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{{Games|TS|FS|TW|KW|TT}}
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{{Games|YR}}
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{{UnitBox
{{For|walkers in the [[Red Alert Universe]]|Mechanized Walkers (Red Alert)}}
 
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|name = Psychic Dominator
[[File:TS_Mammoth_MkII_Render.jpg|200px|thumb|The Mammoth Mk. II, the last word in GDI mechanized battle walker technology in TWII.]]
 
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|cameos = <gallery>
The concept of an all terrain battle walker, capable of delivering heavy firepower from any location on the battlefield, first surfaced&nbsp;during the period of time between the [[First Tiberium War]] and [[Second Tiberium War]] in the form of&nbsp;the prototypical bipedal [[X-O Powersuit]]. This versatile unit was lightly armoured, but could carry several different weapon systems, which included a 35mm rocket launcher and a high-powered laser. The results of initial tests were so promising, the technology was extensively researched and developed.
 
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YR_Psychic_Dominator_Icons.png
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YR_Dominate_Icons.png
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</gallery>
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|image = <gallery>
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Psychic_Dominator.png|Inactive
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Psychic_Dominator_(Active).png|Active
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</gallery>
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|imgdesc =
  +
|internalname =
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* YAPPET (structure)
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* PsychicDominatorSpecial (power)
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|faction = {{Subfaction|Yuri|YR}}
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|role = Superweapon
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|useguns =
  +
|usearmor =
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|tier = 4
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|hp = 1000
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|armortype = Concrete
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|techlvl = 10
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|cost = $5000
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|time = 3:20
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|produced = [[Yuri construction yard|Yuri construction yard]]
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|req = [[Yuri battle lab]]
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|hotkey =
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|groundattack =
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|airattack =
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|cooldown = 10:00
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|range =
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|sight = 5
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|power = -200
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|ability = Dominate
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|structure = 1
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|notes = Only 1 may be built at a time.
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}}
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The '''Psychic Dominator''' was [[Yuri (faction)|Yuri]]'s superweapon from the [[Third World War (Yuri's Revenge)|Third World War]], developed as a trump card with which he intended to [[Psychic Dominator Disaster|conquer the world]]. Once activated over a designated area, all enemy units caught in the blast zone were immediately and permanently mind-controlled.
   
== GDI walkers ==
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==Background==
  +
The Psychic Dominator Device could store extreme amounts of psychic power, and then release it to mind control a group of units or vehicles in an area, though this required a significant energy input. When the device is nearly charged, the device opens and the contraption atop of it, which holds the lids on the device, rises, resembling a hand controlling a puppet.
[[File:CNCTW Juggernaut HQ Render.png|right|thumb|200px|The Juggernaut in 2047]]
 
Walkers formed the backbone of the GDI military in the [[Second Tiberium War]], following aforementioned research and development. The Humvee was superseded by a [[Wolverine]] Powered Assault Armour with twin autocannons on its arms with recon as its role. The [[Medium tank (Tiberian Dawn)|Medium Tank]] was replaced with the [[Titan Mk. I]] Medium Battle Mechanized Walker with a 120mm side-mounted cannon. The Titan had a fairly long range and was often used to take out Nod defenses beyond their range. However, the technology was still being further developed, as the mighty [[Mammoth Mk. II]] was being developed.
 
   
  +
The original design enabled the full conversion of energy into a complete psychic wave. This setup was designed that the Psychic Dominator will simply release the wave in a very large area, surpassing the [[psychic beacon]] and was possibly on par with the [[psychic amplifier]]. Yuri created a network of Psychic Dominators scattered across the globe as a reserve plan in the case of the [[Soviet]] [[Third World War (Red Alert 2)|invasion's]] failure. However, time travel has significantly altered the design of the device. As Yuri discovered the Allied forces who travelled back in time to stop him, he did not have enough time to complete it according to plan. He [[Tomb Raided|kidnapped]] [[Albert Einstein]] and ordered him to help perfect the Psychic Dominator technology. While a rescue team was searching for him, Einstein sabotaged a Psychic Dominator in [[Egypt]], and after he was saved, the device was utilized with lower performance but with balanced side effect.
Following the events of the Second Tiberium War, GDI was expanding on the concept; developing another walker unit, the [[Juggernaut (Firestorm)|Juggernaut]], equipped with three 120mm naval cannons, as a response to the lack of long range fire support during the Second Tiberium War. [[Computer Assisted Biologically Augmented Lifeform|CABAL]] also invented the [[Cyborg Reaper]], which grayed the line between cyborgs and walkers, as well as the massive [[Core Defender]].
 
