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SovietComparisonMOYR

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 the Soviet faction in Yuri's Revenge and document its changes in mechanics and features found in the Soviet faction in Mental Omega.

Note: This is updated as of version 3.3.6 and is subjected to change from upcoming patches.

Structures[]

  • Builds 25% slower and deploys 33% slower
  • Additions of selection sound for each structure
  • Modified cameos
  • Removed snow theater-themed structures
  • Minor graphical improvements
  • 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 (selection sound will only be heard around the superweapon) will play 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)
  • Increased sight radius (8 to 10); reveals more shroud when deployed
  • Gives 750 credits instead of 1500 when sold
  • Grants access to Barracks and Ore Refinery
  • 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

Tesla Reactor[]

  • Increased placement radius (2 to 3); the Tesla Reactor can be placed farther from nearest building
  • When infiltrated, owner's base is shut down for 1:30, rather than 1:07
  • Infantry survivors do not come out when destroyed or sold

Barracks[]

  • Increased hit points (500 to 900)
  • Changed armor type (steel to wood)
  • Decreased sight radius (6 to 5); reveals less shroud when placed
  • Infantry survivors do not come out when destroyed or sold

Ore Refinery[]

  • Changed armor type (wood to concrete)
  • Decreased power drain (-50 to -40)
  • When infiltrated, steals 5000 credits from owner, rather than 50% of total credits from owner
  • Infantry survivors do not come out when destroyed or sold

War Factory[]

  • Provides new Repair Drone support power (which can be upgraded by Repair Drones support power if Industrial Plant is built)
  • Increased hit points (1000 to 1200)
  • Increased power drain (-25 to -100)
  • Miscellaneous: Russia subfaction has a mobile War Factory called Stalin's Fist

Naval Shipyard[]

  • Provides new Naval Mine support power
  • Increased cost (1000 to 1200)
  • Increased hit points (1500 to 2000)
  • Increased power drain (-25 to -100)
  • Increased placement radius (12 to 20)
  • Repairs naval units faster

Radar Tower[]

  • Renamed to Radar Dish
  • Spy Plane modified:
    • "Spy Plane ready" EVA response removed
    • New appearance and moving sound
    • Now completely invulnerable
    • Reveals more shroud as it can circle around its designated target
    • Increased speed (15 to 45)
  • Requires Tesla Reactor and Ore Refinery instead of Ore Refinery alone
  • Increased cost (1000 to 1500)
  • Builds 25% slower
  • Increased hit points (1000 to 1200)
  • Increased power drain (-50 to -200)

Service Depot[]

  • Removed from the mod, along with the Allied counterpart.
    • Succeeded by expansion and improvement of vehicle repair options, most of which are free of charge (e.g. new Repair Crane building that repairs all vehicles around a radius, and new reinforcement powers named Repair Drone and Repair Drones)

Battle Lab[]

  • Each Soviet subfaction has their own specific Tier 3 access structure (see Palace, Battle Lab, Atomheart)
    • For the sake of consistency, Palace building that is exclusive to Russia will be compared due to same appearance (Latin Battle Lab is only similar in name and role in tech tree)
  • Provides Tier 3 for Russia arsenal only
  • Provides new generic Elite Reserves, and Russia-exclusive Terror Drop, Tank Drop and Overcharge support powers instead of Force Shield
  • Provides Russia-exclusive Disruptor support power if new Nuclear Converter add-on is built
  • Increased cost (2000 to 5000)
  • Builds 30% faster
  • Increased power drain (-100 to -300)

Nuclear Reactor[]

  • Requires Tier 2 instead of Tier 3
  • Now has a new add-on named Nuclear Converter that grants extra support powers
  • Occupies 2 less cells
  • Radiation visual is colored orange instead of green (same as all radiation weaponry)
  • New explosion visual effect
  • Added screen shake effect after explosion
  • Increased cost (1000 to 2000)
  • Builds 20% slower
  • Increased hit points (1000 to 1600)
  • When infiltrated, owner's base is shut down for 2:00, rather than 1:07
  • Infantry survivors do not come out when destroyed or sold
  • Explosion warhead modified vs. armor types:
    • 50% less effective vs. light
    • 12% more effective vs. concrete

Industrial Plant[]

  • Provides credits like a Tech Oil Derrick
  • Provides new Gear Change support power
  • Reduced cost bonus also affects aircraft
  • Can be infiltrated to see its owner's current money
  • Increased cost (2500 to 3000)
  • Increased hit points (1000 to 1300)
  • Changed armor type (wood to concrete)
  • Increased sight radius (4 to 5); reveals more shroud when placed

