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The following pages is a listing of factions and characters from Mental Omega.


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Neutral

    Shared Units 

Attack Dog


  • Angry Guard Dog: They are excellent scouts and able to maul most infantry to death.
  • Attack Animal: Specially trained attack dogs.
  • Crippling Overspecialization: They are able to instantly kill other dogs and unarmoured human infantry, but are utterly useless against everything else.
  • Evil-Detecting Dog: Can detect spies that most other units can't.
  • Fragile Speedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
  • Hypnosis-Proof Dogs: Mind control do not affect dogs, making them a good counter to Epsilon Adepts (so long as they attack as a group and stagger their assaults so the Adept can't psi-blast them all at the same time and then get him while it's on cooldown, which is harder than it looks).
  • No-Sell: Being beasts, dogs are completely immune to mind control and confusion.
  • One-Hit Kill: Any infantry attacked by a dog is killed instantly.

Engineer


  • Adaptational Wimp: Unlike in the vanilla game, where only one Engineer is needed to capture enemy buildings, here it takes three Engineers to do so in skirmish mode (the building in question is only captured if it's under 1/3 HP, otherwise it takes damage equal to 1/3 of its maximum HP; this is how it worked on RA1).
  • All Your Base Are Belong to Us: Engineers are able to capture neutral or enemy buildings.
  • Bomb Disposal: They can defuse bombs planted by Crazy Ivans and Arsonists.
  • Enemy Exchange Program: Standard for Command & Conquer games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV or Stinger.
  • Support Party Member: Though an Engineer has many uses, he is unarmed.
  • Token Good Teammate: Like in the vanilla Yuri's Revenge, the Epsilon Engineers are surpringly pleasant and kind, in spite of being a member of the most inherently inhumane and brutal army in the game.
  • Universal Driver's License: The Engineer is capable of capturing whichever vehicle that has no driver.

Mobile Construction Vehicle (MCV)


  • Base on Wheels: Basically a vehicle that can build other buildings.
  • Mobile Factory: Their purpose is to build other structures.
  • Multiplayer-Only Item: While MCVs do appear in the campaign on regular basis, they can't be built, even if your Construction Yard is destroyed. The player normally does not even have the chance to control an MCV at all, as your own MCVs tend to get deployed before falling under your control, and player-owned Construction Yards cannot unpack in the campaign. The final Foehn Origins mission, The Remnant, is the only mission in the campaign where the player can build MCVs without restrictions - it is implied that the reason this was not possible beforehand is that the means to mass-produce MCVs were not available until combining the research in the blueprints of each type of MCV allowed it.
  • Starting Units: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction, though more can't be built until you get a War Factory out, which will take some time.
  • Stone Wall: The MCV has great survivability, no weapons and no way to harm enemies except crushing them.
  • Worker Unit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.

Cosmonaut


  • Demoted to Extra: Before Version 3.0, Cosmonauts could be trained in Skirmish maps, either by capturing a Tech Time Machine (Version 1.2), or as the basic Soviet infantry in the Lost Colony mode (Version 2.0). In the current version, they only appear in one mission, Earthrise, and in the Revolution Challenge, as part of the enemy Soviet forces.
  • Ray Gun: Cosmonauts are armed with light laser cannons.

    Neutral Units 

Rejuvenator


  • The Bus Came Back: The Rejuvenator was introduced in version 3.0.0, removed in 3.3.0 when the Tech Secret Lab was changed to unlock one of the 12 monster tanks at random (which was frequently criticised for being dependent on the RNG), then reintroduced when this change was reverted in Patch 3.3.5.
  • Mercenary Units: The Rejuvenator is a neutral unit that can be built from any faction's War Factory after a Tech Secret Lab is captured.
  • Mook Medic: It can repair friendly vehicles quickly.
  • No Experience Points for Medic: Rejuvenators can never gain veterancy, since they can't kill enemies.
  • Support Party Member: It is, by far, the best repairing unit in the game, being airborne and having a very quick repairing rate. It cannot attack, however.

