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Dawn Riser

The Best Side??

What Do You Think Is The Best Of The Three Sides Of Yuri's Revenge  

4 members have voted

  1. 1.

    • Allies
      0
    • Soviets
      2
    • Yuri's Army
      2


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This has been done to death, but not in a while.

 

So...

 

SOVIETS OWN ALL! HAIL THE SOVIET UNION!

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Simple, depends on the map and your gaming style.

 

Small maps go to the Soviets since they own in rush battles early in the game.

Larger maps go to the Allies once they can deploy medium or higher tech based units.

Yuri's will win any battle. His side simply drives on mind control and with the battlelab in place he's unstoppable.

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Don't even beed a Lab with Yuri. Radar tech is high enough for him to be unstoppable. All you need are Lashers, Mags, Gatts and Brutes and YOU WIN!

 

However, I love all 3 sides cause each has their own redeeming qualities.

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Personal favorite on YR...Soviets...but I'll use whoever will prove most successful on the type of map or (online) in coordinantion with my friends who I Ally with by choosing something differant from them that complaments their army and strengthens the alliance power on the map. Example- Cuba & Any Allied country (Terrorist IFV) Simple yet effective.

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Guest Rabbit

Soviets pwn when I have tesla. You just wait for me to get my tesla.

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Guest Invisble Killer

Soviet Empire Rules!!!!

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Yeesh. I think it's time for a new rule:

 

No polls asking which side of any particular game is best. Ever. Again.

 

:roll:

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Remember when posting that the RA Soviets are much, much different then the YR soviets.

 

 

 

My opinion on who is the best is as such.

 

 

 

in the un-expanded RA2... SOVIETS. (By far!!)

 

 

 

 

 

 

 

 

 

 

 

In Yuri's Revenge however, the title of best side has to go to...

 

 

SOVIETS!

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Yeesh. I think it's time for a new rule:

 

No polls asking which side of any particular game is best. Ever. Again.

 

:roll:

 

Thats a lame rule and you know it. :P

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>_> As if. It's not a lame rule if every time a topic gets locked, one springs up in it's place, when WE HAVE ALREADY STATED TEN BILLION TIMES as to what side we like. At least wait three or more months before posting the next "What side is the best/your favourite?" thread. >_> Otherwise it just gets repeatative, boring, and in the end it'll just fill space that could be used for more constructive threads.

 

Oh, just like now! :roll:

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Well then don't post in them if you feel that way. ;)

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No it isn't, my post count over the last few months is evidence to that. ;)

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Guest Rabbit

Can you say, spam thread?

clip_image002.gif

 

Seriously, Acerz is right. This HAS been done to death.

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Soviets pwn when I have tesla. You just wait for me to get my tesla.

 

how about not and say we did

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Simple, depends on the map and your gaming style.

 

Small maps go to the Soviets since they own in rush battles early in the game.

Larger maps go to the Allies once they can deploy medium or higher tech based units.

Yuri's will win any battle. His side simply drives on mind control and with the battlelab in place he's unstoppable.

 

i agree

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Personally i think in RA2 the Allies were easily the better side.

 

I mean look at it this way.

 

They had easily the better infantry squad, GI's were the best infantry unit in the game. Considering their cost, range, gain of veterancy and then their lack of weaknesses

 

The Allies get the Spy Sattelite which reveals the entire map, the Soviets meanwhile get stuck with a crappy Psychic Sensor which only showed you if any units were planning to attack any structures near your Sensor. Nothing compared to the Spy Sat.

 

Then they have the unstable Prism Tank which can level a base in no time. The Apocalypse is great, but simply to expensive and to slow to contend with the Allies base defenses.

 

Then they get Tanyas, which can completley overwhelm any infantry forces.

 

Rocketeers ruled the skies, they were seriously a trump card and could gain veterency in seconds and also level a base really quickly in numbers, especially on elite.

