Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine. I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine! The Mod will be updated by adding a few units at a time (typically around 10 items). The mod is a mixture of mostly EA & public models, as well as a few original models done by me. Check the forums & articles for detailed information and for in-depth discussion.

Report RSS Soviet Psychic Sensor

Basic information on the Soviet Psychic Sensor (Release 5 alpha).

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Name: Psychic Sensor
Side: Soviet
ERA: Red Alert 2

The Psychic sensor is a support structure that provides a support power, as well as several passive defensive abilities.

Psychic Scan


As soon as you have placed the Psychic sensor, you will be able to use this support power.
It is in a similar style to the Scrin's 'Tiberium vibration scan', except the psychic scan will reveal all enemy units and static defences through the shroud.

"Predictable!"


It goes without saying that this is an immense intelligence gathering ability, and if you are facing the allies it is even more useful, because the psychic scan will reveal hidden Phase transports!


"I see you hiding!"


The length of time that the ability is active for is 20 seconds, and the actual ability recharges in 4 minutes.
So the Psychic Sensor is worth building for this free support power alone, however it has a few other abilities which I will list, then discuss.

  1. Detects stealth.
  2. Deflects enemy missiles and rockets!
  3. Guides Flame tower fireballs to their target (requires that the Flame tower is within a reasonable range of the Psychic sensor).

Stealth detection (1) is a bigger deal then it should be, this is because none of the Soviet defences can detect stealth! The detection radius of the Psychic sensor is double that of Tiberium wars defences (it matches the radius of detection of the Half track).
Obviously this is only used when facing the allies, it helps immensely in preventing Phase transport infiltration.

The ability to deflect missiles and rockets (2) is also something which will cause more issues for the allies then the Soviets (although deflecting MIG missiles is not insignificant!).
The large deflection radius (in the next release there will be a visible indicator for the radius), will greatly reduce the effectiveness of the allied rocket soldiers, Longbows, and finally the Phase transport.


Useful vs the allies!


Place the Psychic sensor in key areas where you feel that these units might attack (for example you might have a Psychic sensor covering an ore field, to make harassing your harvesters more difficult).

The final... strange ability, is that the Psychic sensor will guide any fireballs that have been launched from Flame towers (3), that are within a reasonable radius of it. This essentially gives the Flame tower's fireballs a limited amount of homing ability (including the ability to slow down or speed up in order to hit a target!).

Easier to hit moving targets!


This obviously counters the biggest flaw of the Flame tower; how often it misses moving targets.
As with all of the Psychic sensors passive abilities, your Psychic sensor must have power, for this to work.

So as you can see, there really are several reasons for you to consider building more than one Psychic sensor (especially if you are facing the allies), however in all cases were you reach the higher tech levels of a game, it is highly recommended that you build at least one of these structures, after all good intelligence makes all the difference in battle!

The electrical fx mean that the sensor is using its 'Psychic scan' ability, it cannot deflect missiles while this ability is active!


Comments
jfpoliveira12
jfpoliveira12

Guiding fireballs seems like magic.:)
Communist mysticism has gone too far, damn satanist warlocks! :D

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