Welcome to Red Alert 20XX. The aim of this mod is to pay tribute to old Command & Conquer games, while giving YR a fresh feel in a brand new cold war context.

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Report RSS New Sunstorm ICBM and MIRV Strike
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Lord_Mordja
Lord_Mordja - - 458 comments

Hmmm, I actually think I prefer the old model. It was more unique, this is pretty much just a Topol-M.

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Danielovich7 Author
Danielovich7 - - 406 comments

I prefer this one.

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Machine-Reaper
Machine-Reaper - - 2,219 comments

an ICBM should do more damage then just slightly graze an Oil Derrick and Bunker.

like in real life these things can take out cities from Space after launch from ground.

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LordofGilneas
LordofGilneas - - 694 comments

If we're going by real Life Standards then the nuclear weapon superweapon in Red alert 2 should just annihilate your base entirely and be a free you win button..

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Machine-Reaper
Machine-Reaper - - 2,219 comments

Red Alert 2 Nukes are Tactical, they are more designed for fallout rather then explosion and their aoe radius is quite similar to a Ballistic missile for surgical strikes.

Besides they do destroy several structures which is still a little over powered for Tactical nukes.

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Danielovich7 Author
Danielovich7 - - 406 comments

Nuclear bunkers should, in fact, protect against small nuclear payload.

For obvious reason, I'm not gonna make a city leveling unit in the mod.

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Machine-Reaper
Machine-Reaper - - 2,219 comments

don't complain if people call it a weak weapon again later with too much fancy sounds and vfx effects.

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Danielovich7 Author
Danielovich7 - - 406 comments

People tend to complain about anything and everything. This is my mod and I make it the way I see fit.

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Radu273
Radu273 - - 1,453 comments

advanced stuff for not so advanced engine :)

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Danielovich7 Author
Danielovich7 - - 406 comments

Yeah I'm kinda pushing the engine to its limit here (without using Dynamic Patcher). The debugging on this unit was... something.

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SuperHunterX
SuperHunterX - - 170 comments

These units are like a nerfed version of the Topols used in Rise of the Reds for C&C: Generals Zero Hour and all its variants. (In RoR and said variants, the Topols can wipe out bases with relative ease)

It's understandable for gameplay balance to not be OP like that.

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Danielovich7 Author
Danielovich7 - - 406 comments

After testing it more in pvp, it will be buffed a bit. But yeah, this won't wipe out a whole base. That's not the point. But it will put a lot of pressure on your opponent and failure to counter you will inevitably cause it to eventually wipe the base.

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eil
eil - - 840 comments

That alarm piu-piu sound when missile is launched is really edgy/annoying.

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Danielovich7 Author
Danielovich7 - - 406 comments

I disagree, but hey that's an opinion.

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Tleno
Tleno - - 1,048 comments

I feel like the buildup with deployment time, klaxon sirens, detailed launch sequence and very detailed vfx only does this weapon a disservice the moment it actually hits the ground, feels rather anticlimactic to see middling damage after all that buildup to it. Not sure if you plan on buffing this but maybe alternatively trim details like klaxon and speed up the launch sequence, maybe?

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Danielovich7 Author
Danielovich7 - - 406 comments

It will be buffed (it already has, in fact), but nothing outlandish. I like the current sfx and won't touch them in the future.

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Guest
Guest - - 690,250 comments

Can the missiles be intercepted by AA?

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Danielovich7 Author
Danielovich7 - - 406 comments

Yes.

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Description

Makeover time for the Sunstorm ICBM. Not only has it got a new model (thanks to Crazy Bird), but it also works differently now.

Once deployed, it will unlock the MIRV Strike support power. This allows the player to place a beacon within 40 cells from a deployed Sunstorm. Once active, all Sunstorm within range of the beacon will fire a MIRV loaded missile.