 

Then they get Spies, which can promote your units to Veteran, steal credits or technology or else power down a base. Enough time for a Prism Group to level a CY and Ore Refinery with no real threats.

 

And the super weapons really do go into the Allied Favour. I mean they get the Chronosphere which can teleport 9 Prism Tanks into the back of your base, level your CY, Battle Lab, War Factory and Ore Refinery in no time. The Weather Device has much greater range than the Nuke.

 

In Yuri's however, i think the Soviets got enough upgrades to be the best side.

 

The Industrial Plant neutralized the cost and build time of Apocalypse Tanks and a large squadron of Rhino's.

 

The Battle Bunker was a great defense against early rushes. And was one of the early game things i actually kept building later on. Heck, i think the Battle Bunker was even better than the Tesla Coils in some terms.

 

And then Boris, wow, what a great hero. The best by a country mile. His machine gun just owned infantry and ripped vehicles apart. And his airstrike gave him the ability to destroy structures from a safe distance.

 

Go the Sovs!!!

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They had easily the better infantry squad, GI's were the best infantry unit in the game. Considering their cost, range, gain of veterancy and then their lack of weaknesses.

 

agree agree

 

The Allies get the Spy Sattelite which reveals the entire map, the Soviets meanwhile get stuck with a crappy Psychic Sensor which only showed you if any units were planning to attack any structures near your Sensor. Nothing compared to the Spy Sat.

 

agree again

 

Then they have the unstable Prism Tank which can level a base in no time. The Apocalypse is great, but simply to expensive and to slow to contend with the Allies base defenses.

 

ok.. i disagree here.. prisms sucks no offence.. good players will have some mobile defence squads and prisms will be shredded in seconds, like war miners for exam. apoc has 800 health and can take most beating. Allieds doesn't have strong enough tanks to take beatings. Even the Battle fortress only has 600 life (which i think is a mistake).

 

Then they get Tanyas, which can completley overwhelm any infantry forces.

 

you don't need tanya for this

 

Rocketeers ruled the skies, they were seriously a trump card and could gain veterency in seconds and also level a base really quickly in numbers, especially on elite.

 

it's called flak weapons and in some cases gattling weapons.

 

Then they get Spies, which can promote your units to Veteran, steal credits or technology or else power down a base. Enough time for a Prism Group to level a CY and Ore Refinery with no real threats.

 

what's the point of spys? most of the time i play against compitant (sp?) players, that knows that they never called back any infantry, and they dont' do hit and run. i would be lucky to get these spys into anything.

 

And the super weapons really do go into the Allied Favour. I mean they get the Chronosphere which can teleport 9 Prism Tanks into the back of your base, level your CY, Battle Lab, War Factory and Ore Refinery in no time. The Weather Device has much greater range than the Nuke.

 

iron curtain has greater annoyance. like i said before, good players will have mobile defences, so 9 tanks in the back is not enough.. Besides, you never only defend the parametre, but you also defend your interior. War factories are usually too heavily guarded, because it's the production line. the iron curtain makes you want to cry because you can't do much to stop the enemy. Weather storm doesn't have wider radius. Sure it can dish quite a bit of damage, but it's not too effective and it's luck. the nuke's radiation is good, and there is a rare chance that the there will be a glitch where the radiation doesn't fade away.

 

The Industrial Plant neutralized the cost and build time of Apocalypse Tanks and a large squadron of Rhino's.

 

agree

 

The Battle Bunker was a great defense against early rushes. And was one of the early game things i actually kept building later on. Heck, i think the Battle Bunker was even better than the Tesla Coils in some terms.

 

this is better than sentry guns, but you need to man these things... the lowest cost is $1000.

 

And then Boris, wow, what a great hero. The best by a country mile. His machine gun just owned infantry and ripped vehicles apart. And his airstrike gave him the ability to destroy structures from a safe distance.

 

ok... i think he's better than tanya, but Yuri is far better in many cases. He can sure give you lots of cash and remove parts of your enemy at a time.

 

In Yuri's however, i think the Soviets got enough upgrades to be the best side.

