An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.
The skinny on all things Allied in Red Alert 3 Paradox
Posted by open_sketchbook on Jan 15th, 2009
The Allies have lost much since the Third World War. Much of Eastern Europe is held by the Soviets, and the entire Pacific, short Australia and New Zealand, is now controlled by the Japanese. Battered and weary, the Allies have turned in desperation to the universities, research centers and the near-bankrupt remains of Futuretech to craft the next generation of fighting tools, struggling to regain the technological edge it lost when the Empire of the Rising Son entered the war. Though it's massively expanded military force is untested, time will tell if the investments made in weaponizing science will pay off.
At a Glance
Faction Colour : Blue
Gameplay Style : Fast-moving and high-powered, but fragile
Favorite Theater : Air Power
Strengths : Extreme speed, absurd aerial dominance, great support technology
Weaknesses : Wussy in a straight fight, pathetic land compared to other factions
Barricade: Stops vehicles, but not infantry or projectiles.
Wall : Cheaper but weaker, as it is pre-fabricated.
GAP Wall : A warp in the Space-Time continuum, the GAP Wall allows friendly units through, but not enemies. The wall itself is invincible, you must attack the posts to destroy the wall.
Muligunner Turret : Cheaper and quicker build time.
Cyro Tower : Quickly and effectively freezes enemy units for you.
Spectrum Tower : Much the same.
Infantry (Trained at Barracks)
Attack Dog : Unchanged.
Peacekeeper : Unchanged.
Heavy Defender : Armed with a pistol and a deployable machine gun, Heavy Defenders are heavily armed but normally useless in a fight. Deploy with secondary fire, they become powerful turrets, highly effective against infantry. This state also occurs while garrisoned.
Javelin Trooper : Unchanged.
Engineer : Unchanged.
Rifleman : Allied sniper unit. Armed with a heavy rifle, he can call in precision cyrostrikes, which can freeze lighter tanks and slower units, allowing him a one-shot anti-vehicle kill. Stealthed when not moving.
Riot Agent : Non-lethal unit armed with flash-bang and GOOP grenades. Flash-bangs stun infantry like dog barks, GOOP grenades lock vehicles in place.
Rockeeter : A jetpack-equipped soldier with a proton rifle (don't cross the streams!), the Rocketeer can take off and fly in a similar manner to the Rocket Angel, though can run on the ground like an infantryman as well. The Rocketeer is effective against vehicles while on the ground, and air and vehicles in the air.
Tanya : Unchanged.
Spy : Now produced at the Defense Bureau. No change otherwise.
Vehicles (Produced at War Factory)
Riptide APC : Unchanged.
Multigunner IFV : Unchanged, but new units have new functions when inside.
® Heavy Defender : Heavy Anti-Infantry machinegun
® Riot Agent : GOOP grenade launcher.
® Rocketeer : Proton Cannon.
® Rifleman : Sniper cannon.
Pavlov Handler Tank : This specialized little amphibious vehicle utilizes sonic stimulus to boost the effectiveness of nearby Attack Dogs, and is crewed by trained veterinarians that can heal both Attack Dogs and Dolphins. It can also use a low-frequency noise to fool enemy animal scouts and convert them to the Allied cause; though it must carefully regulate the use of this power to prevent the enemy from learning the frequency and employing countermeasures. Though as fast as the dogs it accompanies, the Pavlov is unarmed and unarmoured.
Guardian Tank : The Guardian Tank now has a noticeably longer range.
Icarus AA Gun : Deployable gattling AA gun. Towed on lightly armoured chassis, it deploys into an extremely powerful turret that can easily knock enemy aircraft out of action.
Horizon Artillery Tank : Rapid fire, low caliber artillery cannon on a half-track chassis, the Horizon has little health, but moves fairly quickly and is an effective support weapon against all ground-based targets.
Athena Cannon : The Athena Cannon has an improved lock-on rate, but does drastically less damage to defensive structures as part of the defensive rebalancing.
Mirage Tank : The Mirage Tank now benefits from a longer range and far more damage, but has lost a great deal of resistance to damage; we recommend the Guardian or Assault Destroyer fill the role of Main Battle Tank in it's place.
MCV : Unchanged.
Tech Vehicles (Produced at Tech Workshop)
Particle Expeller : Long-ranged burst shot direct-fire anti-armour artillery. Is amphibious. Toggle to splash damage mode.
