![]() If these little bastards shut down your base, your only hope is pretty much to have enough anti-air units to take them down, or have an ally help you. 2 of them can entirely shut down a bases power and slowly drain your credits away, zapping any anti-air infantry/vehicles that try to shoot them down. It's so bad that Yuri is usually banned from online play. This leads to some units being very dangerous without a game-breaker counter to that unit. Game-Breaker: The game's balance model uses something along the lines of "balance through the abundance of unbalanced units".Did you expect a fight with the Allied Player Character to be easy? Why are the enemy attacks far more relentless in the mission "Deja Vu" despite this essentially being the same mission as "Mirage", where the enemy assaults were scripted and easy to counter? Because in "Deja Vu", you're essentially fighting a version of yourself, who likely would have steamrolled the Soviet army in the original timeline. ![]() This fits perfectly to counter Allied air strikes but not against Soviet Kirov assaults, and when you consider the Allies won the war in the vanilla game. They are much better against frail air units than against heavily-armored ones as they rev up to max speed to have a chance to take them down (whereas Yuri doesn't have such a problem against ground armor thanks to Psychic Towers). Yuri's faction goes Gatling Good with Gatling Cannons and Gatling Tanks. ![]() ![]() Flak Cannons, Flak Tracks, Flack Troopers and Sea Scorpions can damage several air units at the same time with their attacks, forcing the Allies to bring support to take those anti-air defenses down or Zerg Rush to overwhelm them. The Allies have a significantly higher amount of air units, but most of them fall into the same category: Fragile Speedsters.
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