Cyborg Commando


  • Achilles' Heel: The Cyborg Commando can still be eliminated in one hit by Chitzkoi, and his plasma cannon is in turn not very effective against the cybernetic dog. This is one of the reasons why Russia is one of the stronger subfactions in the Heavyobject Challenge, where the Cyborg Commando is part of enemy forces.
  • Awesome, but Impractical:
    • He is one of the most powerful units in the game, being effective against all kinds of ground targets. The catch? In order to unlock him you need to reach tier 3 with all four factions (Allied Tech Center and Mercury Uplink/Shield Command/Robot Ops Control Center, Soviet Palace/Battle Lab/Atomheart, Epsilon Psychplug/Chemplug/Geneplug and Foehn Cloud Piercer/Cyberkernel/Nanofiber Loom Expansion) and infiltrate all four labs of all factions. Now that requires you to be playing a 4v4 team game, with all four opponents playing different factions - or in other words in most games it is outright impossible to unlock the Cyborg Commando. Unlocking a single stolen tech unit (which involves dealing with dogs and walls) and capping a Construction Yard is difficult enough, let alone four. Chances are that even if a game does allow you to unlock the Cyborg Commando, it's usually easier to just defeat your opponents the conventional way, and the Cyborg Commando himself is more of an easter egg to use against the AI and less of a viable tactic against humans.
    • It should also be noted that his high damage output and extreme durability are rendered meaningless against many things, as Volkov and Chitzkoi can temporarily paralyze him and kill him in one hit respectively, Yunru and the Dragonflies can paralyze him by hacking him, while he's also vulnerable to cryo weaponry too, as he's objectively useless against just a single Cryocopter or a Dragonfly when he's all by himself due to being unable to hit them, and he's also vulnerable to magnetic weaponry and EMPs. His arm cannon also has an EXTREMELY slow rate of fire and is useless against air units due to being unable to target him, or any land or sea unit that has a sufficent enough range and is well-guarded enough, whether it by being located in an inaccesible area where he can't reach or fire at, or being out of his range. To put a long story short, if you're good enough to unlock him naturally, you don't NEED to due to how many drawbacks he has.
  • Mythology Gag: Is pretty much Tiberian Sun's Cyborg Commando.
  • No Name Given: If he has a name, it's unknown and he's only ever referred to as the Cyborg Commando.
  • Tactical Superweapon Unit: The Cyborg Commando is the most expensive infantry unit in the game, extremely powerful against all ground enemies, limited to one per player, and has by far the most ridiculous prerequisites of any unit.

Challenge Opponents

  • Artificial Stupidity: In some of the harder challenges, exploiting the various stupidities of the AI is essential to beat them on higher difficulties.
  • Early Game Hell: In some challenges, the hardest part is to deal with the very first wave of enemy cheats (like the first Golden Armada in Ascension or the first M.A.D.M.A.N. pair in Madness) with tier 1-2 units alone, since it's practically impossible to reach tier 3 before that. Once you can get your best units out, they're more manageable.
  • Invincible Minor Minion: Weather Crystals in Regenbogen Challenge, Watch Towers in Purgatory Challenge and Rocket Launch Bays in Revolution Challenge, for some reason, cannot be damaged by anything.
  • Secret A.I. Moves: In Challenge mode, the enemy forces blatantly cheat in various ways.
  • Warm-Up Boss: The first four challenges Freedom, Timekiller, Battlecity and Deception, released in 3.3, serve as this compared to the much more difficult challenges after that.

    Subfaction Challenges 

Freedom Challenge

Vs United States.
  • Death from Above: They prefer a combination of paradropping units and striking opponents with the Athena Cannons, they also love to constantly call in bombing-runs from the Stratofortress to ruin your day.
  • It's Raining Men: The main trick of the enemy. In addition to normal GIs, Guardian GIs, Humvees and Stryker IFVs, the enemy can also paradrop Navy SEALs, Siege Cadres, Bulldog Tanks and Robot Tanks.
  • Hero Unit: They will deploy the Hollywood Trio of Flint Westwood, Arnie Frankenfurter, and Sammy Stallion to send them against the player.
  • Nerf: To make this challenge manageable, the Hollywood Trio have a reduced base health of 200 rather than 1000.
  • Kill Sat: Mercury and Athena Cannons get a firepower buff.

Timekiller Challenge

Vs Euro Alliance.
  • Status Buff: The enemy has a permanent boost in movement speed and attack damage for its units.
  • Super-Speed: Enemy units have a noticeable, permanent boost in movement speed.
  • Teleportation: Chrono Legionnaires and Quickshifters are the enemy's favourite units in this challenge. It will also receive constant Chrono reinforcements and will teleport barrels in the challengers' bases.