Iron Curtain Device[]

  • Invulnerability support power can no longer affect enemy vehicles and buildings nor harm infantry
  • Increased Invulnerability recharge time (5 to 6.5 minutes)
  • Decreased Invulnerability duration (45 to 40 seconds)
  • Increased cost (2500 to 3000)
  • Increased hit points (750 to 1150)
  • Increased sight radius (4 to 5); reveals more shroud when placed
  • AI does not build walls around it
  • Miscellaneous: Iron Curtain technology expanded (see Iron Guard, Iron Dragon)

Nuclear Missile Silo[]

  • Renamed to Tactical Nuke Silo; renamed support power to Tactical Nuke
  • Radiation visual is colored orange instead of green (same as all radiation weaponry)
  • New explosion visual effect
  • Added screen shake effect after explosion
  • Increased hit points (1000 to 1350)
  • Increased power drain (-200 to -400)
  • Increased sight radius (4 to 5); reveals more shroud when placed
  • AI does not build walls around it
  • Alarm is no longer centered on impact location
  • Tactical Nuke explosion can damage aircraft
  • Tactical Nuke warhead vs. armor types modified:
    • 50% less effective vs. light
    • 12% more effective vs. concrete
    • 50% more effective vs. Naval Shipyards

Defenses[]

  • Defenses gain veterancy like units (except Battle Bunker)
  • Builds 20% slower and deploys 33% slower
  • Modified cameos
  • Removed snow theater-themed defense
  • Added radial indicators for most defenses when selected

Wall[]

  • Renamed to Fortress Wall
  • Now has owner's colors
  • Increased hit points (300 to 400)

Battle Bunker[]

  • Requires new Field Bureau
  • Can now be deployed anywhere through new Instant Shelter support power; includes 2 Conscripts already garrisoned inside
  • Increased maximum number of occupants (5 to 6)
  • Increased hit points (600 to 900)
  • Increased placement radius (2 to 7); can be placed farther from nearest building

Sentry Gun[]

  • New firing sound (old firing sound is used by Vulture, albeit lower pitched)
  • New visual look
  • Decreased cost (500 to 400)
  • Increased hit points (400 to 500)
  • Increased placement radius (4 to 7); can be placed farther from nearest building
  • Increased turret turn rate (10 to 18)
  • Decreased raw damage (50 to 25), but fires twice
  • Decreased ROF (26 to 12); the Sentry Gun fires faster
  • Increased weapon range (5.5 to 6)
  • Sentry Gun warhead vs. armor types modified:
    • 20% less effective vs. plate
    • 10% less effective vs. light
    • 5% less effective vs. medium and heavy
    • 50% less effective vs. wood
    • 40% less effective vs. steel
    • 15% less effective vs. concrete
    • 35% less effective vs. Terror/Fury Drones

In other words, the Sentry Gun is weaker against most non-infantry targets

Flak Cannon[]

  • New visual look
  • New visuals for flak explosions (same as all flak weapons)
  • Decreased cost (1000 to 700)
  • Decreased hit points (900 to 800)
  • Increased placement radius (2 to 7); can be placed farther from nearest building
  • Increased sight radius (5 to 10); reveals more shroud when placed
  • Increased turret turn rate (8 to 14)
  • Weapon is no longer inaccurate, but splash damage radius reduced from 1 to 0.6 (same as all flak weapons)
  • Decreased raw damage (40 to 26), but fires twice
  • Flak Cannon warhead vs. armor types modified:
    • 105% less effective vs. none
    • 35% less effective vs. flak & light
    • 10% less effective vs. plate
    • 50% less effective vs. medium
    • 20% more effective vs. heavy
    • 20% less effective vs. Floating Discs, Allied and Soviet vanilla aircraft & Terror/Fury Drones

Simply put, flak weaponry is weaker overall except against heavy units

Tesla Coil[]

  • No longer requires Tesla Reactor as a prerequisite in the tech tree
  • New visual look
  • New destruction sound
  • Charges slightly faster
  • Decreased cost (1500 to 1200)
  • Decreased cumulative production multiplier for multiple Construction Yards from 15% to 10%
  • Charged Tesla bolt now disables vehicles briefly with EMP
  • Increased hit points (600 to 850)
  • Increased placement radius (2 to 5); can be placed farther from nearest building
  • Increased ROF (80 to 110); decreased ROF when charged (80 to 55)
  • Increased weapon range (7 to 8)
  • More likely to get hit by Catastrophic Lightning Storm; takes 50% more damage from lightning bolts
  • Tesla Coil (charged included) warhead vs. armor typed modified:
    • 20% more effective vs. none
    • 10% more effective vs. flak
    • 25% less effective vs. wood, steel & concrete

