Command and Conquer: Red Alert 2 -- Soviet Multiplayer Specs and Strategies FAQ by JoeMenthol (JoeMenthol@hotmail.com) Version 1.0 Last Update: Jan 20, 2001 ====================== REVISION HISTORY Jan 20, 2000 (v1.0) -- First Release ====================== This document Copyright 2001 by JoeMenthol, not to be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. So there. This FAQ includes some important specs on Soviet structures and units, as well as some useful strategies for multiplayer battle. It also includes rough time estimates (rough because I took these times with a crappy stopwatch while drunk). I would recommend looking at PyroFalkon's TIME STUDY FAQ, as he did a much more detailed job with the times than I did. As far as I know all the information is more or less accurate; however, I am not 100% sure about the numbers I have listed for Soviet structural Strength and Armor. If you are reading this and know for a fact that I am off in regard to this information or have any other comments or suggestions, go ahead and let me know via e-mail (JoeMenthol@hotmail.com) and I'll see what I can do. Don't expect revisions any time soon though; just don't have the time. --=Contents=-- I. Structures II. Units III. Strategies IV. Fun Stuff V. End Notes --==========-- I. STRUCTURES Listed here are specs on Soviet Structures, including how much Power they use (or produce), their Strength and Armor levels, their Cost, and approximately how long they take to build (assuming you have sufficient credits, your base is not short on power, your construction yard is at full health, and your game speed is set to 5, and you have a speedy computer. Times are accurate to .5 of a second). STRUCTURES (Armor scale from 1-5, 1 being weakest. Time is in seconds of course.) Soviet Wall Power: 0 Cost: 100 Strength: 300 Armor: 5 Time: 5.5 Soviet Sentry Gun Power: 0 Cost: 500 Strength: 400 Armor: 4 Time: 9.5 Soviet Flak Cannon Power: -50 Cost: 1000 Strength: 900 Armor: 4 Time: 20.5 Soviet Tesla Coil Power: -75 Cost: 1500 Strength: 600 Armor: 4 Time: 28.0 Soviet Construction Yard Power: 0 Cost: 0 (3000 if you build an MCV, requires Service Depot) Strength: 1000 Armor: 5 Time: N/A Soviet Tesla Reactor Power: +150 Cost: 600 Strength: 750 Armor: 2 Time: 8.5 Soviet Barracks Power: -10 Cost: 500 Strength: 500 Armor: 4 Time: 5.5 Soviet Ore Refinery Power: 2000 Cost: -50 Strength: 1000 Armor: 2 Time: 24.0 Soviet War Factory Power: -25 Cost: 2000 Strength: 1000 Armor: 2 Time: 26.5 Soviet Radar Facility Power: -50 Cost: 1000 Strength: 1000 Armor: 2 Time: 13.0 Soviet Naval Yard Power: -20 Cost: 1000 Strength: 1500 Armor: 5 Time: 17.5 Soviet Service Depot Power: -20 Cost: 800 Strength: 1200 Armor: 2 Time: 11.5 Soviet Battle Lab Power: -100 Cost: 2000 Strength: 500 Armor: 2 Time: 38.0 Soviet Nuclear Reactor Power: 2000 Cost: 1000 Strength: 1000 Armor: 5 Time: 20.5 Soviet Psychic Sensor Power: -50 Cost: 1000 Strength: 750 Armor: 2 Time: 21.0 Soviet Psychic Beacon (Just thought I'd throw this and the next one in here) Power: -100 Cost: 1000 Strength: 750 Armor: 2 Time: Do you really care? Soviet Psychic Amplifier Power: -100 Cost: N/A Strength: 1000 Armor: 5 Time: N/A Soviet Cloning Vats Power: -200 Cost: 2500 Strength: 1000 Armor: 2 Time: 49.0 Soviet Iron Curtain Power: -200 Cost: 2500 Strength: 750 Armor: 5 Time: 51.5 Soviet Nuclear Missile Silo Power: -200 Cost: 5000 Strength: 1000 Armor: 5 Time: 92.0 II. UNITS Listed here are specs on Soviet Units, including their Cost and approximately how much Time they take to build (assuming you have sufficient credits, your base is not short on power, your WAR Factory/Naval Yard/Barracks is at full health, and your game speed is set to 5, and you have a speedy computer. Times are accurate to .5 of a second). I have not listed any special units except for the Demo Truck, as most of them either suck outright or have very little real value on the battlefield. Libya's Demo Truck is, in my opinion, the exception, and I recommend playing as Libya so that you have this resource at hand. UNITS INFANTRY (Time in seconds, of course) Soviet Attack Dog: Cost: 200 Time: 3.5 Soviet