Yes, they can and it's not always a 100% win rate. You're speaking as if I made Yuri a lot weaker, which is not the case, I've played the new balanced changes against many top players as Yuri and won against both Allied & Soviet.
Why is it that Allied vs Allied, Soviet vs Soviet, Soviet vs Allied games usually average around 4-8 minutes?
Yet vs Yuri games average above 10 minutes almost always, I mostly see 12-16 minute games against Yuri, that's twice to 3x as long.
This factor alone is a clear evidence of Yuri being overpowered.
Also each of the players playing as Yuri usually never stand a chance playing as Soviet or Allied, why is that?
Iraq is a simple macro side, Allied is a complex macro side, Yuri is a complex micro side.
They don't all need to be the same. Playing as either of the mentioned factions changes the opposing faction's play style respectively.
The new changes make Yuri less about 2 gats, 1 mag, 1 mm, spam CTRL+SHIFT to auto mag and halt entire armies of 20 units upward.
You actually have to think weather you have the time to make a mag or a mm or should you make a chaos drone with a psi tower instead or rather lashers behind a gattling tower with a few brutes or yuri clones all the options are there.
Sure, some of the changes need fine-tuning to make sure all the options are viable.
Initiates have a stronger walking firepower than all of the other infantry, they don't need to deploy to make use of it either.
Infact, initiate rushing is the most powerful infantry rush in the game.
The garrison damage is the same as GI now, which is quite high, still.
I tested this out, it's quite good until a desolator, seal or Tanya comes along.
This keeps the brute useful in late game as well.
Actually no, the deso walks, takes one shot, deso is half hp, virus is at the edge of the radiation, gets low health and goes back, deso auto heals and the sovs have their super easy deso comfort.
Refineries sell for 300, because you pay for the miner too. Also slave miners move and you won't need to keep making them for new ore patches as you expand, you just move them, that's a very good deal!
Both the Allied & Soviet miners have 1000 health and the same armour type, the Soviet War Miner has high storage capacity compared to the Chrono Miner.
Before Yuri players would 'mindlessly' send their Slave miners across the map to gem patches, knowing that the opponents won't make so many tanks against Yuri. The slave miner is moving refinery and already has 250hp more than other miners.
You'll find that making an early chaos drone or a few Brutes will easily counter that and that most Allied & Soviet players are faced with this same dilemma when making a miner from factory. You're going to need to practice your brutes and chaos drones, which you can make in advance before making miners actually, they are that good.
Then you should not send or allow your miners to go too far, the Soviet and Allied need to manage their miners at all times for same reason, but Yuri shouldn't?
You can use Initiates, gattling tanks, disks, gattling cannons (really good value now) to counter drones, from my testing it was obvious that drones are only slightly more effective against Yuri now.
Reduced Lasher Tank Build time by 20%.
Actually the rate of fire is exactly the same except the grizzly bullet flies slower. Which is more likely to make it miss shots against fast moving units.
You'll find that GI backing up grizzly tear through lashers quite easily.
The damage against heavy armour is now more comparable to a sentry gun now.
Yes it can be! BUT, the drones will infect the IFV and other units slowly, which makes repairing infected units slow, so if some one is attacking at the same time with tanks the drones will still be able to do their job.
Yet as Yuri, 1 gattling tank can destroy 20 terror drones in a matter of 1-3 seconds. Making 2-3 gattling tanks will allow Yuri players to achieve the same effect however.
The chaos drone is prone to stopping to shoot, which means units moving away from the drone are highly likely to kill it.
The Yuri player will need to decide the right time to send in the chaos drone or risk losing it and the fight.
You can shoot up those cliffs with Disks and MM instead.
Increased Magnetron's anti structure weapon rate of fire by 10.
Just to keep things consistent and help Yuri attack better.
Previously Yuri would just make gattling tanks, disks or use his genetic mutator to kill your fodder.
Now Yuri can do the same and use Viruses to counter fodder too. This fodder mechanic was only useful very rarely.
Yet in vanilla game the Mirages completely destroy Masterminds.
Now Mirages will need to attack MM directly or retreat, not camping.
As this made it very difficult for Yuri to attack Allied based in the late game.
Also Mirage can out run MM and harass Yuri from other spots, such as economy.
Yet Soviets reign almost at all parts of the game thanks to desolators and the iron curtain.
Being smarter than an equally skilled top player will be quite difficult to impossible.
You'll find that lashers, gattling tanks and chaos drones are quite useful and that disks are still great for taking out enemy defences, structures and also using their special abilities such as draining power.
So Yuri players would stop spamming Disk as a counter for absolutely everything in the late game.
1-4 lashers + mm to kill flak tracks, GGI ifvs just miss their shots when disks move, Yuri can just fly into your base, snipe key structures and move out while the countering units just miss their shots and even end up getting taken out...
To keep the Disk effective at helping Yuri break through base defences, camping and units on the hill.
Then tell every Yuri player to stop spamming them, when all they need is 1 disk to drain the power and the game is over (most of the time).
Yet these Yuri players usually run the economy at an average of 10-12K...
When desolators are not heavily harassing the enconomy, which mind takes a lot of macro to execute effectively.