 

i know this is your opinion, but yuri has far better defences than soviets or allieds and initiates are extremely unbalanced in some ways. in buildings, iirc, they do 40 something damage at normal, and 90 something at elite. so let me think... that's more than an apoc shot if iirc again. i have no problems fighting soviets or allieds (i prefer allieds), but against yuri.. i need a few hours.

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At least you explained your points with actual backup, and didnt swear and curse and say "Yuri Rules!". But you better be prepared for a long discussion about Yuri. And as long as it dosent get outta hand with us screaming at each other, then we can have an enjoyable discussion.

 

In certain terms, Yuri has a great side. However i must say that although some say Yuri is unbalanced in a way he is unstoppable. I say hes unbalanced in a way he really is at a disadvantage.

 

Straight away, you know Yuri has a lack of numbers. The Allies have three techs. (Chrono, Prism and Missile's) The Soviets have three techs too. (Tesla, Radiation and Flak). Yuri meanwhile only has two. (Psychic and Gattling). Also, Yuri has a disadvantage in numbers. Not nearly as much infantry as Allies or Soviets. And like i described earlier, Yuri's way of winning battles is one-sided.

 

I beleive Yuri's way of winning a fight is one-dimensional. The same tactics wont always work. And then Yuri is in a bit of trouble.

 

Also, Yuri's Gattling Tech is inconsistent. And really needs a structure to protect the Gattling Cannon from getting abused (unfortunatley Yuri dosent have it) I mean, a group of Robot Tanks can destroy 1 Cannon, run off and come back. Hit and Run tactics can humiliate a whole platoon of both Gattling Cannons and Tanks. Heck, in unholy alliance i always build Gattling Cannon's they are my number 1 option for air defense. BUT, i always cover my Gattling Cannons with structures that will prevent it from getting abused. Prism Towers, Battle Bunkers and Flak Cannons.

 

Yuri's Psychic Tech was great in RA2 as a minor technology. Because the Soviets had all the technology and units to back it up, the Psychic Tech really was effective. Unfortunatley in Yuri's Revenge the Psychic Tech is Yuri's Primary way of winning a fight, and it dosent always work. Prism and Tesla Tech has very few weaknesses and when it is expolited, the Allies and Soviets can deploy different tactics.

 

Also, Yuri's units are easily countered whereas the Allied and Soviet unit attacks need to be thought out before executed. The Lasher Tank is good, but when thrown up against superior armour like the Rhino Tank. The Lasher Tank is ripped to pieces. The Gattling Tank, again can be abused or simply blown to bits by Rhino's. Magnetron's are not exactly heavily armoured. Boris himself, can rip apart a Magnetron in seconds. The Mastermind, again can be ripped open by Boris or Terror Drones. And the Floating Disk's armour is only fair, easily beaten by a superior number of Flak's.

 

However, Yuri isnt to bad, the unbalancing part about Yuri is the fact that his best units are at a low tech level. I can win games with Yuri without building a Battle Lab. Whereas the Soviets do benefit from a Battle Lab with the Apocalypse and Kirov. And its a MUST-HAVE unit for the Allies, so they can get the most out of the Prism Tank, Battle Fortress, Mirage Tank, Spy Sattelite, Chrono Legionairre etc.

 

Most Yuri strategies rely on annoying tactics to overwhelm a player and then send in the medium ground units like the Lasher, Gattling Tank and the Disk to level the base. The Soviets rely on Brute Force, they dont need to piss-fart around with tactics. Throwing a group of Rhino's together and running head on into an enemy base is usually enough to deal a crippling blow to the enemy. Allied strategies mostly use high tech weaker, faster units that can deal good damage to the outskirts of an enemy base and retreat when superior ground units come in.

 

However in general, Yuri is a fine side to choose. Hes missing a few neccasilities in my opinion, but hes capable of winning matches certainley. Its just that the Soviets and Allies can mostly use similar tactics while Yuri has to adapt to a new style of play.