In other words, the Tesla Coil is stronger against most infantry but weaker against structures

Infantry[]

  • Trains 35% faster
  • Has 30% more armor
  • Smaller sprite
  • No longer gets suppressed
  • Modified cameos
  • Descends faster as paratroopers
  • Speed is no longer affected by terrain type and movement type
  • 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

Conscript[]

  • Removed one voiceline ("For Mother Russia!") due to the existence of other Soviet subfactions
  • Decreased cost (100 to 60)
  • Increased speed (4 to 7)
  • Increased sight radius (5 to 7); reveals more shroud while moving
  • Decreased ROF (25 to 20); increased ROF while garrisoned (20 to 24)
  • Increased firepower (15 to 16)
  • Increased weapon range (4 to 5)
  • Conscript warhead vs. armor types modified:
    • 20% less effective vs. plate
    • 10% less effective vs. light
    • 5% less effective vs. medium and heavy
    • 55% less effective vs. wood
    • 40% less effective vs. steel
    • 15% less effective vs. concrete
    • 30% less effective vs. Terror/Fury Drones

In other words, the Conscript is significantly weaker against other targets, compared to the vanilla game.

Attack Dog[]

  • Added new voicelines when selected
  • Added amphibious ability
  • Decreased cost (200 to 100)
  • Decreased hit points (100 to 75)
  • Increased speed (8 to 9)
  • Decreased sight radius (9 to 8); reveals less shroud while moving
  • No longer pounces to a target like a Terror Drone, so it must get in closer range to attack; can be ordered to force fire terrain
  • Increased raw damage (30 to 300); modified so it cannot instantly kill some infantry after one bite
  • Increased dog bite range (1.5 to 1.83)
  • Attack Dog now deals double damage against infantry with none armor type (like Engineer), but can no longer attack infantry with plate armor type (such as Tesla Trooper)

Engineer[]

  • Restored unused voicelines (such as "Need a repair?", "Something need fixing?" and "I know how it works!")
  • New repair sound when entering friendly damaged structures
  • Added wrench icon on infantry sprite
  • 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)

Flak Trooper[]

  • Requires Tier 1 instead of Tier 2
  • Removed one voiceline ("Help me, Romanov!") due to the existence of other Soviet subfactions
  • Now an anti-vehicle infantry instead of anti-infantry trooper to match with other faction counterparts
  • New visuals for flak explosions (same as all flak weapons)
  • Projectile is now invisible when attacking ground targets
  • Anti-air flak weapon is no longer inaccurate, but splash damage radius reduced from 1 to 0.6 (same as all flak weapons); no longer has splash damage against ground targets
  • Can garrison buildings like the Conscript; attacks hit instantly
  • Now has its own IFV mode
  • Decreased cost (300 to 150)
  • Increased hit points (100 to 145)
  • Increased speed (4 to 6)
  • Increased sight radius (5 to 6); reveals more shroud while moving
  • Increased raw damage vs. ground (20 to 36)
  • Increased ROF vs. ground (20 to 25); decreased ROF vs. air (25 to 20)
  • Increased weapon range vs. air (8 to 9)
  • Flak Trooper anti-ground warhead vs. armor types modified:
    • 140% less effective vs. none
    • 115% less effective vs. flak
    • 95% less effective vs. plate
    • 10% more effective vs. light
    • 50% more effective vs. medium
    • 40% more effective vs. heavy
    • 15% less effective vs. wood
    • 5% less effective vs. steel (except defenses)
    • 20% more effective vs. defenses
    • 70% less effective vs. Terror/Fury Drones

In other words, the Flak Trooper is weaker against infantry and lighter buildings but more effective against vehicles (as mentioned above)

  • Flak Trooper anti-air warhead vs. armor types modified:
    • 30% less effective vs. medium
    • 10% more effective vs. heavy

In other words, the Flak Trooper is weaker against medium armored aircraft but stronger against heavy armored aircraft

Tesla Trooper[]