Conscript: Cost: 100 Time: 3.5 Soviet Flak Trooper: Cost: 300 Time: 5.5 Soviet Tesla Trooper: Cost: 500 Time: 12.0 Soviet Engineer: Cost: 500 Time: 10.0 Soviet Crazy Ivan: Cost: 600 Time: 12.0 Soviet Yuri: Cost: 1200 Time: 33.5 VEHICLES (Land and Air) Soviet War Miner: Cost: 1400 Time: 27.0 Soviet Rhino Heavy Tank: Cost: 900 Time: 21.0 Soviet Flak Track: Cost: 500 Time: 9.5 Soviet Terror Drone: Cost: 500 Time: 8.0 Soviet V3 Rocket Launcher: Cost: 800 Time: 12.5 Soviet Apocalypse Tank: Cost: 1750 Time: 40.0 Soviet MCV (requires Service Depot): Cost: 3000 Time: 48.5 Soviet Kirov Airship: Cost: 2000 Time: 36.5 Soviet Demo Truck (Libya): Cost: 1500 Time: 24.0 Vehicles (Naval) Soviet Typhoon Attack Sub: Cost: 1000 Time: 16.0 Soviet Sea Scorpion: Cost: 600 Time: 10.0 Soviet Amphibious Transport: Cost: 900 Time: 23.0 Soviet Giant Squid: Cost: 1000 Time: 19.5 Soviet Dreadnought: Cost: 2000 Time: 41.0 III. STRATEGIES Finally, the good stuff! Using the above information you can easily design a base building strategy of your very own, but because I'm such a nice guy I've come up with one for you already. As anyone who has played RA2 multiplayer knows, speed is key. Therefore I have come up with a basic base building line-up to make the most of those first few precious minutes... 1. Delpoy your MCV immediately. 2. Begin building a Tesla Reactor. 3. While the Reactor is building, grab all your units and move them off a little to free up space for structures. (Look at your surroundings; if your base is in the bottom of a canyon or cliff be aware that your enemy may take advantage of this by running units up to the edge and firing on you from above in relative safety. Is your base near water? The Allied Air Craft Carrier is super-deadly to you, so you may want to build a Naval Yard or a crap load of air defense if you think you will be in range. Hopefully the game will be over before your opponent can get that far along, though. Also, know what country your opponent is playing as. If America, beware Paratroopers early in the game. If you really don't like your position you can always move your MCV before deploying it, but this takes precious time... your call) 4. Place your Tesla Reactor and immediately build a Barracks. 5. Place your Barracks and immediately build an Ore Refinery. 6. While your Refinery builds, produce three or four dogs and set them aside. Use this time also to place your other units in strategic defensive positions (such as bridges if there are any near your base, garrisoning buildings with your Conscripts, etc.), and looking for Crates. 7. Place your Refinery and immediately build a Radar Facility. 8. Place your Radar Facility and immediately build a Tesla Reactor (you will be dangerously low on power). While this builds make one or two Flak Troopers for air defense against scouting Rocketeers and such. 9. Place your Tesla Reactor and immediately build a War Factory. While this builds, start sending dogs to each corner of the map as scouts. Keep your eyes open for Crates and Tech Buildings you can take over with an engineer, especially Oil Derricks. Your credits will be running low at this point, and you will need all you can get. If a dog gets to a corner unmolested, send it to another corner. Hopefully you will be able not only to find your enemy's base, but also take out a few of his pesky GIs in the process and (more importantly) clear up a good section of the map. 10. Place your War Factory. There, you have your basic base, and it only took about two minutes and thirty seconds! At this point you have some options, depending on how your enemy's base defense looks. If you feel lucky quickly build a Demo Truck and run it up to him, looking to either take out a War Factory or Radar/Power (both will make him blind and give you the advantage briefly). You could go for a Refinery, but keep in mind that the explosion WILL NOT destroy a Chrono Miner even if it happens to be at ground zero. When he rebuilds his Refinery he will have not one but two miners working for him, plus any others he happens to build with his War Factory. If you go the Demo Truck route, throw everything