 

I can tell you now, im not a patient person. Yuri players need to be very patient, which is why i rarely go as Yuri.

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Its just that the Soviets and Allies can mostly use similar tactics while Yuri has to adapt to a new style of play.

Flip that around. The Allies and Soviets have to work around Yuri's tactics.

 

Straight away, you know Yuri has a lack of numbers. The Allies have three techs. (Chrono, Prism and Missile's) The Soviets have three techs too. (Tesla, Radiation and Flak). Yuri meanwhile only has two. (Psychic and Gattling). Also, Yuri has a disadvantage in numbers. Not nearly as much infantry as Allies or Soviets. And like i described earlier, Yuri's way of winning battles is one-sided.

Yuri's lack of numbers comes from his style of play and the units at his disposal. His idea is Allied-like in play: disrupt the enemy from a distance, then bring in the ground power; eg Brutes, Lasher Tanks, Discs. Actually, Yuri's main idea is: "GIMME!" You know, take their units and make them your own.

 

Hey, let's be technical while we're at technology too. The Allies have prism, chrono warp, chrono weapons, camoflauge, lightning/weather, sonic amplification... That's six we have. Missiles don't count since V3 rockets, Boomer rockets and Dreadnought rockets all count as missile types.

 

The Soviets have demolition/suicide weapons, radiation, flak, tesla weapons, heavy tank weapons... That's five.

 

And lastly, Yuri has gattling weapons, psychic blasts, mind control, genetics, bio-agents, kinetics... Hey, that's SIX! That's more than two and that's really without trying.

 

If anything, the Soviets are behind in tech.

 

I beleive Yuri's way of winning a fight is one-dimensional. The same tactics wont always work. And then Yuri is in a bit of trouble.

Wrong answer. The same strategy will almost always work. Yuri simply needs Magnetrons, mixed with Gattling Tanks, Brutes, Lasher Tanks, Yuri Clones and few Virii. He'll win 90% of his games.

 

BUT, i always cover my Gattling Cannons with structures that will prevent it from getting abused. Prism Towers, Battle Bunkers and Flak Cannons.

Great until I bring in Mags with some support. You'll go down in no time.

 

Yuri's Gattling Tech is inconsistent. And really needs a structure to protect the Gattling Cannon from getting abused.

It's called Tank Bunkers and mobile defense.

 

Unfortunatley in Yuri's Revenge the Psychic Tech is Yuri's Primary way of winning a fight, and it dosent always work.

Only 14 units in the game are immune to mind control. That's well under half and most are infantry. Vehicles have a hard time against Yuri's influential power. Besides, Yuri main method is a decent mix of units; eg Mags, Lashers, Gatts, Brutes, Virii, Clones/YP/MasterMinds. Not to mention, he can assemble most of his most potent combinations before the Battle Lab and it'll be half the cost of the team the Allies and Soviets would need to combat it.

 

Also, Yuri's units are easily countered whereas the Allied and Soviet unit attacks need to be thought out before executed. The Lasher Tank is good, but when thrown up against superior armour like the Rhino Tank. The Lasher Tank is ripped to pieces. The Gattling Tank, again can be abused or simply blown to bits by Rhino's. Magnetron's are not exactly heavily armoured. Boris himself, can rip apart a Magnetron in seconds. The Mastermind, again can be ripped open by Boris or Terror Drones. And the Floating Disk's armour is only fair, easily beaten by a superior number of Flak's.

:haha: You make me laugh. :haha:

 

Your Rhino Tanks will never even REACH my units; they'll be getting juggled or they'll be getting ripped to shreds by Gattling Tanks.

 

Boris? HA! A pair of Virii support will own his ass in seconds; he'll never have a chance to rip anything up.

 

Terror Drones? Don't be silly! Gattling Tanks rip them to shreds. No luck there either.

 

 

Anything the Allies and Soviets throw Yuri's way can be countered with the same set of forces. Imagine that.

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