the cutting room mirror

Soviets

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Command & Conquer: Red Alert 3/Beta 1.0-1.2.

Soviet Faction#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Take screenhots of Soviet related differences between units, buildings and super powers, and compare with Release's.

Main differences#

While most VFX doesn't seem to be finished, models in general appear to be the same as in the retail version, with some stuff either having early textures or not having some parts being team-colored.

Additionally, not all buildings leave conscript behind, while some that aren't supposed to leave any infantry on sell - actually create them.

The whole Top Secret Protocol tree works differently, with Magnetic Singularity not being the tier 5 protocol and instead became tier 2, Grinder Threads & Terror Drone Surprise being swapped and Desolator Strike & Magnetic Satellite being swapped.

Construction Yard#

Has slightly less team-plates and a different color shade of the dome, being more yellowish rather than being orange.

Beta v1.0

Retail v1.12

Reactor#

The bottom part of the Reactor as well as Reactor's ring are not team-colored. Everything else is the same.

Beta v1.0

Retail v1.12

Refinery#

The base of the magnetic crane is not team-colored. Everything else is the same.

Beta v1.0

Retail v1.12

Barracks#

Tubes, back plates & front planes, and speakers are not team-colored. Everything else is the same.

Beta v1.0

Retail v1.12

War Factory#

The top big plate is not team-colored. Everything else is the same.

Beta v1.0

Retail v1.12

The top big plate and the platform on the right post are not team-colored. It's also missing the unused second progression bar that for some reasons has appeared in Retail version.

Beta v1.0

Retail v1.12

Super Reactor#

Super Reactor's textures are very different: The sub-building has different position of Sickle & Hammer and additionally has atomic warning signs which are not presented on the Retail texture (which is logical since Atomic technology doesn't exist in Red Alert 3's timeline and was replaced with Vacuumn technology), coils on reactors are colored with yellowish orange rather than being metallic, heads of reactors have teal square lights, ledges have team-colored areas and towers themselves have different textures with additional holes. Why was the texture changed is unknown.

Beta v1.0

Retail v1.12

Airfield#

Has less team-plates on itself and on its sub-spots for MiG Fighters. The most interesting feature in this beta version that is shared by Airfield and Allies' Airbase is that the player can dock in Twinblades and Kirov Airships. What is the exact purpose of this feature is unknown since Airfield doesn't have repair drones and the only positive side of doing that is protecting aircraft from anti-air aircraft (while also making them vulnerable to ground units, mhn). Additionally, while on the ground, aircraft don't stop playing their idle flying animations and they can be moved with Harpoon cannon, which, if the attack is cancelled, causes the grabbed aircraft to slowly "crawl" to its spot. This feature also limits the player to have only 4 aircraft in training queue. Selling the Airfield with Twinblades and Kirov Airships docked causes them to instantly die, like how it does with MiG Fighters in the Retail version.

Beta v1.0

Retail v1.12

Beta v1.0 with MiG Fighters

Retail v1.12 with MiG Fighters

Beta v1.0 with Twinblades

Beta v1.0 with Kirov Airships

Battle Lab#

Barely has any team-plates on itself, which makes it difficult to distinguish between teams. Other functions are the same, even the power disable while on low power.

Beta v1.0

Retail v1.12

Crusher Crane#

Has less team-plates on its "crushers", as well as no team-plates on the crane itself.

Beta v1.0

Retail v1.12

Iron Curtain#

Iron Curtain lacks any team-plates to indicate which player the building belongs to. The sphere of Iron Curtain is does not rotate and doesn't show any signs of being ready to use. Additionally, Iron Curtain and Nano-shield Generator share the same issue of "starting" their timer right when they're started getting constructed rather than doing that upon being constructed, while the real timer starts running when they're fully built. The usage mechanic and the texture is the same, except that it seems that not every building and vehicle have proper settings for being Iron Curtained, which makes them appear invisible, not just invincible.

Beta v1.0

Retail v1.12

Walls#

The wall corner is missing all team-plates and instead uses its light as a team-plate, while the wall segment itself is missing only a team-plate. The rest is the same as in Retail. The wall corner is also slightly smaller than in Retail, which makes the connection between corner and wall segments a bit weird.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Sentry Gun#

Animation of Conscript inside drinking vodka is broken in Beta. In addition as an idle animation while being selected it uses attacking animation. It's also missing a team-plate on top of the Sentry wall.

Beta v1.0

Retail v1.12

Flak Cannon#

Flak Cannon works and looks exactly the same as in Retail, minus the missing team-plate on the bottom of the wall and different style of team-plate on top.

