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View Full Version : Yuri Prime in RA2> YP in YR?


JJFZ3000
06-21-2007, 09:57 PM
I think the Yuri Prime in RA2 is superior than the one in YR because its enormous range, even if it can't mind control buildings. :evil: What do you guys think?

EliteGi
06-21-2007, 10:01 PM
The range is silly, quite frankly!

Corsarus
06-21-2007, 11:20 PM
yah, RA2, most people would pick yuri's for the building mind control though...:(

Statalyzer
06-22-2007, 01:27 AM
The RA2 Yuri Prime is the strongest single unit in any C&C game I've ever played not counting special mission units (like the Monster Tanks or Volkov in RA). If you get 2 of those (using vats) it's all but the same as getting a freewin.

truefeel
06-22-2007, 03:11 AM
It just crazy; you could be with the Yuri Prime on one side of the map Mind Controlling an unit on the other side. Very powerfull indeed, even more powerfull then the chrono commando.

SgtRicko
06-22-2007, 12:06 PM
That, and he could float over the damn water:dead:

JJFZ3000
06-22-2007, 01:27 PM
What's the monster tank?

truefeel
06-22-2007, 01:42 PM
In one of the Red Alert mission you got to rescue one or other genius; he's about to get killed by 2 mammoth tanks, heavily buffed up by ini editing (fires cruiser shells, has an enormous armour and gets the whole time Iron Curtained)That, and he could float over the damn water:dead:


No he couldn't. only in YR that's possible, but not in RA2

EliteGi
06-22-2007, 01:57 PM
The RA2 Yuri Prime is the strongest single unit in any C&C game I've ever played not counting special mission units (like the Monster Tanks or Volkov in RA). If you get 2 of those (using vats) it's all but the same as getting a freewin.
I think that award goes to the Core Defender of Firestorm! Especially as it would be mind-control immune. :p I never saw the monster tank though.

truefeel
06-22-2007, 03:07 PM
Yeh, that core defender really was powerfull. if you had an army of 20 MLRS, that army would loose vs. that core defender.

hogo98
06-23-2007, 04:13 PM
I dont think I ever got around to killing that thing:(

Zancloufer27
06-23-2007, 04:27 PM
Make a Kabillion Rocket Men. It's weakness is that it can only kill one unit at a time.

Though the RA2 YP, I thought he could travel across water

EliteGi
06-23-2007, 11:56 PM
Make a Kabillion Rocket Men. It's weakness is that it can only kill one unit at a time.

Though the RA2 YP, I thought he could travel across water
The easiest way to kill it is with air attack (due to no range limitations, they can all attack it at the same time instead of one by one). I think it would kill a good 40 MLRS' though, it is stupidly strong with very good range.

Statalyzer
06-24-2007, 01:12 AM
In RA, one of the Allied Aftermath missions was called "Monster Tank Madness". You had to rescue one scientist who, IIRC, helped create those tanks but wanted to defect. If you did this, he'd turn the tanks against their owners and the entire Soviet base would be destroyed by them.

They looked just like Mammoth Tanks, but fired the same shells (or very similar ones) as the cruiser, had ridiculous armor, and had a portable rechargable iron curtian. So, only about 50% of the time was a tank vulnerable at all, and then when it was, it would be zapped by, say, a pair of tesla coils at once and lose like 5% of it's hit points, then BOOM-BOOM, two shells come out of the twin barrells and one coil is gone. So, they'd easily destroy your entire army and base unless you got the scientist to make them wipe out the Soviets instead.

In the Soviet Aftermath mission "Deus Ex Machina", you eventually got a beefed-up version of Volkov who somehow despite being a single man was essentially impossible to kill even if the whole allied army fired at him.

truefeel
06-24-2007, 02:58 AM
Oh, I remember that mission. Sadly, he turned against me and I had to use all of my units to kill the bastard.

Corsarus
06-24-2007, 01:54 PM
The easiest way to kill it is with air attack (due to no range limitations, they can all attack it at the same time instead of one by one). I think it would kill a good 40 MLRS' though, it is stupidly strong with very good range.


it's also very effective to spam light infantry once it reaches your base, so it spends time killing them, while having dozens of artillery things to shoot it. (that's how I did it.)

to take out the nuke silo's, send a limpet to scout, it will attract the attention of the tiberium reapers, they will leave. The area in the walls around the silos is not paved and a subterranean transport can carry four engineers to capture all of them (the silos are to the far right of your starting spot).

to take out the core itself, use the multi missiles on the firestorm generator, this will make the CDer come at our base, then sneak a few subterranean units of any kind under to the core, kill the defenses, kill the core, mission accomplished.

SgtRicko
06-25-2007, 01:19 AM
Oh, I remember that mission. Sadly, he turned against me and I had to use all of my units to kill the bastard.