  • Available to Latin Confederation and China subfactions
    • Russia subfaction has a superior version called Shock Trooper
  • Requires new Field Bureau
  • Restored voicelines ("Congratulations, you've been discharged!" when attacking and "Extra crispy!" when selected)
  • Can now be applied with the new Irradiation support powers
  • Can no longer be targeted by Attack Dogs
  • New firing sound when powering up Tesla Coils
  • Added new detection ability, can detect cloaked units/buildings
  • Decreased cost (500 to 450)
  • Increased hit points (130 to 270)
  • Increased speed (4 to 6)
  • Increased sight radius (6 to 7); reveals more shroud while moving
  • Increased raw damage (50 to 63); decreased raw damage in IFV (60 to 30), but fires twice
  • Increased ROF (60 to 100); same in IFV (45 to 60)
  • Increased weapon range (3 to 5); same when charging Tesla Coils (1.83 to 2.3); same in IFV (6 to 6.5)
  • Tesla Trooper warhead vs. armor types modified:
    • 20% less effective vs. none & flak
    • 30% less effective vs. plate
    • 15% more effective vs. light
    • 15% less effective vs. steel

Simply put, the Tesla Trooper is weaker against infantry and defenses but stronger against light vehicles

Terrorist[]

  • Renamed to Ivan Cadet
  • Exclusive to Latin Confederation subfaction
  • Cannot be trained at any Barracks, but instead it comes out of new Jaguar Tanks when these vehicles are destroyed
  • Explosion visuals are now similar to the Crazy Ivan's
  • Can enter depiloted vehicles (depiloting vehicles is a new feature)
  • In IFV, does not create radiation when destroyed
  • Increased hit points (75 to 150)
  • Increased speed (6 to 9)
  • Decreased sight radius (9 to 6); reveals less shroud while moving
  • Decreased raw damage (225 to 150)
  • Increased weapon range (1.5 to 1.73)
  • Decreased explosion radius (2 to 1.75)
  • Ivan Cadet warhead vs. armor types modified:
    • 30% less effective vs. none
    • 10% more effective vs. flak, light, heavy
    • 25% more effective vs. medium
    • 50% less effective vs. wood and steel
    • 20% more effective vs. concrete

In other words, the Ivan Cadet is stronger against vehicles and heavy structures but weaker against light structures and defenses

Crazy Ivan[]

  • Appearance is now similar to Terrorist
  • Added amphibious ability
  • Bomb explosions leave fire that harms anything that passes through and prevents construction of buildings
  • Decreased cost (600 to 500)
  • Increased speed (4 to 8)
  • Decreased delay before explosion (450 to 440 frames)
  • Decreased ROF (50 to 60); fires slower
  • In IFV, it plants bombs rather than explode like a Demolition Truck
  • Decreased firepower (450 to 420)
  • Crazy Ivan warhead vs. armor types modified:
    • 20% more effective vs. none
    • 10% more effective vs. flak
    • 25% less effective vs. medium
    • 40% less effective vs. heavy
    • 50% more effective vs. concrete

In other words, the Crazy Ivan is weaker against most vehicles but stronger against light armored infantry and heavy structures

Desolator[]

  • Available to Russia and Latin Confederation subfactions instead of a single country (Iraq)
    • China subfaction has a superior version called Eradicator
  • Radiation visual is colored orange instead of green (same as all radiation weaponry)
  • Can now be applied with the new Irradiation support powers
  • New cursor when deploying
  • Moved voicelines to instance when deploying
  • Removed death sounds also used by Tesla Trooper
  • Can be crushed by regular vehicles while undeployed
  • Increased cost (600 to 950)
  • Increased hit points (150 to 210)
  • Increased speed (4 to 5)
  • Decreased sight radius (6 to 5); reveals less shroud while moving
  • Lesser radiation level emitted while deployed (500 to 400)
  • Increased raw damage (125 to 150); decreased raw damage in IFV (175 to 165)
  • Decreased ROF (50 to 45); increased ROF when deployed (60 to 250)
  • Increased weapon range (6 to 7.5); same in IFV (7 to 8)
  • Desolator warhead vs. armor types modified:
    • 30% more effective vs. none
    • 25% more effective vs. medium
    • 20% more effective vs. flak
    • 15% more effective vs. heavy
    • 10% more effective vs. plate
    • 30% more effective vs. light

In other words, the Desolator is stronger overall

  • Decreased radiation radius when deployed (10 to 9.5)
  • Deployed Desolator warhead vs. armor type modified:
    • 5% less effective vs. heavy

Boris[]