Beta v1.0

Retail v1.12

Tesla Coil#

Similarly to two other base defense towers, Tesla coil is missing a bottom and top team-plates on its wall part. It also refuses to properly attack friendly units, but it still masterfully cooks enemy infantry and high-voltages enemy vehicles!

Beta v1.0

Retail v1.12

War Bear#

The only visual difference about the bear is that its stars on shoulders are colored yellow instead of red and team-plates themselves being less detailed. Completely identical to Allies' dogs, having same stats.

Beta v1.0

Retail v1.12

Conscript#

Conscript has one interesting detail that is unique only to him - he has different voicebank voiced by a different VA! Who's that VA however is unknown but it can be one of developers. When dying, however, he still uses voice lines from Red Alert 2. Due to the weird coding while holding a Molotov he can target friendly targets even without the forced fire. Stats wise, only his gun deals less damage, and that being only a quarter less than in Retail. His outfit also looks to be slightly less detailed.

Beta v1.0

Retail v1.12

Flak Trooper#

Flak Trooper on the other hand has a different design that makes them look somewhat similar to their Red Alert 2 variant. In comparison to prisoners that were taken from the Gulag to fight on the battlefield, Beta Flak Troopers are equipped with rocket launchers that recemble some kind of bazooka, and they also wear a hat despite the fact that their icon doesn't show them wearing any hat. Flak Trooper's mines also haven't been nerfed to the oblivion, meaning that they deal more damage and they have far better throwing range. Their flak cannons also have bigger AA range both in normal and garissoned states, and they also don't cost too expensive (300 credits in Beta VS 400 credits in Retail). Uses voicelines from Red Alert 2.

Beta v1.0

Retail v1.12

Soviet Engineer#

No balance and visual changes on the Engineer himself other than the lack of the capture delay (which is missing by other two engineers as well). In water his position is located slightly below the water surface which comically makes his boat "sinking". Bunkers are built without engineer doing the special animation, and they also don't provide any credits back upon getting sold, instead morphing into the Conscript. Bunker also has those sandbag barricades visible by default even without any infantry inside, as well as barely any team-plates, and the Sickle with a Hammer symbol has yellow background instead of black or dark grey.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Tesla Trooper#

Tesla Trooper also has less team-plates than in retail version, as well as different texture for its EMP Static ability and no cooldowns. Speaking of which, he can move while being in that alternative mode! While later it was removed and unique voicelines for being unable to move were added later, perhaps this wasn't a planned feature in the first place. He also fires slower than in Retail version. Uses voicelines from Red Alert 2.

Beta v1.0

Retail v1.12

Natasha#

She has different hair color on her model that looks somewhat similar to her icon's hair, team-plates on her sniper riffle and she lacks her "Hero skirt" while being on the ground. She uses the same voicelines as in Retail but with the radio effect applied to them (which is shared with several other units who have voicelines from the Retail). She cannot target friendly vehicles and she has cooldown while switching targets with her laser paint.

Beta v1.0

Retail v1.12

Soviet Ore Collector#

The ability has no cooldown and provides less armor when activated. Has less team-plates on its "head". Uses voicelines from Red Alert 2 and mistakenly uses "damaged" texture when at 2/3 of HP instead of 1/3. In water he floats slightly higher than in Retail.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Sputnik#

Le o Mighty Sputnik! Barely has any team-plates. Uses Red Alert 2 voicelines and has no stat differences. Due to a bug it provides the building radius right when it starts deploying rather than at the end of the animation. He's also slightly floating above the water while being in water in comparison to Retail's who's half deep into the water.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Terror Drone#

Visually nearly no changes, other than the fact that he's missing the VFX for its alt attack. He's also positioned "under" the water, but that seems to be an oversight. Due to a bug if it enters the grounded aircraft and that said aircraft goes into the air, Terror Drone stops attacking it and basically gets stuck inside unless one of them dies. Uses voicelines from Red Alert 2. What's interesting is that upon death instead of exploding it dies with a death animation. While it looks semi-cool, it creates a small issue when the infected vehicle gets repaired the drone still "dies" rather than exploding.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Sickle#

Doesn't seem to have any visual differences. Uses Retail voice lines but with radio effect. The "Leap" ability itself has double cooldown speed and he's also more vulnerable to gun damage.

