I love Red Alert 2: Yuri's Revenge, there is alot going for the game, and it is fair for all 3 factions, but there are some units that don't play into that equation. These changes aim at diversity, but aims at usability of the unit while maintaining their counters and weaknesses. As much as I hate nerfing units, some needed it, although very few.
My Philosophies:
Just because a unit has a purpose, doesn't mean it's good
A niche unit however, isn't a bad unit. Example: Crazy Ivans, V3's, Kirovs, Yuri Clones, Terror Drones.
A bad unit is a Tesla Trooper because Desolators are more durable, more range, similiar DPS vs Tanks, and amazing area damage utility.
Just because you use bad units against noobs, doesn't justify it as a good unit.
Some people think units are situationally good, but have never used them competitively. If you think that, you're arguement is invalid.
Competitive play should be the basis of balance in a game
People need to stop resisting change, try something new.
If people can play a commuity patch for CnC Generals, they should be able to try one for RA2: YR
Explaination Behind Changes[]
Terrorist[]
Problem:
They aren't that bad of units, but they are inferior to Engineers or Crazy Ivans.
Solution:
Increasing movespeed, and lowering cost will make these worth building. Movespeed doesn't sound useful because of transports, but you can possible build a Radar first on Soviets, and send these guys in.
Tesla Trooper[]
Problem:
Poor Range causes these guys to get kited by tanks which cause them to contribute very little in a fight. Why build these when Desolators do their job better?
Solution:
With increased Range there still is counterplay, but it makes Tesla Troopers easier to use in your army.
Apocalypse[]
Problem
As a late game unit, they are versatile and should be unmatched in toe to toe combat. This is not the case, with poor movespeed and same range as Rhino's they see themselves dying to Tier 1 Battle tanks before they can deal any damage.
Solution
With Increased Range and Projectile speed they can deal with Tier 1 Battle Tanks, and Mirage Tanks better in the late game, so they can actually be built, but not of course without counters.
Desolator[]
Problem:
Counters 98% of all ground units, too strong for the price of the unit. Flak Track+ Deso bombs are way too abusable vs Allies.
Solution:
Increased Tesla Troopers, Chrono Legionaires, and Brutes resistance to the weapon because they are in Heavy Armored suits and Brutes are Mutated, functionally it allows them to survive the edge of the Radiation field of a Desolator who slowly creeps forward.
Deals slightly less damage to Light vehicles, to allow them to escape Deso Bombing Mirage+Prism Tanks. Remember the Apocalypse is better so Soviets can still deal with those threats accordingly
Demolition Truck[]
Problem:
Was nerfed in the Original Red Alert 2 because it did way too much damage at a long distance. This didn't make it feel like there was enough options avaible. With the nerfs, this unit is only good against an inexperienced player or using an Iron Curtain.
Solution:
Searching for a middle ground, the speed nerf was reverted. In addition to that, the cost went down. This servers for more forgiving Demolition bombing without hindering your tank production and economy too much.
Tesla Tank[]
Problem:
These guys got nerfed in RA2, where they attacked 25% slower, this caused them to become really weak for their cost, and offered nothing competitively.
Solution:
Tesla Tanks will still be weak against Battle Tanks where they lose value-to-value with, but now they have Increased Speed and attack slightly faster, but still slower than originally. They will be able to close in to deal damage before they die, and can pick off harvesters (which they're really good at) much easier.
Robot Tank[]
Problem:
They are really fragile, costed 100$ less than Grizzlies and did the same DPS. So there was little usage for them that Grizzlies (which are relatively fast) couldn't do. Also they have a weakness of requiring Power, and needs a Robot Center to be maintained.
Solution:
I felt their speed could allow them to fill a role of hit-and-run and not just exclusvely to counter mind-control. They attack faster, which allows them to do damage quicker against unprotected buildings or harvesters.
Chrono Legionaire[]
Problem:
Legionaires are not all that bad of a unit, except they are too pricey and logically should have Plated Armor
Solution:
With Plated Armor, and a very Slight HP increase (to make Seals, Snipers, Desolators kill Legionaire in 2 attacks) and a cost reduction, they are more relevant late game, but still be countered by out numbering.
Tank Destroyer[]
Problem:
They are fairly good as a support unit, but what makes no sense is a unit designed for vehicles ONLY, deal less damage to Ore Miners than ANY OTHER BATTLE TANK.
Solution:
Tank Destroyers deal more damage to Ore Miners. Their stats are the same because they build faster than Grizzly, Rhinos and Lashers.
Brute[]
Problem:
They are not the worst but for a melee unit, they are a little awkward. First off they have different range values for Infantry/buildings than Vehicles which makes no sense. Second of all, considering they are melee, they should be better against buildings than Conscripts/G.I.'s/Initiates.
Solution:
They do extra damage to buildings, and have equal range against Tanks as they do infantry/structures. While these changes are small on paper, you'll find them to reliably damage tanks instead of pathing blocked.
Initiate[]
Problem:
Their damage in garrison buildings is ridiculous, where 1 initiate can make a garrison destroy anything in range
Solution:
Reduced their garrison damage slightly, they are still the best-per-slot in a Garrisoned structure but one initiate in a building isn't stupid strong anymore.
Magnetron[]
Problem:
This unit in tandem with the cliff range bonus was far too powerful. Also the unit grab range was longer than the building attack range which by logic makes no sense.
Solution:
Reduced Magnetron Vehicle range to match the building range. Although this is a nerf, you still should be rewarded for good micro with these units.
Grand Cannon[]
Problem:
France is far too weak because it takes too long to get these up and running. But it also becomes way too hard to deal with late game. Many noobs cry OP because they never rush France and hence why they ban it.
Solution:
Lower the range and health slightly, but lower the cost appropriately. This will be better for both worlds of rushers and noob turtlers.
Summary Changes v1.002[]
General[]
Robot Tanks gain Veterancy, increasing stats but don't get an Elite weapon.