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The Rage Inductor is an Epsilon superweapon, used to infuse the Terminus drug which significantly increases the combat effectiveness of anyone exposed to it.

Official description

The Rage Inductor is a curious but dangerous device. The weapon utilizes a powerful mixture of aerosol steroids, bio-augmentative chemicals and hormones known as Terminus. Terminus has been developed in several different strains and is used by the Epsilon Army for offensive purposes.

The Rage Inductor utilizes a heavily modified strain to enhance the effectiveness of Epsilon units. With a proper and optimal usage of the drug, it results in increased situational awareness, performance and reflexes. Additionally, a portion of the chemicals is used to strongly enhance the regenerative abilities of the Epsilon infantry. Upon discovering this effect, the Allies and Soviets were quick to implement reverse-engineered filters in order to take advantage of the Rage Inductor on their own units and infantry should they come into possession of one.[1]

Rage

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Once fully charged, the Rage Inductor can infuse units with a dose of Terminus, a strain of combat drugs that utilizes an unorthodox, but effective mixture of steroids, augmentative biochemicals and hormones which can significantly improve one's perception and physical performance if used in proper and optimal dosage, resulting in anyone that gets exposed to the drug, even inside vehicles, to have their firepower increased by 50% for 60 seconds.

The Terminus also has another benefit – a portion of chemicals mixed on it is known for being able to significantly improve natural regeneration rate, allowing any infantry that are under the drug's effect to be able to rapidly heal themselves. Robots are immune to Rage.

Overview

The Rage Inductor replaces the imbalanced Genetic Mutator from the original Yuri's Revenge. Instead of mutating platoons of soldiers into Brutes instantly, the Rage Inductor utilizes the Terminus drug to enhance the firepower of Epsilon units anywhere on the battlefield.

General tips

  • Superweapons are expensive and power hungry. In some circumstances (such as limited funds) it may be more beneficial to spend credits on other buildings or units.
  • All players will be notified of the construction and activation of a superweapon via an EVA announcement, and every player can see the countdown of a superweapon. Unlike in Red Alert 2 however, the minimap will not show where a superweapon is located, nor the fog of war will be removed around the superweapon.
  • Therefore, build a superweapon only when it is safe to do so. Building one in the wrong circumstances (such as insufficient funds or low power) can be costly.
  • Place superweapons preferably at the back of the base, so enemy units will have to fight through your defenses to reach it.
  • Surround a superweapon with walls to prevent a timer reset by sneaky spies.
  • Superweapons do not guarantee victory. Apart from a long cooldown between activations, an experienced enemy player can destroy a superweapon before it is even activated.
  • Enemies are able to recover quickly after a superweapon activation if they have a captured Tech Maintenance Center. Destruction of this tech building is vital to ensuring an enemy base stays crippled.
  • In light of the above statement, be wary of certain support powers that can mitigate losses of a superweapon activation (such as European Alliance's Force Shield).
  • A.I. opponents tend to build a superweapon in certain, predictable circumstances, such as the following:
    • When the A.I. base suddenly has enough build space for one (usually after decimating a large portion of their base) if their base beforehand has occupied all the available space. This will often cause a low power situation, which can be used as an opportunity to finish them off.
    • When a player has constructed the first superweapon in the match, A.I. opponents will surely build their own to retaliate afterwards.

Rage Inductor tips

  • Rage should be preferably used before a clash begins. This is essential for the case of Epsilon infantry and vehicles as it could mean the difference between victory and defeat due to their low resilience.
    • Most of the Epsilon navy is also eligible for Rage, as it makes their sudden strikes from the depths more lethal.
  • Epsilon vehicles that are able to dish out plenty of damage are the best candidates for Rage. This includes main battle tanks, Tier 2 subfaction exclusive vehicles (e.g. Shadow Tank) and monster tanks (except PsiCorps Mastermind).
  • The Rage Inductor also supplements the infantry-oriented doctrine of the Epsilon as Rage enables regeneration of health of the affected infantry. This enables them to endure far more damage than normal while retaining the increased offensive power, as long as enemy damage does not exceed their total hit points.
    • All Epsilon heroes can be affected by Rage, which is a terrifying sight for enemies to behold.
    • When playing as Epsilon Headquarters, the Kinetic Barrier support power works in tandem with Rage, making an Epsilon HQ infantry battalion more devastating.
    • Brutes are arguably the best non-hero Epsilon infantry to gain the effects of Rage due to their big health pool and effectiveness against ground forces if they can reach them.
  • Not every unit type can benefit from the effects of Rage. Robots in particular are immune to its drug effects. In addition certain units like Mastermind and Charon Tank are not affected by firepower modifiers and will not benefit from any firepower enhancement.