  • Now a campaign-only unit; appears in some Soviet missions
  • Replaced by unique commandos for each subfaction (see Volkov, Chitzkoi, Morales, Yunru)

Chrono Ivan[]

  • Removed from the mod due to stolen tech reboot that favors vehicles over infantry

Vehicles[]

  • New voxels for all existing YR vehicles, made bigger than in vanilla YR
  • Modified cameos
  • Vehicles no longer slow down when stopping
  • Speed is no longer affected by terrain type and movement type
  • Requires 4.5x of vehicle’s cost to gain a veterancy rank instead of 3x

War Miner[]

  • New firing sound
  • Removed one voiceline ("Making Russia strong!") due to the existence of other Soviet subfactions
  • Builds 20% slower
  • Increased hit points (1000 to 1200)
  • Increased weapon range (5.5 to 6)
  • War Miner warhead vs. armor types modified:
    • 5% more effective vs. flak
    • 20% more effective vs. plate
    • 10% less effective vs. light & steel
    • 5% less effective vs. heavy & concrete
    • 15% less effective vs. wood
    • 100% more effective vs. Terror/Fury Drones

Simply put, the War Miner is stronger against armored infantry but weaker against most vehicles and buildings

Rhino Tank[]

  • Exclusive to Russia subfaction
  • Now fires a tesla shell every 3 shots that is more powerful than regular shells
  • New firing sound
  • Decreased cost (900 to 850)
  • Removed build time multiplier (builds faster)
  • Increased hit points (400 to 480)
  • Changed armor type (heavy to medium)
  • Decreased speed (6 to 5)
  • Decreased sight radius (8 to 6); the Rhino reveals less shroud when moving
  • Increased turn rate (5 to 8)
  • 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)
  • Increased raw damage (90 to 95)
  • Increased weapon range (5.75 to 6)
  • Rhino Tank warhead vs. armor types modified (applies to all main battle tanks):
    • 5% less effective vs. none, flak and steel (except defenses)
    • 5% more 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 Rhino Tank (along with all main battle tanks) is more oriented on fighting vehicles rather than being all-around.

Flak Track[]

  • Renamed to Halftrack
  • Exclusive to Latin Confederation and China subfactions; Russia gets an alternate unit called Tigr APC
  • Decreased transport slots (5 to 2)
  • Passengers will now exit 1.5x as fast as before (same as all transports)
  • Added level 1/low passenger survivability rate (50% rookie, 65% veteran, 80% elite)
  • Uses machine gun against ground targets instead of flak
  • Anti-air weapon is no longer inaccurate, but splash damage radius reduced from 1 to 0.6 (same as all flak weapons)
  • New visuals for flak explosions (same as all flak weapons)
  • Increased cost (500 to 550)
  • Increased hit points (180 to 330)
  • Changed armor type (heavy to light)
  • Decreased speed (8 to 7)
  • Decreased sight radius (8 to 6); the Halftrack reveals less shroud when moving
  • Increased turn rate (5 to 8)
  • Increased raw damage vs. ground (25 to 42)
  • Decreased raw damage vs. air (35 to 13), but fires twice
  • Decreased ROF vs. ground (25 to 20); the Halftrack fires faster
  • Decreased ROF vs. air (25 to 20); the Halftrack fires faster
  • Increased weapon range vs. ground (5 to 6)
  • Decreased weapon range vs. air (10 to 8)
  • Halftrack anti-ground vs. armor types modified:
    • 50% less effective vs. none
    • 45% less effective vs. flak
    • 35% less effective vs. plate
    • 40% less effective vs. light
    • 10% less effective vs. wood
    • 5% less effective vs. steel

Simply put, the Halftrack is weaker overall against ground units

  • Halftrack anti-air vs. armor types modified:
    • 105% less effective vs. none
    • 35% less effective vs. flak & light
    • 10% less effective vs. plate
    • 50% less effective vs. medium
    • 20% more effective vs. heavy
    • 20% less effective vs. Floating Discs, Allied and Soviet vanilla aircraft & Terror/Fury Drones

Simply put, flak weaponry is weaker overall except against heavy units

Terror Drone[]

  • Added new 'hold the fire' mode on deploy command
  • Added new voicelines when ordered to move and attack
  • 20% less duration when affected by Iron Curtain
  • Added disguise detection ability, can detect disguised units
  • Added scratch attack against other Terror Drones and some targets that cannot be infected
  • Increased hit points (100 to 140)
  • Increased pounce range (1.83 to 2.73)
  • Terror Drone warhead vs. armor types modified:
    • 20% less effective vs. heavy