Regenbogen Challenge

Vs Pacific Front.
  • Attack Drone: The enemy loves to use Hunter-Seeker Drones and the robotic Future Tanks.
  • Energy Absorption: The Red effect causes all of your units to be inflicted with inverted firepower, if eligible.
  • Freeze Ray: If the Green effect is activated, the Weather Crystals will shoot cryo beams rapidly at ground and air units.
  • Gratuitous German: The challenge is named after the German word for rainbow.
  • It's Raining Men: Be prepared for paradrops of Kappa and Robot Tanks if you run into the Red effect.
  • Random Number God: The enemy's main 'cheat' in the Regenbogen Challenge is an array of special effects that hinder you in one way or another; one of them is randomly chosen to be activated after the previous one ends. A large part of each individual game's difficulty lies in how many times the RNG decides to throw you the nastier effects like Yellow (a storm of Hunter-Seekers coming from every enemy building). It is usually recommended that you just give up and restart the game if the Yellow effect is triggered too early.

Battlecity Challenge

Vs Russia.
  • Attack Drone: The enemy Super Apocalypse Tanks are AI-controlled, complete with all immunities normally possessed by robots.
  • Beehive Barrier: Visually the Super Apocalypse Tanks are surrounded by a barrier of tessellating hexagons.
  • Contractual Boss Immunity: Super Apocalypses are treated as epic units and possess all the immunities that other epic units like the Centurion or Boidmachine have.
  • Damage-Sponge Boss: Super Apocalypses, the closest thing the enemy has to bosses, have a lot of health but otherwise aren't very different from normal Apocalypses, don't require specific strategies and aren't very difficult to deal with, especially compared to the Golden Armada in Ascension or the M.A.D.M.A.N. in Madness.
  • It's Raining Men: The enemy can call paradrop of 2 Tesla Cruisers in addition to the regular Russian paradrops.
  • Multiplayer-Only Item: Gaining access to a Palace and a Stalin's Fist (either by capturing them directly, or capturing a Russian Construction Yard and build them) allows the challenger to build a single Super Apocalypse Tank, with all its perks. The option disappears as soon as the unit comes back, so if a player's Super Apocalypse is lost, it can't be rebuilt.
  • Shock and Awe: Tesla weaponry is a major focus of this challenge, with the enemy Russia players having a permanent Overcharge effect on all their units, Rhino Tanks always firing the Tesla-enhanced shell (instead of once every three shots), and Apocalypse Tanks (who fire Tesla-enhanced shells) being mass-produced.

Moltencore Challenge

Vs Latin Confederation.
  • Land Mine Goes "Click!": The map is infested with Fury Drones from the start, with only the confines of the challenger's Concrete Walls being devoid of them. Since Fury Drones home into a target and can detect disguised units, infiltration units are significantly more difficult to use, either requiring an Epsilon player's Shadow Ring, or luring the Drones with other units beforehand.
  • Kill It with Fire: The enemy loves to use a lot of fire, even moreso than the normal Latin Confederation. Their Motor Ambush will spawn Pyros in addition to Mortar Quads, whose munitions will also cause buildings to catch fire.
  • Super-Persistent Predator: The Syckles that are paradropped will relentlessly hunt, pursue and kill any of your ground units that are not immune to radiation everywhere around the map.
  • You Are Already Dead: In addition to Arsonists (which are also commonly used), the enemy's Mortar Quads will cause any building hit by them to catch fire like an Arsonist napalm charge, whose damage is enough to destroy many buildings at full health even if they're being repaired. While normally Engineers can be used to thwart this with their ability to instantly repair buildings, the presence of the Syckles make it very difficult to have an Engineer reach the designated building before a Syckle moves in and kills him.

Ironwall Challenge

Vs China.
  • Cyborg: The Chinese will train and send Cyborg Vanguards to assault your base. And as long as the old Iron Curtain devices remain active, additional Cyborg Vanguards will be sent from the north western corner of the map as reinforcements.
  • Dead Man Switch: Like the normal Iron Dragon, all of China's vehicles temporarily turn adjacent ones invulnerable when destroyed.
  • Lightning Bruiser: A large number of Chinese vehicles will permanently receive the Nuclear Path buff, which reduces their armor by 25% in exchange for 25% increased speed and firepower. This no doubt made them more challenging to deal with, as Chinese heavy armor remain durable even with the armor debuff but now has their greatest weakness of poor mobility mitigated and their already high firepower increased even further.
  • Multiplayer-Only Item: The Black Centurion Siege Crawler, a Centurion with black paint, significantly higher hit points, and blistering with additional weapons, can be deployed by the enemy Chinese forces in the Ironwall Challenge in place of the standard Centurion, and will occasionally set out to attack the player team. The only method to get one yourself is to take over a Chinese base and churn one out of the war factory.

