Рет қаралды 16,435
Mental Omega 3.3 for C&C Red Alert 2 Yuri's Revenge, Epsilon Campaign Mission E16 Divergence. Mental Omega 3.3 is next part of Mental Omega mods for Red Alert 2, after Mental Omega 1.2, Mental Omega 2.0 and Mental Omega 3.0.
Enhanced with the powerful Ares DLL, a project headed by AlexB to push C&C Red Alert 2 Yuri's Revenge engine to its limits, C&C Red Alert 2 Mental Omega 3.3 strives to bring new features to the game while maintaining a strong sense of gameplay balance. C&C Red Alert 2 Mental Omega 3.3 continues where the first Red Alert 2 left off and branches out into an expanded universe with brand new missions for all factions, with missions for the Foehn Revolt planned for the future.
C&C Red Alert 2 Mental Omega 3.3 requires files from a working installation of Red Alert 2 & Yuri's Revenge patched to 1.001 to be played. The Red Alert 2 is automatically patched to 1.006 during the installation of Yuri's Revenge.
Command & Conquer: Red Alert 2 is a 2.5D real-time strategy computer game by Westwood Pacific, which was released for Microsoft Windows on October 23, 2000 as the follow-up to Command & Conquer: Red Alert. Set in the early 1970s, Red Alert 2 supposedly picks up at the conclusion of the Allied campaign of the first game, but this has been subject to debate. Its expansion is Command & Conquer: Yuri's Revenge.
The Epsilon located the old GW2 Chronosphere somewhere in southern Germany - your mission is to establish a contact with the outpost (it's not an outpost, it's one of the best bases player can get in Mental Omega, with 2 Cloning Vats already), capture the Chronosphere and destroy the remnants. The old Chronosphere will be used to teleport an Epsilon superweapon called the Irkalla Fortress ^^. That mission in the closed beta was almost unbeatable because Rahn wasn't capable of shooting targets on bridges - Malver had to sneak below that bridge at the beginning and destroy the power plants but it's an obsolete solution after the change. Mission can be done with a lot of choices but:
I made an army of brutes before contact just to have tons of money because of sending them to Grinder immediately xD
At the beginning I forgot to take some money crates, just use Duneriders and follow the water to the far right of map
When you destroy power plants, there is a SEAL + Crazy Ivan ambush at the bottom near your starting point.
Once you have a contact with the base, Malver and Rahn are no longer mandatory to survive.
And keep an eye for Kirovs, tons of Archers will make the trick.
WATCH OUT FOR ARSONISTS, they will screw you miserably when you have no Spooks
Masterminds are great for defense. Just send additional units to the Grinder for more cash to produce more units xD.
Basically with infantry spam you can just go Ctrl+Shift will little control.