V3 Launcher[]

  • Renamed to Scud Launcher; projectile name changed to Scud Rocket
  • Removed a voiceline due to name change ("V3 launch unit")
  • Exclusive to Russia subfaction
  • Requires Tier 3 instead of Tier 2
  • Increased cost (800 to 1600)
  • Increased hit points (150 to 360)
  • Changed armor type (light to medium)
  • Decreased sight radius (7 to 6); the Scud Launcher reveals less shroud when moving
  • Takes 6 slots in transports instead of 3
  • Increased respawn rate for destroyed projectiles (400 to 300 frames)
  • Increased weapon range (18 to 20); increased minimum range (5 to 7)
  • Rockets travel faster
  • Increased projectile raw damage (200 to 250)
  • Increased projectile hit points (50 to 220)
  • Decreased projectile sight radius (1 to 0); the Scud Rocket does not reveal shroud when traveling
  • Increased projectile speed (15 to 26)
  • Scud Launcher warhead vs. armor types modified:
    • 20% more effective vs. steel
    • 10% more effective vs. concrete

Simply put, the Scud Launcher deals more damage against defenses and heavy structures

Demolition Truck[]

  • Available to China and Russia subfactions instead of a single country (Libya)
    • Latin uses an alternate unit called Bomb Buggy
  • Can gain veterancy, but only through infiltration, tech buildings and new Elite Reserves support power
  • No longer leaves radiation on destruction
  • New explosion visual effect
  • Added screen shake effect after explosion
  • Global announcement ("My truck is loaded!") removed; moved to regular voiceset
  • Decreased cost (1500 to 1300)
  • Takes 6 slots in transports instead of 3
  • Increased hit points (150 to 350)
  • Decreased speed (6 to 5)
  • Decreased sight radius (6 to 5); the Demolition Truck reveals less shroud when moving
  • Decreased raw damage (300 to 180)
  • Demolition Truck warhead modified vs. armor types
    • 80% less effective vs. none & flak
    • 85% less effective vs. plate
    • 40% more effective vs. medium
    • 10% less effective vs. steel (except defenses)
    • 30% more effective vs. heavy, wood & concrete
    • 50% more effective vs. Naval Shipyards
    • 10% more effective vs. War Factories, Radar structures, some tech access structures

Simply put, the Demolition Truck is more of an anti-vehicle and anti-structure unit

MCV[]

  • Requires Radar Dish instead of Service Depot
  • New MCV icon visual effect (same as all MCVs)
  • Build speed no longer affected by multiple War Factories
  • Increased hit points (1000 to 2000)
  • Decreased sight radius (8 to 7); reveals less shroud while moving
  • Immune to mind control
  • Deploys 2x slower

Tesla Tank[]

  • Renamed to Tesla Cruiser
  • Exclusive to Russia subfaction
  • Now briefly disables vehicles with EMP effect when attacking
  • Attacks now split into a weaker bolt
  • Removed build time multiplier (builds faster)
  • Requires Tier 3 instead of Tier 2
  • Increased cost (1200 to 1500)
  • Increased hit points (300 to 550)
  • Decreased sight radius (8 to 6); the Tesla Cruiser reveals less shroud when moving
  • Increased turn rate (5 to 6)
  • Added self-repair ability
  • Decreased raw damage (135 to 45), but fires twice
  • Decreased ROF (75 to 55); the Tesla Cruiser fires faster
  • Increased weapon range (4 to 7)
  • Tesla Cruiser warhead vs. armor types modified:
    • 15% more effective vs. none
    • 10% more effective vs. flak
    • 5% less effective vs. plate and medium
    • 25% less effective vs. wood & concrete
    • 20% less effective vs. steel

Simply put, the Tesla Cruiser is weaker against armored infantry and buildings but stronger against most infantry

Apocalypse[]

  • Now a stolen tech unit, requires infiltration of Soviet Construction Yard and Soviet lab and also owning these structures to build Apocalypse Tanks
  • Unit ID taken by new Catastrophe Tank
  • Now uses its missiles against ground units
  • Fires tesla-enhanced shells against ground units
  • Added healing aura ability; nearby infantry will be healed periodically around the Apocalypse
  • Immune to omnicrush
  • Can fire on the move
  • Increased cost (1750 to 2000)
  • Increased hit points (800 to 1050)
  • Increased raw damage vs. ground (100 to 130)
  • Increased raw damage vs. air (50 to 75), and fires twice
  • Decreased ROF vs. air (80 to 10); the Apocalypse fires faster
  • Increased weapon range vs. ground (5.75 to 8)
  • Increased weapon range vs. air (8 to 9)
  • Apocalypse anti-ground warhead vs. armor types modified:
    • 75% more effective vs. none
    • 55% more effective vs. flak
    • 35% more effective vs. plate
    • 40% more effective vs. Terror/Fury Drones

