Any structure may be overpowered with any weapon that has an ElectricAssault Warhead - when that happens the building switches from the Primary weapon to the Secondary. This is why more SHKs will not have an effect on the structure in terms of offensive-power. Just like we learned from regular & Elite weapons, that Secondary may be a completely or partially different weapon with its own Projectile, Warhead, different Range & cool-down, etc. That said, if the ROF (cool-down) isn't identical between those Primary and Secondary weapons, you may encounter a "bug" where the Secondary is used every now and then over the Primary even if the structure should powered up first - but judging from the footage at 3:54 that bug is only valid for low/very low ROFs. Speaking of which: the difference between those two is a mere 20frame cool-down. In YR the cool-down was reduced from 100/120 frames to 80 frames. 4:20 both regular and OP-weapon use the same Warhead. It's the +100 damage that really make the difference (and I guess the faster fire-rate in RA2...). 6:36 well since Armor-crates halve any and all damage inflicted upon a unit, it should :P 7:04 horrifying xD
"Any structure may be overpowered with any weapon that has an ElectricAssault Warhead" really? so i can give a prism tower a secondary weapon and power it with shock trooper to switch to the secondary?
@@ms9001 One small issue with that: the Prism Tower already has its Secondary-slot used by the PrismSupport (part of the Prism Tower linkup - no more than 9 towers will be added to the chain xD)
@@CnCDune thanks for the reply. i just tried it. i gave soviet construction yard primary of PrismShot and secondary of CoilBolt. The construction yard fires the PrismShot successfully. But when I put tesla trooper near the construction yard, it doesn't overpower it. if i force attack, it damages the construction yard. however, if i force attack the tesla coil, it overpowers it. am i doing something wrong?
@@ms9001 Did you set Overpowerable on the ConYard? That key allows a building to be "attacked" by an ElectricAssault-warhead and not be actually damaged and make the switch. I should have emphasised it in the first comment but forgot.
Yeah me too! We only had the allies disc for the first while so we had no idea what the Christmas trees that shot lightening were haha! Red Alert reminds me of when I was a dumb kid would who build massive walls of turrets and pill boxes to make sure I had no chance of losing
You know what could be even more awesome? Modding the Tesla Coils to not only allow them getting more and more firepower and range the more Tesla Troopers you give them, but even eventually achieving EMP and anti-air capabilities to disable vehicles and bring down even the toughest Kirov Airships.
One'd have to hack the Gattling-mechanic to work with Overpowerable/ElectricAssault - wouldn't surprise me if the the Phobos folks have something in the works.
Dune's correct on it not working without some kind of screwing with Gattling mech, EMP also requires that you have Ares since the fork of TS used to make RA2 was before EMP was implemented; that's also why the Tesla Tank description says it does that, but it doesn't. The game will parse the EMP tags, but not do anything with them. As for air targeting, iirc Yuri's Revenge really doesn't like buildings with only a conditional ability to aim at aircraft, though Ares and Phobos should fix it.
@@youmukonpaku3168 on the topic of RA2 being an early fork of TibSun: that's also the reason why terrain deformation (unfortunately) doesn't exist in RA2 - and (unfortunately) the modding community hasn't expressed any interest in bringing it back.
@@tg.Sacred he's correct, the tesla coil weapon does 75 damage in RA, with a very short ROF, while the coil has 3 ammo and its chargeup time is linked to its refill timer, like the graphics switch for the V2.
@@CnCDune Actually don't remember how Tesla Coils work in RoR because I didn't like that mod in comparison with the original Zero Hour. And moreover hate to play as russia (sorry for bringing politics here). But if the Tesla Coils in RoR work the way you say - the mod's author definitely based it on original Tesla Coils from RA1, not its RA2 remake.
Good job, well, maybe can try some Red Alert Remastered units testing in the future, like Tesla Coil and Allies Mine Layer (Allies Mine Layer is anti vehicle mine, Soviet Mine Layer is anti infantry mine.)
