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* With high enough starting resources and on maps with many ore mines, the Empire can pump out more than half a dozen refineries in the time it takes for the enemy to set up a single out, the extra resources letting them defend those refineries and essentially starve the enemy out.
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** The Soviet Magnetic Satellite deserves a special mention. It has the ability to OneHitKill vehicles and certain naval units but literally sucking them up into space. This means that entire groups of big, ''expensive'' units that took a lot of time and money to build can be wiped out in just seconds. On a positive note, it's slow, given faster units time to dodge and escape from it.

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** The Soviet Magnetic Satellite deserves a special mention. It has the ability to OneHitKill most vehicles and certain naval units but literally sucking them up into space. This means that entire groups of big, ''expensive'' units that took a lot of time and money to build can be wiped out in just seconds. ''seconds''. On a positive note, it's slow, given giving faster units time to dodge and escape from it.
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** The Soviet Magnetic Satellite deserves a special mention. It has the ability to OneHitKill vehicles and certain naval units but literally sucking them up into space. This means that entire groups of big, ''expensive'' units that took a lot of time and money to build can be wiped out in just seconds. On a positive note, it's slow, given faster units time to dodge and escape from it.
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Evil Is Sexy TRS; this has become an objective, in-universe trope.


* EvilIsSexy: Natasha, Dasha, and Zhana, as well as Suki and Takara. [[{{Stripperific}} There is not an unattractive woman throughout this whole game]]. Even the poster illustrations of Yuriko play to the [[SailorFuku Japanese short-skirted schoolgirl fetish]]. Most of the female characters have pin-up pictures.
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* LoveToHate: Premier Cherdenko has literally no redeeming features whatsoever, and by all accounts, should be a HateSink.....If it weren't for Creator/TimCurry's deliciously hammy performance making him incredibly amusing to behold in-game.

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* LowTierLetdown: The Imperial Nanoswarm Hive is a bit unwieldy to use, at least compared to the old classics that are the Iron Curtain and Chronosphere. It appears that it's intended to block off groups of enemies and/or break the opponent's army into a [[LockedOutOfTheFight smaller more manageable force]] (like a stasis field essentially), or protect your own base or units from superweapons or other assaults. While it has its utility, it's still not necessarily the ideal support power versus the Iron Curtain and Chronoshift. As a TimeStandsStill weapon, its timing and field of effect are a bit imprecise for dividing enemy forces.



* MorePopularReplacement: The Allies' naval anti-air unit, the Hydrofoil, is a lot more useful than the Aegis Cruiser of the previous game. The Hydrofoil is generally cheaper and faster, and aircraft has a greater presence in this game. The Hydrofoil also has a weapon jammer, giving it a utility against surface units and the ability to pacify greater threats, making it an effective support unit on the water.



* RescuedFromTheScrappyHeap: The Allied (Assault) Destroyer becomes a lot more useful than it was in the second game. Its main turret is its weapon against submerged enemies, meaning that it cannot be shut down by anti-air weapons. As an amphibious unit that has the secondary ability to act as a durable shield to protect nearby units, the Destroyer gets a lot more mileage as a result.



* TierInducedScrappy: The Imperial Nanoswarm Hive is a bit unwieldy to use, at least compared to the old classics that are the Iron Curtain and Chronosphere. It appears that it's intended to block off groups of enemies and/or break the opponent's army into a [[LockedOutOfTheFight smaller more manageable force]] (like a stasis field essentially), or protect your own base or units from superweapons or other assaults. While it has its utility, it's still not necessarily the ideal support power versus the Iron Curtain and Chronoshift. As a TimeStandsStill weapon, its timing and field of effect are a bit imprecise for dividing enemy forces.
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*** Future Warfare. All three Allied commanders face off against you in your tiny castle base. Giles, the biggest threat, has ''two'' bases, hammering yours with [[GoddamnBats Vindicator bombers]]. The only saving grace are the Future Tanks you start out with. Use them wisely.

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*** Future Warfare. All three Allied commanders face off against you in your tiny castle base. Giles, the biggest threat, has ''two'' bases, hammering yours with [[GoddamnBats Vindicator bombers]]. The only saving grace are the Future Tanks you start out with. Use them wisely.wisely and you can knock out an enemy base before they have a chance to setup.

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the previous "narm" part wasn't moved when it was changed to "narm charm". Also, adds more context for the "space" line being "narm charm"


* {{Narm Charm}}:
** The whole [[https://www.youtube.com/watch?v=3yMy7JuGpJM SPACE!]] bit.
** Transports have a few lines they say when unloading a unit. In the case of the Multigunner IFV, they play even when the IFV explodes (killing the unit inside).

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* {{Narm Charm}}:
**
{{Narm}}: Transports have a few lines they say when unloading a unit. In the case of the Multigunner IFV, they play even when the IFV explodes (killing the unit inside).
* NarmCharm:
The whole [[https://www.youtube.com/watch?v=3yMy7JuGpJM SPACE!]] bit.
** Transports have a few lines they say when unloading a unit. In
bit. It's obvious that Creator/TimCurry is [[{{Corpsing}} trying so hard not to laugh]], but at the case same time, it's also what makes the scene really enjoyable, especially if you consider the tone of the Multigunner IFV, they play even when the IFV explodes (killing the unit inside).game as a whole.

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** The Soviet game-breaker however, is much more subtle, and yet arguably the ''most'' broken, the Mortar Cycle. It's an artillery unit... that's faster than just about anything you send to chase it. [[FromBadToWorse And all you need to start pumping them out is a Barracks and a War Factory]], letting Soviet players ''completely'' control the early game and likely just win without ever having to tech out of tier 1.

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** The Soviet game-breaker however, is much more subtle, and yet arguably the ''most'' broken, the [[CoolSidecar Mortar Cycle.Cycle]]. It's an artillery unit... that's faster than just about anything you send to chase it. [[FromBadToWorse And all you need to start pumping them out is a Barracks and a War Factory]], letting Soviet players ''completely'' control the early game and likely just win without ever having to tech out of tier 1.

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