In other words, the Apocalypse is stronger against infantry and Terror and Fury Drones

  • Apocalypse anti-air warhead vs. armor types modified:
    • 60% less effective vs. none & flak
    • 40% less effective vs. plate
    • 5% more effective vs. light
    • 5% less effective vs. medium
    • 15% more effective vs. heavy
    • 40% more effective vs. steel
    • 50% more effective vs. concrete
    • 10% less effective vs. Terror/Fury Drones

In other words, the Apocalypse's missiles are stronger against most ground targets as its missiles are now used against ground targets

Aircraft[]

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

Kirov Airship[]

  • Global announcement ("Kirov reporting!") removed, moved to regular voiceset
  • Moved voicelines to instance when under fire (restored voiceline :"Duck and cover!",and reused voiceline: "She's going to blow!")
  • Added spinning rotors
  • Increased cost (2000 to 2400)
  • Increased speed (5 to 9)
  • Increased sight radius (8 to 10); the Kirov reveals more shroud when moving
  • Decreased turn rate (10 to 3)
  • Now has 5 ammunition
  • Increased raw damage (250 to 375)
  • Increased ROF (50 to 45); the Kirov fires slower
  • Decreased weapon range (1.5 to 1)
  • Kirov Airship warhead vs. armor types modified:
    • 10% more effective vs. steel
    • 5% more effective vs. concrete

Simply put, the Kirov is stronger against defenses and heavy structures

Siege Chopper[]

  • Renamed to Vulture
  • Uses vanilla YR's Sentry Gun firing sound
  • Exclusive to Latin Confederation subfaction
  • Can no longer deploy into a ground artillery
  • Artillery weapon replaced with napalm bombs that causes fire
    • Due to this, only machine gun weapons used by both versions will be compared
  • Modified voiceset
  • Increased cost (1100 to 1450)
  • Increased hit points (300 to 380)
  • Changed armor type (light to medium)
  • Increased speed (12 to 34)
  • Increased sight radius (7 to 8); the Vulture reveals more shroud when moving
  • Added self-repair ability
  • Decreased raw damage (35 to 25)
  • Decreased ROF (40 to 8); the Vulture fires faster
  • Increased weapon range (6 to 8); added minimum range of 0.5
  • Vulture warhead vs. armor types modified:
    • 20% more effective vs. none & flak
    • 5% less effective vs. light & heavy
    • 5% more effective vs. medium and heavy aircraft
    • 55% less effective vs. wood
    • 35% less effective vs. steel
    • 15% less effective vs. concrete

In other words, the Vulture is stronger against most infantry and aircraft but weaker against other targets.

MiG[]

  • Renamed to X-Mig Prototype
  • Can also be summoned by new Morales hero
  • Increased hit points (200 to 450)
  • Increased speed (16 to 36)
  • Increased raw damage (750 to 1000)
  • Payload leaves radiation
  • Increased weapon range (4 to 9)
  • MiG warhead vs. armor types modified:
    • 90% less effective vs. none, flak & plate
    • 50% less effective vs. light, medium & heavy
    • Can no longer target or harm Terror/Fury Drones

Simply put, the MiG's damage is greatly reduced against non-buildings

Navy[]

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

Amphibious Transport[]

  • Renamed to Zubr
  • Now armed with twin flak cannons to defend itself against aircraft
  • Passengers will now exit 1.5x as fast as before (same as all transports)
  • Level 3/high passenger survivability rate (90% rookie, 95% veteran, 100% elite)
  • Increased cost (900 to 1000)
  • Builds 20% slower
  • Increased hit points (300 to 1050)
  • Changed armor type (light to medium)
  • Increased speed (6 to 7)
  • Decreased turn rate (5 to 4)
  • Immune to new EMP effects

Typhoon Attack Sub[]