Unusual circumstances where a second or third tesla trooper is useful include against the British (Snipers), the Allies (Spies) or Yuri (Floating Disks)
Then prism tower would need to be the same, making V3 the only land siege unit that can outrange those base defences. On the other hand, that would be very cool.
No, unfortunately not; on the bright-side it's not a technical-limitation (as-in: an interaction unique to structures and infantry only) - you just need to set AssaultBolt as Secondary on the TTNK.
@@CnCDune if I remember right from when I played around with INI modding, if you give the TTNK an AssaultBolt clone with burst 2 (it does, after all, have two coils) it even counts as two tesla troopers for the sake of powering the coil.
@@youmukonpaku3168 wait what?! This makes sense since the ElectricAssault is a Warhead-property, not bound to the weapon - so it'd make sense if dbl the burst counts as two regular SHKs.
No, since what happens is the Tesla Coil switching from one weapon to the other - the Tesla Trooper is only needed to allow the change to happen, but once it has happened, no additional effect(s) occurs in terms of Tesla Coil's damage.
After some YT-shenanigans, involving auto-deleted comments among other things, the video had to be "removed" for hours. Try refreshing/clearing browser-cache.
You can *NOT* compare MO and Rynderack; one has an entire team behind it for *years* at this point, the other has that "made this game in year on my own from my mother's basement"-feel. The fact that it doesn't deviate much or at all from the original game's balance and tech-requirements (or adds so many support-powers that you wonder why the mod wasn't made for SAGE instead), etc. so you don't have to re-learn everything is a big and underrated bonus. But more than that: Rynderack is made without all the niceties that Ares and Phobos allow, which makes all the more impressive as it sticks to the old box we've had since 2000/2001, and not the extended playground offered by our new engine-extensions.
Any structure may be overpowered with any weapon that has an ElectricAssault Warhead - when that happens the building switches from the Primary weapon to the Secondary. This is why more SHKs will not have an effect on the structure in terms of offensive-power.
Just like we learned from regular & Elite weapons, that Secondary may be a completely or partially different weapon with its own Projectile, Warhead, different Range & cool-down, etc.
That said, if the ROF (cool-down) isn't identical between those Primary and Secondary weapons, you may encounter a "bug" where the Secondary is used every now and then over the Primary even if the structure should powered up first - but judging from the footage at 3:54 that bug is only valid for low/very low ROFs.
Speaking of which: the difference between those two is a mere 20frame cool-down. In YR the cool-down was reduced from 100/120 frames to 80 frames.
4:20 both regular and OP-weapon use the same Warhead. It's the +100 damage that really make the difference (and I guess the faster fire-rate in RA2...).
6:36 well since Armor-crates halve any and all damage inflicted upon a unit, it should :P
7:04 horrifying xD
"Any structure may be overpowered with any weapon that has an ElectricAssault Warhead" really? so i can give a prism tower a secondary weapon and power it with shock trooper to switch to the secondary?
omg, The Legend himself!
@@ms9001 One small issue with that: the Prism Tower already has its Secondary-slot used by the PrismSupport (part of the Prism Tower linkup - no more than 9 towers will be added to the chain xD)
@@CnCDune thanks for the reply. i just tried it. i gave soviet construction yard primary of PrismShot and secondary of CoilBolt. The construction yard fires the PrismShot successfully. But when I put tesla trooper near the construction yard, it doesn't overpower it. if i force attack, it damages the construction yard. however, if i force attack the tesla coil, it overpowers it. am i doing something wrong?
@@ms9001 Did you set Overpowerable on the ConYard? That key allows a building to be "attacked" by an ElectricAssault-warhead and not be actually damaged and make the switch.
I should have emphasised it in the first comment but forgot.
When I was a kid, I thought the Tesla Coils in Red Alert 1 were Christmas Trees 😂🎄
We called it that way
Yeah me too! We only had the allies disc for the first while so we had no idea what the Christmas trees that shot lightening were haha! Red Alert reminds me of when I was a dumb kid would who build massive walls of turrets and pill boxes to make sure I had no chance of losing
@@SUP3RTOM20000 Oh that memories. The brighter for me was perhaps when we connected Atlon 1600 and 486 DX50 via null-modem cable just to play pvp.