Purgatory Challenge

Vs Psi Corps.
  • Amphibious Automobile: The enemy Lashers and Masterminds are amphibious, allowing them to bypass the numerous cliffs of the island via water.
  • Armor-Piercing Attack: The enemy's Remote Control support power can mind control even units that are normally immune to mind control (namely miners, robots and animals), excluding heroes, although it is still unable to target things in the air and the AI also won't target submarines with it.
  • Charm Person: In addition to normal Elites, Masterminds and Psychic Dominators, the enemy can use Remote Control to mind control units, and rarely Yuri himself, with the ability to mind control units and buildings permanently, might come to the battle.
  • Drone Deployer: Each enemy base has a Dybbuk Hive whose purpose is to deploy a huge number of Dybbuk-Interceptors to fire at aircraft and a smaller number of Dybbuk-Attackers to attack ground units.
  • Remixed Level: Of the campaign mission "Dance of Blood", having the same map (and the Epsilon bases all being in the same locations), which is likewise a remixed level of "Escape Velocity" from Yuri's Revenge.
  • You Shall Not Pass!: The enemy Dybbuk Hives, with their huge reserves of self-replenishing Dybbuk-Interceptors (a Hive is only destroyed when the player that owns it is defeated), make this one of the few challenges where mass aircraft is not viable.

Contagion Challenge

Vs Scorpion Cell.
  • Defeat Equals Explosion: All enemy toxic Invaders, Scavengers, Speeders and Plague Splatters release a poison cloud when destroyed.
  • Poisoned Weapons: Enemy Speeder Trikes fire toxic rockets that immediately releases poison clouds, amplifying their damage (even against defenses). Spread around the map are special green Invaders, which emit toxic clouds.
  • Suicide Attack: You will immediately be subject to one at the very beginning by Bloaticks, which will destroy both the Hospital and Machine Shop near your base, denying your access to them unlike in other challenges.

Ascension Challenge

Vs Epsilon HQ.
  • Clone Army: Enemy bases start with 2 Cloning Vats which can also clone Rahn, whose build limit is raised to 2, meaning that there can be 6 Rahns per base in this map.
  • Death from Above: The pride of the Epsilon air force, the Golden Armada consisting of an Irkalla, 7 Salamanders and 12 Basilisks, will come at you every 15 minutes.
  • Shout-Out: The idea of an elite air force called the Golden Armada comes from Starcraft, as that's the name of the Protoss's air armada. Aerial Fortress Irkalla also is a dead ringer for the Protoss Mothership, being a gigantic flying saucer hero unit with lasers.
  • Super-Toughness: All enemy infantry also receive a permanent defense boost.

Madness Challenge

Vs Haihead.
  • Deflector Shields: The Megaarena shield now permanently affects all Cyclopes and M.A.D.M.A.N. in addition to Megalodons and are not dependent on the presence of a Megaarena Projector.
  • One-Hit Kill: Courtesy of the Megaarena shield given to Cyclopes, Megalodons and M.A.D.M.A.N., allowing them to instantly kill non-hero infantry next to them.
  • Super-Persistent Predator: The enemy swarms of Clairvoyants will only try to infiltrate your power plants, ignoring everything else. Even if they're walled off, the Clairvoyants will just sit outside the walls for your units to shoot at instead of heading for other buildings.
  • Super-Toughness: All Cyclopes, Megalodons and M.A.D.M.A.N. have more HP and benefit from the Megaarena shield. The M.A.D.M.A.N. additionally are even more resistant to EMP than normal.

Firestorm Challenge

Vs Wings Of Coronia.
  • Anti-Air: A KEY element to ensure your base isn't bombed to hell and back.
  • Death from Above: Expect Knightframes and Harbingers to come raining tons of pain on you.
  • My Rules Are Not Your Rules: As usual, your units are instantly destroyed if they attempt to cross a Blasticade. Most Wings of Coronia units aren't subject to said limitation.
  • Mythology Gag: The challenge's name references the Firestorm Barrier from Command And Conquer 2 Tiberian Sun, which the Blasticade is based on.
  • There Is No Kill Like Overkill: Think one Harbinger is bad? Triple the amount and you would be lucky if your construction yard is still standing.
  • You Shall Not Pass!: The Wings of Coronia bases are surrounded by Blasticades that periodically activate, even without a Blast Furnace and even without power.

