The release of YR has not come without controversy. My first impression of Yuri that it was going to be a joke and easily owned by the likes of the Allies and Soviets, boy was I wrong. Overnight newbies turned into average players and average players turned into good players and good players turned into great players and great players...well I don't want to go there, my point being that in the end Yuri was way stronger than the others sides and not until Westwood released patch 1.001 did it manage to fix some of those glaring imbalances to all sides not just Yuri, but I still think a lot can and needs to be done about some units that either suck too much or own too much. Here are my Top Ten Unbalanced Units/Structures in YR:
#10. Slave Miner - The backbone of the Yuri economy with the mobility to put the allied and soviet economy to shame. Yes, Westwood did kind of address the problem but they still need to make it cost a little more but still it should cost the same as the other refineries, perhaps the version that comes out of the war factory can be reduced in price, this gives the Yuri player a good jump start up the tech tree on Allied and Soviet player.
Increase the price of the slave miner built from the construction yard to 2000 credits and keep the price of the slave miner that comes out of the war factory at 1500 credits, this keeps the tech race even and gives the Yuri player a little break when producing from war factory as with a chrono miner and war miner, but still more than them because the slave miner is better.
#9. Terror Drone - Huh? your wondering well there are several reasons that I think the terror drone makes my list of too powerful units, consider the following: terror drones require no tech except the war factory, costs 100 cheaper than the Allied robot tank, doesn't require a structure doesn't stop when power goes out, if you get some iron curtained you can kiss the opposite army goodbye, when you infect a unit the player is most likely going to lose that unit either by your terror drone destroying the unit or another unit destroying the infected unit(most good players do this), you can un-infect a unit but that requires a service depot and hardly anyone I play uses a service depot anymore. Also, what is up with it being able to fit in a flack track at least if it does it should take up more spaces than infantrymen
Increase cost to 600 credits. AND/OR
Also, don't allow them to be iron curtained. AND
Don't allow them to fit inside a flack track. OR
Require them to take up more slots.
#8. Gattling Gun - In the pre YR patch days the Gattling Gun was pure weakness against advancing enemy units with its pathetic range, but there was something that caught my eye. Unlike the flack cannon and patriot missile system the gattling gun is able to cut paratroopers to sheds after they got off the plane and before they get to the ground...erg whats up with that? And combined with the yuri radar it makes paratroopers almost useless against yuri, except for stockpiling. The fact of the matter is simple the flack cannon and patriot missile system can't hit paratroopers, as so it should be a no-brainer.
Make it so it doesn't shoot at paratroopers falling to the earth, simple.
#7. Chronosphere - Consider, both the iron curtain and genetic mutator the opposite "minor superweapons" counter starts at five minutes, but why then does the chronosphere take eight minutes to charge? Its not better than the other ones, in fact it may be a bit weaker. Its like having another "major superweapon"(in reference to counter, not ability) at the "minor superweapon" price.
Lower countdown timer to five minutes like the others. OR
Lower the cost to make up for the countdown time differential.
#6. Attack Dog - A many of a dog battles I have lost, even when trying techniques to win one. And a many of a time have I screamed obscenities afterwards, yes really. If you don't believe me just email my room mates and ask them, they know. yes really I am serious; I hate it, you hate it, everyone hates it yet Westwood has done nothing about it. Why should the tech building capture race be decided on chance. Why does one dog able to take on three dogs. If you have
Require them to do to take a bit of time, to much on its victim, still killing it, but not just hopping from one victim to another haplessly.
#5. Siege Copter/V3 - Again a few of you might wonder why I say the siege copter is unbalanced but here is my reasoning. The siege copter costs 1750 and with the addition of the industrial plant it brings it to a grand total of 875 credits an amazingly only 250 credits more than a rocketeer. I don't think it warrants being almost as cheap as a rocketeer and being way more versatile. Also, this gives the Soviets two long range units both of which outrange any allied unit.
Raise the price back to 2000 credits AND shorten its range(deployed) even with the prism tank. OR
Keep it how it is and get rid of the V3 rocket.
#4. Psychic Dominator - Two superweapons for the price of one? Well the answer is yes if you are talking about the psychic dominator. Not only do you have to worry about it taking over your units, you have to worry about it destroying half your base in the process. I normally wouldn't complain about a superweapon but because of Westwoods insistence on keeping them in the quick match I feel it should be revised to make it equal to the other superweapons.
Raise the cost. OR
Limit it to controlling the minds of your units. OR
Better yet remove supers from the quick match. OR
Reduce the damage area and damage give out by the psychic dominator.
#3. Robot Tank - These little guys can be extremely helpful when fighting off the forces of Yuri or in an amphibious assaults. True like their soviet counter part they can go over water makes them a versatile weapon. Even so when in a big tank battle they don't last long and when it comes to fighting other Allies or Soviets they just don't measure up, their armor is paper thin and their weapon is average at best.
Lower price. OR
Lower build time. OR
Increase armor. OR
#2. Chaos Drone - The plight of many a commander, I have personally witnessed and been at the receiving end of this unholy creation. Even though Westwood did address this problem in the first patch I didn't go far enough its still silly that it doesn't affect its own units, that would be like saying the desolator only effects enemy units, that is stupid.
Make it effect its own units.
And the #1 most unbalanced unit is.....The Boomer - This should come at no surprise at all. The boomer by far and away takes the cake as the most unbalanced unit in the game. Not only does it have tough armor, but it has a low signature, is quite fast enabling it to get away unscathed, and to top it off it has cruise missiles, with only radar tech. As a person who has dominated the seas in many a battle I find this highly insulting. Westwood has taken the skill out of building a fleet, and then attacking a base with it. If you were to send a dreadnought or aircraft carrier in to attack an enemy base, unguarded it would be suicide, but with the boomer you can do it all and you don't have to worry about losing your boomer, because even if it gets engaged by enemy units it easily can slip away even, in the process of firing its cruise missiles.
Raise price of the boomer. OR
Give Yuri a unit similar to the sub or destroyer unit and make the boomer a battle lab required unit. OR
Just give the boomer torpedos until the owner gets a battle lab and purchases the upgrade to cruise missiles. OR
Reduce the boomer armor, and speed. OR
Reduce the cruise missile speed. AND
Reduce the boomer range. Along with any of the above changes, I must recommend that the boomer not be able to run away while firing, leaving a cruise missile being launched from nothing.
As you can seem, I strongly believe that lots of improvements could be made to better balance the game. I hope that you enjoyed reading my article and that it provokes some discussion.