I thought more about it as a butterfly, in my head and drawings.
You can link up to 9 Prism Towers.
Any extra tower will not be added to the chain.
Indeed, a very important fact, that is x)
Was it really 9? I remember about 7. 🤣
Thank you, professor. That was my next question.
Commander, we must be near the tesla to charge it up! (Love your vids btw)
Tanya: "I'm so goo-AAH!"⚡
🤣
7:09 Jeez, I never know I could do that!
We so back 🎉
You know what could be even more awesome? Modding the Tesla Coils to not only allow them getting more and more firepower and range the more Tesla Troopers you give them, but even eventually achieving EMP and anti-air capabilities to disable vehicles and bring down even the toughest Kirov Airships.
One'd have to hack the Gattling-mechanic to work with Overpowerable/ElectricAssault - wouldn't surprise me if the the Phobos folks have something in the works.
Dune's correct on it not working without some kind of screwing with Gattling mech, EMP also requires that you have Ares since the fork of TS used to make RA2 was before EMP was implemented; that's also why the Tesla Tank description says it does that, but it doesn't. The game will parse the EMP tags, but not do anything with them. As for air targeting, iirc Yuri's Revenge really doesn't like buildings with only a conditional ability to aim at aircraft, though Ares and Phobos should fix it.
@@youmukonpaku3168 on the topic of RA2 being an early fork of TibSun: that's also the reason why terrain deformation (unfortunately) doesn't exist in RA2 - and (unfortunately) the modding community hasn't expressed any interest in bringing it back.
You’re telling me I’ve been powering my Tesla Coils with 15 troopers each for the last 24 years for NO REASON?!?!
@@HenchGuyBlast yes!
AFAIR in RA1 Tesla Coils had 3 charges that it could use all to highly damage a single armored unit or to scorch three infantry units.
Need to check that!
@@tg.Sacred he's correct, the tesla coil weapon does 75 damage in RA, with a very short ROF, while the coil has 3 ammo and its chargeup time is linked to its refill timer, like the graphics switch for the V2.
This is interesting because I recall a mod for Generals (Rise of the Reds) that would fry three peeps at once/in close succession.
@@CnCDune Actually don't remember how Tesla Coils work in RoR because I didn't like that mod in comparison with the original Zero Hour. And moreover hate to play as russia (sorry for bringing politics here). But if the Tesla Coils in RoR work the way you say - the mod's author definitely based it on original Tesla Coils from RA1, not its RA2 remake.
@@preseverence I remember because of the RoR shellmap I used to watch over and over again back in the day - tho they may have changed it recently.
tgSacred back at it again with great content!
Outro shocked me too.
Finally a good video!!
Good job, well, maybe can try some Red Alert Remastered units testing in the future, like Tesla Coil and Allies Mine Layer (Allies Mine Layer is anti vehicle mine, Soviet Mine Layer is anti infantry mine.)
In conclusion, needing two Tesla Troopers is a partial lie. One is enough under normal circumstances.
Correct!
Unusual circumstances where a second or third tesla trooper is useful include against the British (Snipers), the Allies (Spies) or Yuri (Floating Disks)
@@13g0maneh what do you mean with against floating disc?
@@ramadhanisme7 it can depower a base, tesla troopers can let your defences stay up
The pinnacle of Soviet technology.
Apocalypse being so much beefier than the Battle Fortress was unexpected. Is that specifically against Tesla Coils?
No, apocalypse is generally a lot more durable than a bf.
Apocs have 800 HP, BFs have 600, but Apocs can auto-repair at any level.
@handanyldzhan9232 Their armor value is different too.
@@Xtoxinlolinecronomicon If you mean with armor-value what I think you meant: Armor is set to heavy on both the BFRT and APOC.
@CnCDune Ah, okay. I thought the BF had different value.
Damn, I really gotta go play some more RA2. It's been like 6 or 7 years since the last time.
Trust me mate, RA2/YR are *timeless* classics, and the same is valid from TibDawn all the way to TibSun :)
Just do it up!