Basically there was no way to save Volklov from going berserk, even if you try to capture the structure he's in, because as soon as you do, he breaks out and begins to attack everything in sight regardless of allegiance.

truefeel
06-25-2007, 02:55 AM
there was, if you were really carefull and you used the scientists. then a helicopter would land near your base. But before you loaded him up, you had to destroy the allied bases on the islands, else the heli with Volkov would get shot down.

apple23
06-25-2007, 02:40 PM
wait a minute; what's the core defender??? I've played all the TS missions, but i just recently got FS so i havent got very far.

Corsarus
06-25-2007, 04:37 PM
its this tremendous scary walking thing that protects cabal's core. It only apears in the last levels of the campaign.

Avapodnaught
06-25-2007, 08:26 PM
Love that obelisk that fires upon air units, wish I could build those and CDers

apple23
06-26-2007, 01:38 PM
o yea that obelisk of darkness? i modded it once to make it buildable. it rocked.

truefeel
06-26-2007, 02:25 PM
I modded the core defender. now I can build it and it has AA obelisks lol.

Avapodnaught
06-26-2007, 02:40 PM
cool...
hey, there isn't a smiley just with its mouth gaping open...

ghoststalker2004
06-29-2007, 08:39 AM
I dont think I ever got around to killing that thing:(

Try one of these:
a) Blow up bridge that it is walking on. (No guarantee.)
b) Hit it once with jump jet infantry on the ground. Get said unit to take off. Defender will be standing in one place. Use some more air power.
c) Artillery and a MCV can help:
GDI - Fully charged firestorm generator.
NOD - Laser fence, one post offline
The mcv aids in closer wall/laser section placement. Hit unit, retreat. When it walks over your section...

truefeel
06-29-2007, 09:54 AM
waiting untill it steps on the firestorm walls doesn't help, as it will shoot it first before passing on. neither does the laser fence trick (it shoots the laser posts.). What you can do as gdi is transporting juggernauths onto the cliffs and place before a narrow passage ALOT (50+) MLRS.

Or you could do like me: modding the mission map so that you can make a mutant hijacker; you can hijack then the core defender :p.

ghoststalker2004
06-30-2007, 12:36 PM
:thought: Strange. When I hit it with artillery (GDI - tri-cannon Juggernaut or NOD's single cannon) it ignored both fence post and firestorm wall section. I tried this twice. It's focus was shifted to the attacking unit.

truefeel
06-30-2007, 01:27 PM
Oh, you did it that way. Never tried that...

Meh, it's easier to just code it and capture it:D

jo_2
11-10-2008, 01:38 AM
I think both Yuri Primes were good. And who says that the original Yuri prime could float over water? In a mod or something?

The thing is that the YR yuri can use enemy defences against their own side, turning the tide of battle in some situations.

And yet the old yuri prime had an insane range like you guys were saying, very useful when fighting libya: you could wait till they pump out one of their demo trucks and mind control it before it left its base and... you folks know the rest.

truefeel
11-10-2008, 11:12 AM
wow, serious bump ! you know this thread is more then a year old, right ?

Andthe RA2 yuri prime is far better. Realise that it has such a range it is unbeatable when protected. Imagine you are facing it and it is MCing your units. You can't do a thing, b/c it is too far away to attack it. A YR yuri prime is very beatable, b/c it has to come relative close to the target. The ability to MC a building comes nowhere nere to the ability the MC a unit one corner on the map, while the yuri prime stand in the opposite corner.

apple23
11-10-2008, 07:25 PM
Well, it seems that every noob starts off here by bumping some ancient, year-old thread.

Anyways, Dr. Feel is right; the RA2 YP is infinitely better because of his ridiculously long range, but he was so OP because he was incredibly rare. I have only played 1 RA2 match in my entire life where I saw a Yuri Prime (and it was mine :evil:).

truefeel
11-11-2008, 03:08 AM
I assume you did some nasty things with it:evil:.

Statalyzer
11-11-2008, 12:49 PM
I've never had one in a multiplayer game.

truefeel
11-11-2008, 01:32 PM
Me neither; it's also far too difficult to get one in multiplayer (luckily it is this way; it is way too overpowered).

jo_2
11-11-2008, 08:23 PM
Hi guys,

I stick to what I said previously. Both yuri primes are good in my opinion. I agree RA yuri prime was very powerful, but come on truefeel. Some of you say it's unbeatable if protected right? Well, how about this: you are playing allies and you got the Spy Satellite deployed and the chronosphere too. Because the radar is cleared out, you can see where the yuri prime is hiding when he attacks. Then you zap him with the chronosphere. What now? How do you protect yuri prime from the chrono short of blowing it up? It doesn't matter how many apocalypse tanks/drones/whatever are backing him up. In fact, if they are really close together (something wise players wouldnt do) you can take a few of them with him by dropping them in the water or something.

And the same for the soviet vs soviet matches, just a little more complicated, clear out the fog of war the hard way and when you find the buster, use the IC on him.


What's the fuss?

