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Basic Counter Cycle[]

The basic counter surface-based counter cycle of Red Alert 3 Paradox is a three-stage gradated counter system with three weapon types and three corresponding armour types; Gun, Autocannon and Cannon opposing Infantry, Light Armour and Heavy Armour. Each armour type is hard-countered by one weapon type, and each weapon type also soft-counters the next armour type up and down on the list. Relying on soft-counters will lead to defeat by better composed armies, but allows armies a degree of flexibility.

Weapontypes[]

General Weapontypes[]

Gun[]

Gun damage comes from basic anti-infantry weapons; rifles, machine guns, shotguns, pistols, and other various small arms. Though it is primarily intended for anti-infantry use, they retain some damage against light vehicles.

Autocannon[]

Autocannon damage comes from grenade launchers, flak guns, autocannons, anti-tank rifles, and so forth. They are primarily used for hunting down light vehicles, and though they retain a degree of usefulness against both infantry and heavy armour, hard counters are usually still a better choice. Autocannons notably suffer against structures.

Cannon[]

Cannon damage comes from tank cannons, missile launchers, anti-tank mines and railguns. Used primarily for cracking open tanks, these weapons retain a degree of effectiveness against light vehicles as well.

Flame[]

Flame weapons such as flamethrowers and molotov cocktails are hellishly effective against infantry and structures and fairly good against light vehicles as well, but are completely useless against properly armoured vehicles.

Energy[]

Bolts of lightning, spectrum weapons, plasma cutters and other nonspecialized energy weapons do Energy damage. Energy damage can cut through all vehicles with ease, but is of reduced effectiveness against structures.

Disruptor[]

Heavy machine guns and light energy weapons do disruptor. Disruptor kills infantry and shatters light vehicles and shields, but has little effect against heavier units or structures.

Toxin[]

For chemicals, poisons and radiation, toxic damage is fantastic against infantry but is quickly blunted by armour. It is of no use against against structures and is blocked entirely by shields.

Burst[]

Burst weapons come from many explosive weapons, strategic artillery batteries, and light artillery systems such as mortars. They lack enough concussive force to crack structures, but they are fairly damaging against all unit armour types.

Blast[]

Blast is the damage inflicted by tactical artillery and bombs, combining overwhelming concussive force with a huge wave of heat and shrapnel. Blast weapons deal full damage to any target they strike.

Mine[]

Mine is essentially blast, but useless against structures and units specialised to clear mines. They are obviously used by mines.

Siege[]

Siege weapons are heavy explosives designed to shatter emplacements and defensive positions with overwhelming concussive force. They are fantastic against defences, walls and garrisoned structures, but only of moderate effectiveness against anything else.

Bullet[]

Dealt by machine guns and the like, Bullet damage is most effective against flying infantry and moderately effective against most aircraft, but is somewhat less effective against heavy aircraft like bombers.

Flak[]

Autocannons and flak cannons deal flak damage, which performs equally well against flying infantry and most aircraft, but is slightly less effective against heavy aircraft.

Missile[]

Missile damage is supremely effective against heavy aircraft, but is poor against flying infantry and only moderately effective against thin-skinned aircraft like fighters, ground attack aircraft, and helicopters.

Blast (Air)[]

Inflicted by anti-air spectrum beams, this damage type inflicts full damage against all aircraft armour types. It is most prominently used by the Achilles fighter.

Armourtypes[]

General Armourtypes[]

These armourtypes are fairly universal. They can be found in most factions and used in many situations.

Infantry[]

Type Percent
Gun 100%
Autocannon 35%
Cannon 15%
Flame 100%
Energy 10%
Disruptor 100%
Burst 75%
Blast 400%
Mine 200%
Siege 40%
Toxin 100%
Bullet 200%
Flak 100%
Missile 50%


Battlesuit[]

Type Percent
Gun 15%
Autocannon 75%
Cannon 15%
Flame 20%
Energy 10%
Disruptor 100%
Burst 25%
Blast 200%
Mine 200%
Siege 40%
Toxin 10%
Bullet 75%
Flak 200%
Missile 50%


Light Armour[]

Type Percent
Gun 30%
Autocannon 100%
Cannon 65%
Flame 35%
Energy 100%
Disruptor 75%
Burst 100%
Blast 100%
Mine 100%
Siege 20%
Toxin 75%
Bullet 100%
Flak 200%
Missile 100%


Medium Armour[]

Type Percent
Gun 20%
Autocannon 50%
Cannon 35%
Flame 18%
Energy 38%
Disruptor 50%
Burst 38%
Blast 50%
Mine 50%
Siege 10%
Toxin 38%
Bullet 50%
Flak 100%
Missile 50%


Directionality
Type Percent
Front 100%
Sides 200%
Rear 600%


Heavy Armour[]

Type Percent
Gun 1%
Autocannon 20%
Cannon 50%
Flame 2%
Energy 70%
Disruptor 5%
Burst 25%
Blast 100%
Mine 100%
Siege 10%
Toxin 12%
Bullet 12%
Flak 25%
Missile 50%


Directionality
Type Percent
Front 100%
Sides 200%
Rear 500%


Heavy Armour Omni[]