I always prefered Tesla Coils over Prism Towers. Prism may be able to do more DMG, but they are bad against multipe targets.
Ty
Me didnt really get the outro did the bf just disable the buff on tesla coil?
The BF charged the Tesla Coil!
@tg.Sacred I thought it disable the buff 😂
Teslas were so nurfed in that game. It would have only been fair if they had the same range as a prism tank.
Then prism tower would need to be the same, making V3 the only land siege unit that can outrange those base defences.
On the other hand, that would be very cool.
Statement - NEFFEX
If in the fun end where tesla trooper in battle fortress can charge the coil, can the tesla tank do it too?
No, unfortunately not; on the bright-side it's not a technical-limitation (as-in: an interaction unique to structures and infantry only) - you just need to set AssaultBolt as Secondary on the TTNK.
@@CnCDune if I remember right from when I played around with INI modding, if you give the TTNK an AssaultBolt clone with burst 2 (it does, after all, have two coils) it even counts as two tesla troopers for the sake of powering the coil.
@@youmukonpaku3168 wait what?!
This makes sense since the ElectricAssault is a Warhead-property, not bound to the weapon - so it'd make sense if dbl the burst counts as two regular SHKs.
@@youmukonpaku3168 I just tried it, and (un)foruntately it doesn't work that way :(
Guess there's a chk to ensure it really is one trooper.
@@CnCDune it's very possible I just remembered wrong. I haven't INI modded RA2 for a good half decade now.
So the range will increase with 2 tesla troopers? Can it outrange prism tank?
@@ramadhanisme7 range will increase with one Tesla trooper. No it can’t outrange a prism tank!
I wonder if a tesla soldier's rank affects damage?
No, since what happens is the Tesla Coil switching from one weapon to the other - the Tesla Trooper is only needed to allow the change to happen, but once it has happened, no additional effect(s) occurs in terms of Tesla Coil's damage.
@@CnCDune Thanks for the clarification!
WHERE THUMBNAIL PIC????
After some YT-shenanigans, involving auto-deleted comments among other things, the video had to be "removed" for hours.
Try refreshing/clearing browser-cache.
А разве связка из нескольких башен Тесла с солдатами не должен уничтожить танк с 1 удара?
Only one Tesla Trooper affects it though!
please please make an edit for un of the .INI file! remove the limit! make all tesla units power tesla coils! :D
We are testing official stuff only! 😁
It's possible; just need to add AssaultBolt as Secondary on the Tesla Tank :)
@@tg.Sacred i know that deep down you have that primordial urge to make the game better. Your thoughts betray you commander };->
@@CnCDune thats the spirit!
hey my friend rynderack project 3 its here can you play at?
After the Christmas holidays !
reupload?
This is more advanced!
why is comrade general killing their own troops?!
its okey its for a youtube video
We need more mental omega stuff please
And stop making vedios about that poor project
Hey Rydnerack is not that bad at all
Ofc Mental Omega is more advenced but hey it's just Video Game
You can *NOT* compare MO and Rynderack; one has an entire team behind it for *years* at this point, the other has that "made this game in year on my own from my mother's basement"-feel.
The fact that it doesn't deviate much or at all from the original game's balance and tech-requirements (or adds so many support-powers that you wonder why the mod wasn't made for SAGE instead), etc. so you don't have to re-learn everything is a big and underrated bonus.
But more than that: Rynderack is made without all the niceties that Ares and Phobos allow, which makes all the more impressive as it sticks to the old box we've had since 2000/2001, and not the extended playground offered by our new engine-extensions.
Mental omega is weird AF, rynderack is still true to the source so get lost you blasphemy
@@ramadhanisme7 Now, now - let's remain civil.
yes in some stuff is
But still remember MO is advanced and Rydnerack is made by One guy
Soo we shouldn't compare these mods
having Tesla Coils long range is good enough for counter tank but still people might use sniper
6:29 tanya : i`m so good ... *dies ...
6:30 wth is a baisc infantry? :)))
I assume that means anything that's not a hero.
Basic* !
I meant without any promotions.