Ouroboros Challenge

Vs Last Bastion.
  • Remixed Level: The map is based on Hidden Fortress, a 2vs1 Skirmish map from Command & Conquer: Red Alert 3.
  • Stone Wall: The enemy complex is heavily defended by Shrike Nests, Sweepers, Neutralizers, M.A.D. Mines and Plasmerizers, but in terms of offence you usually only have to worry about the Tempest Architects which they'll eventually build.
  • Unusable Enemy Equipment: Even if you capture a Last Bastion Construction Yard, you cannot build Plasmerizers.

    Faction Challenges 

Aberration Challenge

Vs Allies.
  • Interface Screw: The main challenge lies in denial of varying bits of your Tech Tree at regular intervals (eventually reaching the point where you can't build anything at all) and having to plan around that.
  • My Rules Are Not Your Rules: A positive example for the players. For a few seconds after start, time is frozen and you cannot even deploy your MCV... unlike your AI partner if you do have one, who isn't subject to such limitations. The enemy players' random positions also work against them versus an AI partner who can know where they are from the start.

Revolution Challenge

Vs Soviets.
  • Action Bomb: The Latin Confederation enemy occasionally sends suicidal Bomb Bikes at you.
  • Cyborg: The Chinese enemy will occasionally send Cyborg Vanguards against you.
  • Immune to Mind Control: The parading units can't be mind controlled or hijacked.
  • Mook Maker: The Rocket Launch Bays near the Russian base continually spawn Cosmonauts until they're destroyed alongside the Russian base (they can't be normally attacked).
  • Nuke 'em: In addition to the Nuke Silos and Cyborg Vanguards with nuclear grenades, the enemy also has access to Kirov Airships that drop mini-nukes instead of conventional bombs, and a Topol-M which fire bigger mini-nukes.
  • Painfully Slow Projectile: You have plently of time to shoot down the Topol-M's mini-nuke before it hits the ground.
  • Shoot the Bullet: The Topol-M's projectile can be shot down by anti-air weapons before it hits.

Deception Challenge

Vs Epsilon
  • Stealthy Mook: All enemy buildings and units are protected by a cloak of invisibility.

Endurance Challenge

Vs Foehn Revolt
  • Healing Factor: All enemy units in this challenge are constantly healed by Nanocharge.
  • Super-Toughness: All enemy units and buildings are much harder to kill: the former are always healed by Nanocharge (with vehicles being additionally repaired by Tech Machine Shops), while the latter benefit from a permanent armour bonus similar to the Nanocoat Regulator's which is not disabled by powering down the base.

    Other Challenges 

Watercube Challenge

Vs Pacific Front, China & Wings Of Coronia.

Gladiator Challenge

Vs Russia, Epsilon HQ & Haihead.
  • Power Nullifier: The main trick of this challenge. Every time the enemy's jamming will activate, it will randomly disable the weapons of either infantry, vehicles, air units or base defenses for a while.

Heavyobject Challenge

Vs Euro Alliance, Epsilon HQ & Last Bastion.
  • Perspective Flip: The Heavyobject Challenge is like the average match versus AI in Unholy Alliance mode where you just toy with the AI using all kinds of stolen tech and bombard it with support powers and superweapons, except that this time it's you who are on the receiving end.
  • Remixed Level: To the Boss General's challenge in Zero Hour. In addition to the very similar terrain, both enemies have access to multiple factions' technologies and have a very heavily defended base.

Heroslayer Challenge

Vs Latin Confederation, Scorpion Cell & Haihead.
  • Clone Army: The most dangerous thing in this challenge is the 'Attack of the Clones', consisting of clones of all standard heroes in the game, plus Krukov, Reznov and the Cyborg Commando.
  • Hero Unit: The enemy has a large number of hero clones patrolling the paths from your base to theirs and will periodically send an army of them to attack you.

Superweapon Challenge

Vs United States, Russia & Psi Corps.
  • Race Against the Clock: In the Superweapon Challenge, the enemy starts off with 12 offensive superweapons, which activate and start their countdowns at the 12 minute mark. Whichever strategy you choose, spam Raccoons to shield yourself or rush the Nuclear Plants powering the superweapons with Stallions or MCVs, you only have a very limited time of 22 minutes before the superweapons activate and kill you if you fail to achieve your objective.
  • There Is No Kill Like Overkill: Thought getting hit with one superweapon is bad? Try TWELVE!

Judgement Challenge

Vs United States, Scorpion Cell & Wings Of Coronia.

Alternative Title(s): Mental Omega Units, Mental Omega Factions And Characters

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