  • Added new 'tesla torpedo' mode that fires more powerful torpedoes with extra splash damage and reload duration
  • Increased price (1000 to 1100)
  • Increased hit points (600 to 720)
  • Increased speed (4 to 5)
  • Increased sight radius (4 to 6); the Typhoon reveals more shroud when moving
  • Increased turn rate (2 to 8)
  • Cloak and uncloak delay significantly reduced (applies to all submerged and cloaked units)
  • Increased sensor detection radius (7 to 9)
  • Decreased raw damage (100 to 55), but fires twice
  • Decreased ROF (120 to 110); the Typhoon fires faster
  • Increased weapon range (7 to 7.5)
  • Typhoon warhead vs. armor types modified:
    • 10% less effective vs. light
    • 20% more effective vs. wood, steel & concrete

In other words, the Typhoon is stronger against naval structures but weaker against light naval vessels

Sea Scorpion[]

  • Renamed to Seawolf Gunboat
  • New voiceset (old voiceset now reused by new Mosquito Demoboat)
  • Now uses heavy machine gun against ground targets
  • Anti-air weapon is no longer inaccurate, but splash damage radius reduced from 1 to 0.6 (same as all flak weapons)
  • New visuals for flak explosions (same as all flak weapons)
  • Increased cost (600 to 900)
  • Increased hit points (400 to 450)
  • Changed armor type (heavy to medium)
  • Decreased speed (8 to 7)
  • Decreased sight radius (8 to 6); the Seawolf reveals less shroud when moving
  • Decreased turn rate (6 to 5)
  • Can fire on the move
  • Increased total raw damage vs. ground, as it fires 8 times before reloading
  • Decreased raw damage vs. air (40 to 18), but fires twice
  • Increased ROF vs. ground (25 to 32); the Seawolf fires slower
  • Increased weapon range vs. ground (5 to 7)
  • Decreased weapon range vs. air (12 to 10)
  • Seawolf anti-ground vs. armor types modified:
    • 40% less effective vs. none
    • 25% less effective vs. flak
    • 10% less effective vs. plate, light and wood
    • 35% more effective vs. medium
    • 30% more effective vs. heavy
    • 5% more effective vs. concrete
    • 50% less effective vs. Terror/Fury Drones

In other words, the Seawolf is weaker against most infantry and Soviet Terror and Fury Drones but stronger against armored vehicles and heavy buildings

  • Seawolf anti-air vs. armor types modified:
    • 105% less effective vs. none
    • 35% less effective vs. flak & light
    • 10% less effective vs. plate
    • 50% less effective vs. medium
    • 20% more effective vs. heavy
    • 20% less effective vs. Floating Discs, Allied and Soviet vanilla aircraft & Terror/Fury Drones

Simply put, flak weaponry is weaker overall except against heavy units

Giant Squid[]

  • Now affiliated with Yuri's Epsilon faction
  • Requires Tier 2 instead of Tier 3
  • No longer grabs ships with tentacles, but instead it attacks them normally and slows them down
    • Can attack naval structures
  • No longer instantly destroys ships at red health (yellow health if Giant Squid is elite)
  • Increased hit points (200 to 440)
  • Increased sight radius (5 to 8); reveals more shroud when moving
  • Cloak and uncloak delay significantly reduced (applies to all submerged and cloaked units)
  • Increased sensor detection radius (8 to 9)
  • Increased raw damage (100 to 115)
  • Increased ROF (32 to 40); the Giant Squid attacks slower
  • Giant Squid warhead vs. armor types modified:
    • 35% more effective vs. none, flak & plate
    • 10% less effective vs. light, wood & concrete
    • 25% less effective vs. medium
    • 5% less effective vs. heavy

In other words, the Giant Squid is stronger against infantry but weaker against other valid targets

Dreadnought[]

  • Renamed to Kuznetsov Dreadnought
  • Modified firing sounds
  • Exclusive to Latin Confederation and China subfactions
    • Russian subfaction uses new Akula Missile Sub
  • Increased cost (2000 to 2800)
  • Increased hit points (800 to 1200)
  • Increased sight radius (7 to 8); the Dreadnought reveals more shroud when moving
  • Added sensor detection, can detect cloaked and submerged units
  • Now immune to mind control
  • Decreased weapon range (25 to 23); decreased minimum range (8 to 7)
  • Increased projectile hit points (50 to 150)
  • Increased projectile speed (18 to 20)
  • Dreadnought warhead vs. armor types modified:
    • 10% more effective vs. light, medium & heavy
    • 2% more effective vs. concrete

In other words, the Dreadnought is stronger against vehicles/naval vessels and heavy armored structures

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