Yuri Rebalance Patch (Community) Changelog
The Yuri Rebalance Patch is a community effort to rebalance the Yuri side (faction) in C&C Yuri's Revenge
so that it's not as overbearing and easy to abuse as in the vanilla game.
How can I use it?
You can toggle the patch on/off through a checkbox in the Skirmish & Custom game lobbies.
This patch is a completely optional feature and is not implemented in the Ladder games.
How was the Yuri side changed?
Summary: This patch makes Yuri's entire army more micro intensive and
forces the Yuri player to put more thought into each action.
Changes in version: 1.31
Reduced Initiate Garrison damage from 63 to 25 (v1.00)
Reduced Elite Initiate Garrison damage from 73 to 30 (v1.00)
The overwhelming damage of the Initiate made it possible for Yuri to set up an invincible defence on small urban maps.
Reduced Brute's cost by $100 to keep it useful through out all stages of the game. (v1.31)
Reduced Brute's sell value to $100 to fix the mutator grinding exploit. (v1.00)
Increased Virus' weapon range by 2 to make it a viable counter to the Desolator. (v1.00)
Reduced base level Bio-Reactor power output by 100. (v1.00)
Bioreactor is back at the default base value of 150 as the reduction made it too difficult for Yuri to use defensive structures in the early game.(v1.31)
Reduced Bio-Reactor power upgrade output gained by inserted infantry from 100 to 50 to balance the cost to the output.(v1.31)
This also affects the price of Yuri's superweapons and defensive structures as Yuri has to build more Bioreactors.
Increased Slave Miner cost by $250. (v1.00)
Returned Slave Miner cost to default as Yuri was falling too far behind in the early game.(v1.31)
Reduced Slave Miner's health from 2000 to 1500, applies to both structure and vehicle modes, this stops Yuri players from expanding too far too fast. (v1.31)
Salve miner now builds at the same rate from the structures and vehicles tab which helps reduce Yuri's weakness to rushes. (v1.00)
Reduced Slave Miner's damage vs terror drones from 400% to 100%, this makes terror drones more viable against Yuri. (v1.00)
Reduced Lasher Tank Build time by 20% to allow Yuri to harass and fight at a lower tech level. (v1.00)
Increased Gattling Tank's movement speed by 2. (v1.00)
Returned Gattling Tank's movement speed to default as this made Gattling Tanks too effective against air units. (v1.31)
Change Gattling Tank's armour to medium to make it more durable against flak track spam. (v1.00)
Returned armor to default as this made gattling tanks too effective against infantry units. (v1.31)
Reduced the cost of Gattling Cannon by $500 to keep it useful with reductions done to gattling weapons. (v1.00)
Set the cost of the Gattling Cannon to default as it was too easy to build a wall of Gattling cannons at the reduced cost. (v1.31)
Reduced Gattling weapons damage to infantry armor types by 20% to improve the usefulness of infantry (including the rocketeer) against Yuri. (v1.00)
Reduced Gattling weapons damage against terror drones by 75% to make the use of drones a viable option against Yuri. (v1.00)
Reduced Gattling weapons damage against heavy armoured vehicles by 5% as Gattling Tank bunkers were too powerful on chokepoints and small maps. (v1.00)
Set Gattling weapons damage against light armoured vehicles back to default as the 5% reduction made Mirage and Prism tanks
too difficult to combat in the late game. (v1.31)
Increased Chaos Drone's movement speed by 2. This makes it easier to agressively use the Chaos drone. (v1.00)
Reduced Chaos Drone's cost by $200, now $800. This makes the chaos drone more cost effective. (v1.31)
Reduced Chaos Drone's build time by 10%.(v1.00) Set to default as it made it too easy to amass Chaos Drones. (v1.31)
Reduced Chaos Drone's Berserk effect duration on infantry by 25%. (v1.00)
Reduced Chaos Drone's Berserk effect duration on vehicles by 25%. (v1.00)
The berserk duration was too long causing the chaos drone to act as a hard counter to most units,
when it's intended to be used as a harassing or support unit.
