Mental Omega APYR 2.0psi + Patch 2
Nov 18, 2010 Full Version 36 commentsRelease Date: November 19, 2010
5 comments by Speeder on Apr 14th, 2013

First of all, as some of you might have noticed, we have a channel on Twitch.tv. For the past few weeks we've been doing Mental Omega streams on a private one and most likely starting next week, semi-regular streams will be held on the official channel with Doomhammer as the host with other members of staff/beta testers team joining him to comment on the games and progress so far. They are usually held on Wednesday and Friday, GMT 20:00. For now we're streaming closed beta multi-player game play, after the release we're looking forward to broadcast games with our fans. Every time we are actually live, I'll be posting about it, most likely on Twitter.
The mechanical monstrosity that is the Centurion Siege Crawler returns! The last Soviet unit to be revealed was in fact the classic Mental Omega behemoth, which returns in 3.0 with completely new art created by mevitar as a unit unique to the Chinese. You can watch the reveal video right now!
The Soviet Units page has been finally updated with the Centurion's profile, including a preview picture the necessary important details. While in previous version the Centurion worked as a one-unit army in many situations, in 3.0 the Centurion has been adjusted to fit the role of a support long-range unit which is a great supplement to the slow but powerful Chinese army.

A few weeks earlier, we also released the Epsilon Units information page which revealed the ones that haven't been showcased in the news before.


Invader

Deviator

Piranha Minisub

Resheph
This pretty much means the basic tech trees for all sub-factions are finished. The art and information will be updated with the actual info before the first release, so ignore inconsistencies that are currently present on the pages released so far. I'd guess that Stolen Tech infantry will be next!
In other news: at this stage I come to the conclusion that there is a lot we can do with cooperative missions for 2 or more players. The first release will include 9 of them and the feedback will tell us what to do next. Here's a preview of one of the cooperative missions.
Two new blueprints from Banderi. One of them is a joke. Can you guess which one?
Stay tuned for further announcements!


Release Date: November 19, 2010
Highest Rated (34 agree) 9/10
Easily one of the best, most professional "YR+" mods around. MO is genuinely produced as a "YR expansion", continuing the game's theme and storyline with a whole brand new campaign for all three factions.
While bringing in a few new ideas and a lot of new units for the games houses (without being overcrowded), MO doesn't depart too much from the original games atmosphere - a great mod for anyone who wants 'a little bit more YR'.
Nov 19 2010, 8:36am by OmegaBolt
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Why not streaming?
Hows going to the ARES guys?
If Euro Union is EU, is Euro Alliance... EA?
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When i try to install the Npatch it says "Yuri's Revenge is not installed!"
Anyone can help me??
ASAP
For the Thor, I just don't understand why you made it all that powerful OR that cheap. I'm saying this with the wolfhound in mind.
Basically, (as I understand) the Thor can shred infantry, light vehicles, & aircraft, and dish out decent damage to medium armor(all with area damage), and additionally provide support to ground units.
This really sounds like something that should cost 2500-3000.
Instead, the Thor (a combat/support unit) costs only 200$ more than the Wolfhound (a dedicated combat unit), while the Thor outperforms the Wolfhound in every possible way (except maybe in dealing with heavy armor).
So either increase the Thor's price/reduce Wolfhounds price, or make the Wolfhound powerful enough to take the Thor one on one.
TL;DR: Make the Wolfhound cost effective vs the Thor, instead of adding a Russian T1 AA unit because the T3 AA unit isn't sufficient.
Watch that stream with Euro Alliance and America against two Russias. My 6 Thors aren't avoiding 3 Tsivils for no reason there. If i could kill them with Thors as easily as you claim, i would do it there. ;)
Also, as Black/Brunez already said, Wolfhounds are anti-everything. They are already on the borderline of being a "spam and forget" type of unit, because the only thing they lack is strong anti-structure capability some other air units have (and are still better against structures than Thors!).
-The problem was an inconsistence between the 2 factions which have air units as their advanced anti-air. It´s not OP
-Simply no other factions around had problem when countering Thors.
-While you glorificated the Thor, the Wolfhound is simply an anti-EVERYTHING chopper. It kills infantry, tanks, structures and aircraft. Without counting that with Industrial Plant you pay only $1275 for every Wolfhound produced. Yes, $1275 for an anti-everything flying unit.
-The Wolfhound, alone, vs any other flying unit, loses only aganist the Thor Gunship and (almost a draw) Norio.
-"adding a Russian T1 AA unit because the T3 AA unit isn't sufficient." Our tests are proving that you´re wrong. The Tsivil is giving real positive results on overall balance.
I know that no other factions had a problem with Thors; that's why I only mentioned Russia.
I was just surprised to see that the Wolfhound's counter was the Thor, another air unit. I mean, if you guys say that the Tsivil is showing good results, I'm not going to question that.
I only wondered why the Wolfhound, its primary advantage being the ability to destroy heavy armor, would easily lose to the Thor.
For the price with Industrial Plant, well the Allies also have a 22% bonus to their income, so really it doesn't matter that much.
Anyway, you guys know best, since you have the actual game (:P). My comment was more for inquiry than anything else.
Thanks for your reply, and best regards.
Proper balance tests are still ahead.
You could look in your system options to change the mouse button layout.