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RA2 Mod - Soviet Vehicles

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For a Red Alert 2/Yuri's Revenge -themed mod I'm planning to work on (haven't decided what engine yet- either Starcraft 2 or CNC Sage engine):

This is just a makeshift showcase of what I plan the units to look like (with a bit of info)- with strong gameplay elements in mind to fix up some missing parts in the other games:

Note that this version it is assumed that Yuri is in charge of the Soviets, and thus all psychic units, plus a few Yuri's Revenge units, have been merged back into one side (better theme-wise and gameplay-wise).

A quick rundown of the units:

LAND

Terror Drone- basically the same as the other games, dismantles vehicles from the inside

Supply Truck- replaces miners as resource units, Generals Style

Flak Car- like Flak Track, though its gun is better against ground targets (think a weak tank).

Hammer Tank- based on some experiments I did in Red Alert 2 with some fellow modders to the Rhino Tank- we nearly doubled the price, but increased the speed, damage, and rate of fire a bit- against even the tank-destroyer grizzlies (see Allied Vehicle page (coming soon)), they took a beating but definitely came out on top, and reinforced their roles as heavy-fighting tank vs Allied Hit-and-run). To compensate for its price, it gets a co-ax machinegun (does very little damage though).

V5 Rocket- same as V3

Apocalypse Mk3- fixing up a lot of gameplay complaints about the RA2 Apocs being both durable to the point of being silly, and ultimately, a lot less useful than a bunch of faster rhinos; my response is a version with longer-ranged guns (far less than artillery, but much longer than most tanks- easily able to bust up some enemy armour before they get close enough to retaliate)

AIRFORCE

MiGs- Generals-inspired, and balanced to keep the emphasis on heavy full-on assaults, but not leaving the Soviets glaringly without some form of decent fighter support is the Mig.
While both the Soviet and Allied fighters are capable of strafing infantry and enemy air with machineguns, and doing fast bombing runs, the balance is that the MiG is far better at fighting enemy units, but worse at bombing (must drop bombs at closer range, and they are unguided).

Kirov- exactly like the other versions

KAMOV dropship- adds a twist to break up the need for Soviets to trudge through the front door, whilst complimenting the gameplay style of Soviet armies surging through enemy defeneses. Can pick up any ground-based vehicle- including an Apocalypse (or a group of smaller vehicles), and set it down anywhere on the ground. Seeing one of these alone may draw fire away from incoming Kirovs and missiles.

(National units)
Tesla Tank- RA2 version- with greatly increased damage (its discharge leaps from target to target over short range even before Veteran level), and reasonably increased armour.

MAstermind- like the Yuri version, with some twists: being restricted to national, gameplay can afford for this thing to not need a price increase- despite also granting it the ability to perform a larger-scale psi blast than Psychic infantry can.

Magnetron- Yuri version, only with a grinder (inspired by the RA3 apoc tank). Acts exactly like in YR- only it eventually pulls vehicles into its grinder and destroys them.

Siege Hopper (with a H)
Basically a Siege Chopper that can move (albeit very slowly) while on the ground- especially convenient when you landed not *quite* in the right position and don't want to have to set it up in the air a second time. While in the air it shoots (light) repeated flak at shorter ranges against all targets.

...............................
Function-wise, I am focusing primarily on Red Alert 2, with some of the finer elements of Generals, the other Red Alerts, and a few touches of Dawn of War and Starcraft (eg fog and shroud, expansion and resource requires using engineers to capture structures, with supply trucks shuttling between the stockpiles and your base).
Most importantly, the vehicles are increased in price (especially the tanks), but function better- so people are more inclined to use infantry and special units with tanks as backup- instead of tank rushes.

Something I'm thinking about, having a bit of texturing and 3D-modelling experience (though I'll be brushing up a bit soon). I plan to get around to putting these ideas to some Mod forums- but if you have any comments on these ideas, over here (or the design- which I admit was rushed out the door), by all means share them here too!

PS- this chart was also an opportunity to practice a new brushwork excercise, so it may look a bit different from my usual.

Soviet Infantry can be found here:
[link]
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Comments75
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I know I hated the 90s but I’ll give credit to the new high tech Soviet war machine viechels they have.