Magnetron can no longer fire up cliffs. This stops players from picking up miners and units from on top of cliffs. (v1.00)
Decreased Magnetron's anti vehicle weapon rate of fire by 90, this slows down auto-mag,
previously spamming attack move would immobilize a large armoured army. (v1.00)
Increased Magnetron's anti structure weapon rate of fire by 10. (v1.00) Set to default as this change was not needed. (v1.31)
Mastermind now overloads when controlling above 2 units instead of above 3. This stops masterminds from being completely
overwhelming when amassed and forces the Yuri players to micro manage the mind controlled units. (v1.00)
Reduced Mastermind's mind-control weapon rate of fire by 50.
Set to default as it's better to control the mind control rate through overload damage per original game design. (v1.31)
Increased Mastermind's mind-control weapon range by 1 to make Masterminds more effective against Mirage tanks,
as they previously had no chance against them. (v1.00)
Increased Mastermind's health by 100.
Set to default as this was not needed due to returning rate of fire to default. (v1.31)
Mastermind can detect disguises of spies and mirage tanks, this makes the Mastermind useful against Allied faction's late game tech. (v1.00)
Mastermind's overload damage amount increases faster, before it would wait until 6,10,50 units are mind-controlled by the
Mastermind to increase overload damage, now each additional unit increases the damage received. (v1.00)
Mastermind's overload damage reduced to match increased rate levels previously 0,50,100,500 per each level now
0,50,50,50 due to increasing the rate not the damage, this makes it harder to kill or grind mind controlled units as more are controlled. (v1.00)
Mastermind's overload damage rate set to increase at an incremental rate ((0,70,40,20) lower is faster) on the amount of units controlled,
this allows the Yuri player to micro to avoid damage as intended by original game design. (v1.00)
Reduced Floating Disk's health by 100. (v1.00)
Reduced FLoating Disk's damage to vehicles by 20%. Set to default to keep the disk effective against Allied units in the late game. (v1.31)
Increased Floating DIsk's weapon range by 1. Set to default as the longer range was too effective against Soviets and Allied anti air units. (v1.31)
Increased Floating Disk's cost by $250 to $2000. (v1.00)
Reduced Boomer Submarine land based missile count from 2 to 1. Set to default as the boomer now requires a Battle lab to be built. (v1.31)
Reduced Boomer Submarine Missile health by 15. Set to default as it made the boomer too ineffective in the late game. (v1.31)
Yuri Boomer Submarine now requires a Yuri Battle Lab to be built as it was too easy to rush and overwhelm the opponent. (v1.31)
Reduced Boomer Submarine cost by $250 due to being available later in the game. (v1.31)
Increased Psychic Tower's power requirement from 100 to 150, this makes spamming Psychic towers more costly.
Reduced Tank Bunker's health from 1000 to 600.
V3 Missiles now deal damage to the units inside tank bunkers as well as the bunker.
Dreadnought Missiles now deal damage to the units inside tank bunkers as well as the bunker.
Boomer Submarine Missiles now deal damage to the units inside tank bunkers as well as the bunker.
Kirov Bombs now deal damage to the units inside tank bunkers as well as the bunker.
All of the missile and bomb changes stop the tank inside the bunker from escaping after a good hit.
Genetic Mutator Super-weapon
Reduced charge time of Genetic Muatator superweapon by 1 minute as it's the weakest of the 3 first level superweapons.
Now it behaves like and recharged at the same rate as the American Paradrop special.
Reduced Terror Drone sell value to 1 as they stack with the value of a unit they infest when grinded.
This caused iron curtained drones to boost Yuri's economy if a droned Yuri's army was sent into the grinder.
I don't like it! What should I do?
The changes in this patch are dependant on people trying them out (testing) and reporting their experiences in this thread.