you have at him. Set your War Factory rally point inside his base, queue up a couple more Demo Trucks, and send most of your tanks up to protect the Trucks/clean up the aftermath. *NOTE* If you build Demo Trucks, always, I repeat, ALWAYS set your rally point away from your base. All it takes is one Harrier Jet to fly over and hit it with a missile to take it (and a good chunk of your base) out. If you don't feel quite so frisky I would suggest immediately building two more War Miners. This will take a while and you won't be able to do too much in this time other than look for more crates and think up plans of attack. Twiddle your thumbs, press C on your keyboard or F9 just to be cool, but when those Miners are done building you'd best be producing units and building base defense/advanced structures as fast as you can. Units are more important than structures though, so if you only have enough credits to build tanks or a Battle Lab, go with the tanks. Speaking of tanks, if you get in a tank battle, keep your units moving the whole time. This can be done by setting a circle of waypoints around your enemy if you have time or moving them manually. As long as your units are moving some of your enemy's shots will miss, giving you a significant advantage. Something else to keep in mind... When an Amphibious Transport or Flak Track with units inside it is destroyed, the units inside are not lost. They aren't, in fact, even damaged. USE THIS! If you can't get a Demo Truck to your enemy because he keeps blowing them up with jets put it in a Transport. This way you have a much better chance of actually getting it there. Better yet, put several Demo Trucks in a Transport(s); the combined blasts of two Demo Trucks will take out a Construction Yard instantly, and three will take out just about anything. It's like you're lobbing little Pinatas of Nuke-Death at him. Flak Tracks or Transports full of Yuris are fairly effective against groups of tanks, but very expensive and not really worth the time unless you are in a very close game and you need to surprise your enemy. Don't try this against large groups of GIs, you will get slaughtered. Most people overlook how important power is. If your enemy has a disgusting number of Prism Towers, your first priority in a base raid is to take out his power. This will render his defenses useless. Speaking of base defenses, did you notice in the above section that Sentry Guns require no power? Keep this in mind and spread them around liberally throughout your base; who knows when a spy might sneak in and take out your power? Sentry Guns will stave off attacks while you correct power failures. IV. FUN STUFF This doesn't affect your game play, but it's kind of fun. When in a multiplayer battle you can taunt your enemy by pressing F5, F6, F7, F8, F9, F10, F11, or F12. Each of these keys corresponds with a pre- recorded voice message. Some of the taunts are cool, some are dumb. If you want, you can go into your Westwood\RA2\Taunts folder and browse through them all. If you are looking for a specific country's taunts, look for file names which have as their fourth and fifth letters as the first two letters of your country (for example, tauam01.wav would be American Taunt 1, as denoted by the "am". The file tauli04.wav would be Libyan Taunt 4. Get it?) However, if you don't like one of the taunts, you can replace it with any .wav file! Just make sure to rename your .wav with the name of the taunt you want to replace and put it in the Taunts folder. Now when you play a multiplayer game you will have your very own customized taunts. Keep in mind that your opponent will not hear your taunt unless he also has modified his folder in the same way you have, but it's still amusing for you. Be creative! One of my keys plays the opening of Cops. "Bad boys bad boys, whatcha gonna do?..." V. END NOTES That's all for now. Comments and suggestions welcome, send to JoeMenthol@hotmail.com If enough good ones come in I will update and give the senders credit, so please give the name/alias you wish to be referred to as with your e-mail. Victory to the Soviet Union!!! --JoeMenthol