Fusion Torchtank : Extremely short ranged, good against all ground units, capable of destroying anything within a second. Toggle mode to slow, sluggish flight.
Barkhausen Projecter : Anti-air microwave. Fires splash damage bursts into the air for a short time, then stops to recharge. Overcharge allows it to fire past the recharge point but takes damage.
Planck Compressor : Toggle between "Red Shift" and "Blue Shift" modes. In Red Shift, units being fired upon by the Compressor are slowed down. In Blue Shift, they are sped up. Units are effected in a radius around the target unit.
Rosen Bridging Tank : Creates a portal that moves the tank and surrounding units to a new location. Armed with a Space Folding gun that causes heavy damage to buildings.
Pion Isospin Array : Kills all enemy infantry in a radius around it, or uses a Disrupt ray to empty garrisoned buildings.
Aircraft (Produced at the Airbase)
Multigunner Copter : A flying version of the Multigunner IFV, pretty much identical to it's ground-based counterpart. Unarmed without a passenger.
Cardinal Transport Copter : A reasonably tough, speedy transport for five infantry, the Cardinal can lock onto enemy units, surface and air with it's laser targeting system, which decreases it's armour in the same manner as the Guardian Tank. This effect stacks with that of the Guardian.
Vindicator : The Vindicator's bomb loadout has been altered significantly, with the new explosives doing heavier damage to vehicles, but much less damage to buildings.
Apollo : The Apollo is now much more mobile in combat, sweeping around the enemy while firing to make itself harder to hit.
Cyro Copter : Unchanged.
Carryall Crane Copter : This large helicopter is capable of carrying a single vehicle of literately any type; the machine is capable of carrying anything up-to and including Aircraft Carriers!
Heisenberg Assault Copter : Aggressive ambush copter that is invincible when moving. Fires missiles that infect enemy units and slowly damage them over time. Secondary fire pulls the Copter into superstring dimensions, which locks it down and gives it a massive defensive boost, while reflecting enemy attacks back at the firer! (it still take damage though)
Century Bomber : When soldiers are placed in the Century, it loses it's bomb-load and must drop them before it can reload. However, it now carries 8 soldiers.
Heavy Aircraft (Produced at the Aeronautics Complex)
Claymoore Drone Missile : One shot drone-guided missile capable of taking out buildings and large numbers of structures, the Claymoore flies slowly and deliberately towards the target, then launches it's Singularity Missile once it gets in range. After firing, the Claymoore gains a speed boost and steath, turning it into a highly effective sentry drone.
Mesofortress : A massive superheavy bomber with a huge load of small, anti-everything proton bombs. Secondary fire launches a pair of parasite drone fighters that can defend it.
Sub-Unit - Lamprey Parasite Fighters : Quick, low damage drones, these miniature fighters swarm enemy fighters and kills them with swarms of "Buzzer" seeking rockets.
Achilles Superiority Fighter : An absurdly expensive but insanely effective air superiority fighter armed with quad spectrum guns, the Achilles will punch anything out of the sky in short order, travels blindingly fast, turns on a dime and can take a fair number of hits.
Sea Units (Produced at the Shipyards)
Dolphin : Unchanged.
Hydrofoil : Unchanged
Assault Lander : A large craft that can carry 3 of any ground vehicle, and crawl onto land. It is armed with a Black Hole gun that draws away a portion of enemy firepower from multiple enemy units while damaging them.
Swan Amphibious Plane : A cross between a strafing attack aircraft and a light boat, the Swan is equipped with a heavy multiple rocket launcher. When in the air it launches them in a constant stream at targets as it closes, while on the sea it fires them all nearly simultaneously over long ranges at enemy targets.
Assault Destroyer : Unchanged.
Subhunter Frigate: A specialized anti-sub torpedo boat. Secondary fire is a depth charge torpedo that slows enemies and forces subs to surface.
Alert Icebreaker : A tough, dependable frigate armed with a heavy Cyro gun and it's armoured prow, the Alert Icebreaker freezes enemy targets, then rams them to finish them off. Targets are not completely frozen by its beam, merely immobilized as it freezes the water. By using its secondary function, one can create walls of ice on the water that will block surface ships.
Aircraft Carrier : Unchanged.