Type Percent
Gun 2%
Autocannon 12%
Cannon 50%
Flame 2%
Energy 50%
Disruptor 5%
Burst 25%
Blast 50%
Mine 50%
Siege 10%
Toxin 12%
Bullet 12%
Flak 25%
Missile 50%


Superheavy Armour[]

Type Percent
Gun 1%
Autocannon 2%
Cannon 25%
Flame 1%
Energy 33%
Disruptor 1%
Burst 2%
Blast 33%
Mine 33%
Siege 2%
Toxin 1%
Bullet 10%
Flak 25%
Missile 75%


Directionality
Type Percent
Front 100%
Sides 300%
Rear 900%


Shield[]

Type Percent
Gun 10%
Autocannon 10%
Cannon 100%
Flame 5%
Energy 100%
Disruptor 100%
Burst 10%
Blast 100%
Mine 0%
Siege 20%
Toxin 1%
Bullet 25%
Flak 50%
Missile 100%


Structure[]

Type Percent
Gun 5%
Autocannon 10%
Cannon 20%
Flame 100%
Energy 3%
Disruptor 3%
Burst 5%
Blast 100%
Mine 0%
Siege 10%
Toxin 0%
Bullet 8%
Flak 8%
Missile 8%


Fortification[]

Type Percent
Gun 5%
Autocannon 10%
Cannon 30%
Flame 60%
Energy 5%
Disruptor 5%
Burst 5%
Blast 100%
Mine 0%
Siege 100%
Toxin 0%
Bullet 10%
Flak 25%
Missile 50%


Bulkhead[]

Type Percent
Gun 1%
Autocannon 5%
Cannon 25%
Flame 0%
Energy 10%
Disruptor 5%
Burst 5%
Blast 100%
Mine 100%
Siege 100%
Toxin 0%
Bullet 1%
Flak 5%
Missile 50%


Weak Armour[]

Type Percent
Gun 100%
Autocannon 100%
Cannon 100%
Flame 100%
Energy 100%
Disruptor 100%
Burst 100%
Blast 100%
Mine 100%
Siege 100%
Toxin 100%
Bullet 100%
Flak 100%
Missile 100%


Cloth Armour[]

Type Percent
Bullet 150%
Flak 100%
Missile 25%
Blast 100%
Gun
Autocannon
Cannon
Flame
Energy
Disruptor
Burst
Siege
Toxin


Thin-Skinned[]

Type Percent
Bullet 100%
Flak 150%
Missile 75%
Blast 100%
Gun
Autocannon
Cannon
Flame
Energy
Disruptor
Burst
Siege
Toxin


Thick-Skinned[]

Type Percent
Bullet 50%
Flak 100%
Missile 200%
Blast 100%
Gun
Autocannon
Cannon
Flame
Energy
Disruptor
Burst
Siege
Toxin


Unusual Armourtypes[]

These are less common armourtypes, usually generated by upgrades.

Riot[]

Used for Peacekeeper shields.

Type Percent
Gun 10%
Autocannon 5%
Cannon 10%
Flame 100%
Energy 15%
Disruptor 100%
Burst 25%
Blast 100%
Mine 100%
Siege 20%
Toxin 100%
Bullet 20%
Flak 20%
Missile 50%


Infantry Plus[]

The Infantry Plus armourtype is used by Soviet infantry after they acquire the Infantry Kit upgrade.

Type Percent
Gun 90%
Autocannon 25%
Cannon 10%
Flame 100%
Energy 15%
Disruptor 90%
Burst 50%
Blast 100%
Mine 100%
Siege 20%
Toxin 25%
Bullet
Flak
Missile


Light Armor Upgrade[]

This armour type is used by units after they acquire the Confederate Armor upgrade.

Type Percent
Gun 35%
Autocannon 80%
Cannon 35%
Flame 35%
Energy 50%
Disruptor 80%
Burst 80%
Blast 100%
Mine 100%
Siege 20%
Toxin 75%
Bullet
Flak
Missile


Heavy Armor Upgrade[]

This armour type is used by units after they acquire the Confederate Armor upgrade.

Type Percent
Gun 2%
Autocannon 9%
Cannon 25%
Flame 2%
Energy 25%
Disruptor 5%
Burst 17%
Blast 33%
Mine 33%
Siege 7%
Toxin 9%
Bullet
Flak
Missile


Directionality
Type Percent
Front
Sides
Rear


Thin-Skinned Upgrade[]

This armour type is used by units after they acquire the Confederate Armor upgrade.

Type Percent
Bullet 75%
Flak 90%
Missile 75%
Blast
Gun
Autocannon
Cannon
Flame
Energy
Disruptor
Burst
Siege
Toxin


Thick-Skinned Upgrade[]

This armour type is used by units after they acquire the Confederate Armor upgrade.

Type Percent
Bullet 25%
Flak 75%
Missile 125%
Blast
Gun
Autocannon
Cannon
Flame
Energy
Disruptor
Burst
Siege
Toxin


Paper[]

Used by Imperial structures.

Type Percent
Gun 30%
Autocannon 30%
Cannon 30%
Flame 200%
Energy 25%
Disruptor 25%
Burst 20%
Blast 100%
Mine 0%
Siege 40%
Toxin 0%
Bullet 30%
Flak 30%
Missile 30%


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