Beta v1.0

Retail v1.12

Hammer Tank#

Visually looks the same. Its Leech Cannon is semi-unfinished: It fires a red line instead of a proper greenish laser, from all Soviet-related weaponry only Apocalypse Tank addon has bugged textures. Slightly slower than in Retail version and uses Retail Voicelines.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

V4 Rocket Launcher#

No changes what so ever, not even balance or visual. Uses Red Alert 2 voicelines, and those don't even belong to the V2 Rocket Launcher.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Apocalypse Tank#

While it visually appears to be the same (except that Harpoon cannon is slightly greenish than in Retail), as well as its main cannon dealing the same damage, its harpoon cannon works completely differently: It still grabs the vehicle and it still harpoons them closer to the apocalypse tank, instead of slowly grinding them and deal damage it captures the vehicle, then a second or two passes and the vehicle instantly dies, unless the vehicle got iron-curtained then it'll stay stuck in Apocalypse Tank's grab until the attack is cancelled anyhow. Against bigger targets like giant vehicles and buildings this attack does nothing, and only pulls the Apocalypse Tank itself towards the grabbed target and that's all. What's interesting is that in retail version's demonstration video this exact Harpoon Cannon variation appears to be used instead of the retail Harpoon Cannon. And lastly the main cannon's attack damage type doesn't change from Cannon to Explosion when the unit reaches Heroic rank. Uses voicelines from Red Alert 2.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Bullfrog#

Uses voicelines from Red Alert 2. Since buffs to Paradrops were applied only in Retail version, the animation for Paradrops goes really slow. He has slower speed but higher AA range. Similarly to Ore Collector, he mistakenly uses damaged skin at 2/3 of HP instead of 1/3.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

MCV#

The MCV works exactly the same as in Retail version, minus the fact that it cannot crush any vehicles. It also misses its swaying while moving & idling and, due to the Construction Yard missing some team-plates, MCV is also missing them.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Twinblade#

Uses Helicopter's lines from Red Alert 2. Doesn't seem to have major gameplay differences other than not being able to lift Apocalypse Tank. Its HP through Betas & Retail versions has been changing several times, starting with 400 HP, then upping to 600 in Beta 1.5, and then downgrading to 500 HP in Retail v1.09.

Beta v1.0

Retail v1.12

MiG Fighter#

Other than funnily using Kirov Airship's voicelines from Red Alert 2 and less team-plates, MiG also has different stats: less vulnerable to Cannon and Gun damage types, smaller attack range, duration of Return to Airbase skill being only 3 seconds long instead of 30, slightly less HP and slightly higher flying speed. It's also less vulnerable to non-fighter Anti-Air units.

Beta v1.0

Retail v1.12

Kirov Airship#

No changes other than less team-plates in Beta. Uses Retail voicelines with the radio effect.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Stingray#

Other than the "head's" circle plate not being team-colored, no real differences between Beta & Retail.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Akula Sub#

Uses voicelines from Red Alert 3 but with radio effect instead of the "Underwater pressured submarine". Refuses to attack the "water ground", and when it actually attacks, it surfaces way too high above the water than it's supposed to do. Ultra Torpedoes are also far stronger than in Retail. Just like Bullfrog & Ore Collector it mistakenly uses damaged texture at 2/3 HP instead of 1/3 and it hasn't been fixed in the Retail. It's also missing some team-plates on top of itself.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Dreadnought#

No gameplay differences. Uses Red Alert 2 voicelines and fires the same way as in Red Alert 3. It's also barely team-plated.

Beta v1.0

Retail v1.12

Beta v1.0

Retail v1.12

Top Secret Protocols#

Magnetic Satellite works and looks unfinished: It just pulls up metallic units into the space without them helplessly rotating. Level 1 Magnetic Satellite also can pull up MCV due to an error, and for some reasons it's called "Tractor Beam".

Beta v1.0

Retail v1.12

Magnetic Singularity is much weaker and has no VFX. Instead of killing everything organic, disabling and pulling inside any vehicle with buildings, it just magnits every unit nearby into its center and holds there until its done. Later in future patches it got upgraded to the one that we all know.

Orbital Drop works in kinda similar way but still has some differences: Level 1 drops a singular drone along with picked up via Magnetic Satellite trash; Level 2 drops two drones and one satellite, and Level 3 drops two drones, two satellites and one space station. Only drones have debrishes to leave behind, and even those are reused Sputnik's debrishes. What's the most interesting about this protocol is that it can push around survived vehicles, which can be used to push them off the cliff or into the water.

Infantry don't have unique animations for dying from toxic-based protocols yet.

All other protocols have no changed since Beta.