Cheers.

truefeel
11-12-2008, 12:09 PM
Well, a chronosphere costs 2500 and is not directly useable. a yuri prime costs 2000 credits and is direcly useable. If you zap my yuri prime with it, I'll just make a new one and keep on mind controlling your units.

I would not even use IC or chrono on a yuri prime. I would rather chrono alot of units into the water or chrono in 5 prism tanks behind the enemy base and shoot everything. For IC, I would IC 9 drones and attack with that his tanks and his yuri prime.

But like I said, the yuri prime is alot more useable then chrono/IC, despite being those 2 buildings superweapons.

I might have used the wrong words; in theory every single unit is defeatable. But if you gain the ability to create a yuri prime, you should win the game with ease.

jo_2
11-12-2008, 07:19 PM
Yes. Of course I respect the original yuri prime as a formidable unit. And those tactics make a lot of tactical sense(pun intended). I was just giving an example of how it's not that difficult to get rid of him.


in theory every single unit is defeatable. But if you gain the ability to create a yuri prime, you should win the game with ease.

Sure, the game will be easier, but not that much. You can only MC units with ra2 yuri prime, so when it comes to wiping out a base, it's not that useful. You can get rid of the tesla troopers charging up coils, of snipers, of enemy GI's and conscripts concentrations, but you can't touch anything rooted into the ground, so most base defenses would still be untouchable. While you can weaken him up, you can't tip the odds in your favour so much. OK, you can MC a prism tank or apocalypse inside his own base and order it to attack base defenses etc, but unless the enemy has almost nothing left, the MC'd tank would quickly be destroyed by his previous comrades, don't you think?
The exception would seem to be when fighting against lybia, if the enemy is foolish enough to pump out a demo truck and hasnt noticed Yuri Prime lurking around, you can MC it, detonate it and take a good chunk of his base with it. I've used this one more than once. I wonder if one could pull of something similar with a kirov, just when it's coming out of the factory, to MC. Having an intact kirov right over an enemy base COULD mean the game's over on your favour. Never tried it though.

With YR yuri prime, OK he gets killed more often and doesn't have nearly such a range, but if he is well protected you can pull of a few tricks mind controlling buildings. And YR yuri prime can float over water. I think someone was mistaken when they said that ra2 yuri could go over water... maybe in a mod I have no idea about... I don't use many mods.

Just would like to state for the record (not that it will matter to anyone) that I voted for the "Both yuri's are equal" in the poll.

Cheers truefeel and all of you folks.

Statalyzer
11-13-2008, 01:27 AM
Sure, the game will be easier, but not that much. You can only MC units with ra2 yuri prime, so when it comes to wiping out a base, it's not that useful.

Removing enemy units definitely makes it much easier to wipe out his base because he'll have fewer units to stop you with.

I think someone was mistaken when they said that ra2 yuri could go over water...

Yes they were. RA2 Yuri Prime cannot swim and does not hover.

I was just giving an example of how it's not that difficult to get rid of him.

Building the 2nd most expensive structure in your arsenal and then waiting 7 minutes for it to charge isn't exactly "difficult", but does cost some dough and take a bit of time.

jo_2
11-14-2008, 12:57 AM
Removing enemy units definitely makes it much easier to wipe out his base because he'll have fewer units to stop you with.


Of course, but unless the defender is in a very difficult situation, either tactically or economically, I think he would regard the presence of Yuri Prime an emergency which needs dealing with at once, and would not hesitate to use his superweapons to terminate the threat, BEFORE most of his units had been killed.

Yes they were. RA2 Yuri Prime cannot swim and does not hover.I thought so. Not in the original. Cheers.

Building the 2nd most expensive structure in your arsenal and then waiting 7 minutes for it to charge isn't exactly "difficult", but does cost some dough and take a bit of time.Yes, well, but at least it's one foolproof method of dealing with him, which will work regardless of how many men are backing him up. I'm sure there could be other ways which might or might not work depending on the circumstances, like assaulting with 5-10 sniper IFVs, or if playing as lybia, sending in a buffer unit for him to mind control, and then sending in a demo truck, which he cannot take over because he is already busy with the previous unit.

truefeel
11-14-2008, 01:18 AM
Yes, but in the time the chronosphere was charging, you lost alot of units already and he can just as well have 2 yuri primes (cloning vats).

jo_2
11-16-2008, 05:27 PM
All right. But its still a method to deal with him. And that doesn't mean YR yuri prime is worthless.

Statalyzer
11-17-2008, 02:25 AM
Who said YR Yuri Prime was worthless?

jo_2
11-17-2008, 06:59 AM
Well, maybe not worthless, but someone said RA2 yuri prime was "way better".

apple23
11-17-2008, 07:53 AM
It is. That doesn't make YR's YP worthless, though.

truefeel
11-17-2008, 11:45 AM
Yeh, indeed. The yuri prime is a good unit and many of the relative yuri players use it, for instance sneaking it inside someone's base and MC some critical buildings.