game files (can be added through map editor)
    • Renamed to 'Yuri' instead of 'Yuri Prime' (possibly due to lack of his clones)
  • Yuri himself appears in some campaign missions and in one challenge, using his sprite from vanilla YR
    • Units and Buildings mind controlled by Yuri are mind controlled permanently, even after he's dead.

Psi-Commando

  • Removed from the mod due to stolen tech reboot that favors vehicles over infantry.
  • Its sprite is reused by the new Epsilon Infiltrator.

Vehicles

General:

  • New voxels for all existing YR vehicles, made bigger than in vanilla YR
  • Modified cameos
  • Most YR vehicles are owned by PsiCorps subfaction (except Gatling Tank)
  • Vehicles no longer slow down when stopping
  • Requires 4.5x of vehicle’s cost to gain a veterancy rank instead of 3x

Lasher Tank

  • No longer starting vehicles in skirmish mode (same as all main battle tanks)
  • Increased cost (700 to 750)
  • Removed build time multiplier (builds faster)
  • Increased hit points (300 to 380)
  • Changed armor type (heavy to medium)
  • Decreased speed (7 to 6)
  • Decreased sight radius (8 to 6); reveals less shroud while moving
  • Increased turn rate (5 to 8)
  • Added ability to attack quickly 4 times before standard reload
  • Tank shell is invisible but hits the enemy faster (same as other main battle tanks)
  • When elite, no longer fires twice and is weaker against infantry and buildings (same as other main battle tanks)
  • Decreased ROF (60 to 40); the Lasher Tank fires faster
  • Increased weapon range (5 to 6)
  • Lasher Tank warhead vs. armor types modified (applies to all main battle tanks):
    • 15% less effective vs. none, flak and steel (except defenses)
    • 5% less effective vs. plate (except vs. new cybernetic and powersuit infantry)
    • 25% more effective vs. light
    • 10% less effective vs. medium
    • 20% less effective vs. heavy and defenses
    • 30% less effective vs. Terror/Fury Drones

Simply put, the Lasher Tank (along with all main battle tanks) is more oriented on fighting vehicles rather than being all-around.

Gattling Tank

  • Corrected name to Gatling Tank
  • Increased hit points (210 to 270)
  • Increased speed (6 to 7)
  • Decreased sight radius (10 to 6); reveals less shroud while moving
  • Decreased turn rate (10 to 7)
  • Decreased weapon stage duration (200/400/600 to 150/300/450); the Gatling Tank can reach to maximum firing rate quicker
  • Increased raw damage vs. ground (25 to 31)
  • Rescaled raw damage vs. air (25/30/40 to 25)
  • Rescaled ROF (16/8/4 to 16/12/8); fires slower in stage 2 and 3
  • Gatling weaponry warhead vs. armor types modified:
    • 5% more effective vs. none and flak
    • 25% less effective vs. light
    • 15% less effective vs. medium
    • 5% more effective vs. wood
    • 10% more effective vs. steel
    • 7% more effective vs. concrete
    • 120% less effective vs. Terror/Fury Drones

In other words, Gatling is stronger vs. basic infantry and structures but weaker against vehicles and Terror Drones

Chaos Drone

  • Removed from the mod.
  • New Foehn Revolt faction reuses its chaos technology mechanics, but the term is modified to confusion technology, that doesn’t increase the victims’ firing rates and has a different color for affected units
  • Voiceset reused by new Soviet Repair Drone
  • Appearance (somewhat), movement and death sound reused by new Epsilon Hazequad

MCV

  • Requires Radar Spire instead of Grinder
  • New MCV icon visual effect (same as all MCVs)
  • Increased hit points (1000 to 2000)
  • Decreased sight radius (8 to 7); reveals less shroud while moving
  • Immune to mind control
  • Deploys 2x slower
  • New Fake Epsilon MCV has the same hit points as the real MCV

Magnetron

  • Voiceset pitch modified to a lower one (voice is now deeper)
  • Requires Tier 3 instead of Tier 2
  • Increased cost (1000 to 1500)
  • Increased hit points (150 to 440)
  • Changed armor type (light to medium)
  • Now a hover unit, can travel through water (however, because of the way hover works, the Magnetron is slower in MO even though in both the mod and in vanilla, they have the same speed value of 5)
  • Decreased sight radius (10 to 7); reveals less shroud while moving
  • Weapon modified against vehicles: no longer lifts vehicles, but stops them on their tracks as long as the Magnetron is firing at them
    • Lifting vehicles is a feature taken by the new Foehn Zorbfloater; damage from falling vehicles decreased significantly (from 100% of affected unit’s current hit points to 10%)
    • As a result, the MO Magnetron will auto attack enemy vehicles or mechanized infantry within range
  • Immune to omnicrush
  • Miscellaneous: Magnetic weaponry expanded (see Magnetic Beam)
  • Increased raw damage vs. buildings (80 to 170)
  • Increased weapon range (10 to 13.5)