Counters

  • Arguably the best counter to a superweapon is to prevent the opposing player from building one in the first place.
    • Destroying the enemy's Tier 3 access structure is the most direct option.
    • Disrupt the enemy's economy, whether by eliminating ore miners or Tech Oil Derricks. Infiltrating the enemy's Ore Refinery is also another option. Note that this tactic is not effective against A.I. opponents due to their infinite money perk.
    • Attentive players can occasionally tell if a superweapon is being constructed if the enemy player hasn't built a structure for a long time. If this is the case, eliminating other important structures may force the opponent to cancel the construction of said superweapon.
  • Knocking out the power grid and/or the superweapon itself with anti-building capabilities are the most conventional countermeasures, whether in a direct assault or guerilla tactics. Examples include the following:
    • The Allies' Barracuda bombers can drop their payload and return to base with few or no casualties. 4 of them can take down a superweapon in a heartbeat.
    • If the superweapon is not defended by anti-infantry defenses, Tanya (if playing as United States) or Navy SEALs can plant C4 in the superweapon. The C4 detonation is enough to take it down in little time(1 C4 for Tanya, while 2 for SEAL).
  • If the opposing base cannot be assaulted without taking significant casualties, delaying the countdown of a superweapon is another option. The methods for doing this are:
    • Infiltrating the superweapon directly, resetting the countdown.
    • Infiltrating power plants to shut down the entire enemy base. Since this causes most stationary defenses to become disabled, this is an excellent opportunity to eliminate the superweapon threat.
  • The Foehn Revolt has the defining technology to completely block a superweapon from targeting a specific area, either through mobile Raccoons or the power-dependent Signal Inhibitor. Haihead subfaction has an additional way to do this through the Signal Jammer support power.
    • In addition, the Foehn Revolt can also disable superweapons, halting their countdown. The Raccoon vehicle can do this indefinitely as long as its ECM jammer is locked on to the superweapon, whereas the Ramwagon stolen tech vehicle and the Haihead-exclusive support power Blackout Missile can perform the same for a short period of time.
  • Once an offensive superweapon has activated, there is no way of stopping it. However, the best one can do as any faction is to order all units away from their base, averting extreme loss.
    • As mentioned before, the European Alliance's Force Shield and the Soviets' Iron Curtain can render a few structures impervious to the offensive superweapon's onslaught, as long as they are used before the superweapon strikes; otherwise, the base may suffer low power, preventing these defensive measures from activating.
    • The Maintenance support power can be used to recover from a superweapon strike much quicker.

When Rage is activated

  • If used right (such as in the middle of a chaotic battle), be wary that the Epsilon opponent will have the upper hand in offensive power. However, the armor and speed of Enraged units stays the same, so if the player possesses units with survivability in mind, they will outlast the Epsilon onslaught.
  • The threat of Rage is dependant on the number and type of units were affected by it. For instance, if only basic infantry/vehicles were affected, they can still be dealt with normally, but if the Enraged units are those with heavy firepower such as Epsilon heroes and Brutes, a tactical retreat is the most preferred choice if the player does not want to face more casualties than expected.
  • Concentrated anti-infantry firepower is able to punch through the regeneration rate granted by Rage.

AI behavior

  • The AI will use Rage to target the largest friendly infantry blob present. Ignores cloaked targets.

Appearances

Act Two

Trivia

See also

References

  1. Epsilon Structures page on the official Mental Omega website