Master Mind

  • Renamed to Mastermind
  • Increased cost (1750 to 1800)
  • Increased hit points (500 to 505)
  • Decreased sight radius (9 to 6); reveals less shroud while moving
  • Decreased turn rate (5 to 4)
  • Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
  • Can gain veterancy from its mind control victims; applies to all mind controllers
  • Increased ROF of mind control (10 to 75); the Mastermind mind controls slower
  • Increased mind control range (6 to 7)
  • Brainwave overload count reduced (3/6/10/50 to 3/4/6/8)
  • Brainwave overload damage reduced (0/50/100/500 to 0/25/50/100)

Aircraft

General:

  • New voxel for existing YR aircraft
  • Modified cameo
  • Requires 4.5x of aircraft’s cost to gain a veterancy rank instead of 3x

Floating Disc

  • Renamed to Invader
  • Voiceset pitch modified to a higher one
  • Weapon names changed to Dissolver Beam for primary weapon and Parasite Pull for building drain
  • Global announcement ("Disc in flight!") removed
  • Modified spinning sound to a quieter one
  • Removed animation when crashing down
  • Requires Tier 2 instead of Tier 3
  • Decreased cost (1750 to 1000)
  • Decreased hit points (600 to 440)
  • Increased speed (15 to 32)
  • Decreased sight radius (9 to 6); reveals less shroud while moving
  • Reduced turn rate (100 to 10)
  • Drain ability only affects the targeted power plant, not the entire power grid
  • Reduced Drain ability against refineries (takes 20 credits every 25 frames instead of 30 credits every 30 frames)
  • Main weapon no longer needs to charge, fires instantly within range
  • Reduced raw damage (90 to 50)
  • Reduced ROF (80 to 70); the Invader fires faster
  • Reduced weapon range (7 to 6.5)
  • Invader warhead vs. armor types modified:
    • 50% more effective vs. all infantry armor types
    • 30% more effective vs. Rocketeers
    • 20% less effective vs. light and medium
    • 5% less effective vs. Allied vanilla aircraft (including aircraft spawned by Allied naval units) and Yuri Invader
    • 25% less effective vs. heavy
    • 75% less effective vs. wood
    • 80% less effective vs. steel and concrete
    • 10% less effective vs. Terror/Fury Drones, and Soviet vanilla aircraft

Simply put, the Invader is given an anti-infantry role instead of an all-around role.

Navy

General:

  • New voxels for existing YR naval vessels, made bigger than in vanilla YR
  • Modified cameos
  • Requires 4.5x of naval vessel’s cost to gain a veterancy rank instead of 3x

Hover Transport

  • Renamed to Mandjet
  • Decreased cost (900 to 800)
  • Builds 50% slower
  • Increased hit points (300 to 950)
  • Changed armor type (heavy to medium)
  • Increased speed (6 to 8)
  • Reduced turn rate (5 to 4)
  • Immune to new EMP effects
  • Added level 3/high passenger survivability rate (90% rookie, 95% veteran, 100% elite)

Boomer

  • Renamed to Resheph (Nautilus is used in the picture above as it resembles the Boomer more, but Resheph and Boomer use the same unit ID)
    • The new Russian Akula Missile Submarine reuses the Boomer’s missile weaponry
    • New Epsilon Nautilus uses a modified voiceset of the Boomer (with a higher pitched voiceset), and performs the latter's anti-ship role; Resheph uses a separate voiceset
  • Requires Tier 3 instead of Tier 2
  • Repurposed to purely siege role, so it only uses a psychic decimator as its armament instead of missiles
  • Increased cost (2000 to 2200)
  • Decreased hit points (1200 to 900)
  • Decreased speed (5 to 4)
  • Decreased turn rate (2 to 1)
  • Decreased sight radius (8 to 4); the Resheph reveals less shroud when moving
  • Decreased sensor detection radius (8 to 7)
  • Decreased projectile count (2 to 1)
  • Increased respawn rate for destroyed projectiles (80 to 120 frames)
  • Increased projectile raw damage (200 to 400)
  • Increased ROF (50 to 150); the Resheph launches its projectile slower
  • Increased weapon range (20 to 23), decreased minimum range (8 to 6)
  • Increased projectile hit points (50 to 225)
  • Decreased projectile speed (20 to 18)
  • Increased projectile turn rate (4 to 30)
  • Resheph warhead vs. armor types modified:
    • 10% more effective vs. light, medium, heavy
    • 2% more effective vs. concrete

In other words, the Resheph is stronger against vehicles and heavy structures.

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