   
  +
Once charged up, it would send out a wave of psychic energy that could completely conquer human minds in small area (on par with [[Chronosphere (Red Alert 2)|chronosphere]] and [[Iron Curtain (Red Alert 2)|Iron Curtain]] ranges). It also unleashed raw psychic power that would deal significant damage to the surrounding buildings, but was harmless to units.
However, as with everything, walker technology had its drawbacks. The mechanisms utilized by these units were not only expensive to maintain, and complicated to build—they also required constant maintenance and were relatively weak and fragile in the face of enemy fire, as well as being unreliable in the field. Another weakness was their susceptibility to explosives when placed on legs. As such, the frontline walkers, such as the Titan Mk. II and Mammoth Mk. II, were gradually phased out and replaced with cheaper tanks, such as the [[MBT-6 Predator]] and [[Mammoth tank (Tiberium Wars)|Mammoth Mk. III]]; with only the long-ranged [[Juggernaut Mk. III]] (its chassis based on the Titan Mk. II chassis with a new turret and crew pod, upgraded cannons, and a next generation fire control system) remaining in general service in 2047 due to the walker being intended for indirect fire support and are not expected to be on the front lines, the advantages conferred by all-terrain navigation were deemed worthy of the risks. The Titan Mk. II were not used in the [[Third Tiberium War]] by the Steel Talons and were mothballed into GDI Warehouses, with some being repurposed for construction service in Blue Zones.
 
   
  +
===Deployment===
Following the [[Third Tiberium War]], many in the GDI military felt that the [[Invasion of Earth|Scrin invasion]] could have been repelled more easily if they had kept their old mechanized walkers. It was not until the [[Tiberium Control Network]] was being constructed that more resilient and maneuverable walker technology was developed. and many walker units were reintroduced alongside their more conventional counterparts. By the [[Fourth Tiberium War]], walkers like the [[Crawler]] and the [[Mastodon]] were widely deployed.
 
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[[File:Psychic Dominator Alcatraz.jpg|left|thumb|150px|Yuri's Dominator on Alcatraz island]]
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{{Q|[[Media:Spsydom.ogg|Be one with Yuri...]]|Yuri's voice that is heard after the Psychic Dominator's activation.}}
   
  +
A network of multiple Psychic Dominators (and according to the map intro likely a few dozen psychic beacons around the world) were used to conquer the minds of almost everyone on Earth during the [[Psychic Dominator Disaster]].
{{-}}
 
   
  +
Below is a list of known Yuri's bases during the [[Third World War (Yuri's Revenge)|Third World War]] which housed these devices:
== Nod walkers ==
 
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* Alcatraz Island, [[United States of America (Red Alert)|United States]] ([[Time Shift]] and [[Time Lapse]])
[[Image:Nod Avatar 1.jpg|200px|thumb|right|The [[Avatar Warmech]], a [[Nod]] walker during the [[Third Tiberium War]]]]
 
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* [[Egypt]] ([[Tomb Raided]])
Ironically, Nod managed to overcome many of these drawbacks that GDI encountered. First, [[Nod]]'s [[MCV|Mobile Construction Vehicle]] became a quadrupedal walker, allowing it to navigate the rugged yellow zones easily. Also, the [[Black Hand]], under [[Marcion]], developed the [[Avatar Warmech#Purifier|Purifier]] walker, equipped with an [[Obelisk of Light|Obelisk]]-derived laser, as well as [[flame weaponry]] and a subliminal influencing device.
 
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* [[London]], [[Great Britain|England]] ([[Brain Wash]])
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* [[Antarctica]] ([[Brain Dead]])
   
  +
After the war, time travel carried out by [[Anatoly Cherdenko]] erased this superweapon from existence. However, the technological cult of the [[Empire of the Rising Sun]] had developed a similar weapon - [[Psionic Decimator]]. While this lacked the power to mind control enemies, its psychic power could cause significant destruction.
Following the resolution of faction strife, the Purifier was succeeded in general Nod use by the upgradeable [[Avatar Warmech]]. The Avatar packed a considerable amount of firepower in its scaled-down Obelisk laser and was sufficiently armoured to take on a large number of smaller ground units. However, it suffered from being costly and vulnerable to attacks from aircraft, but compensated it to a degree with its upgrade capability (in hindsight, this technology was viewed as a drawback of the original design, as many Avatar pilots would deplete their own forces in order to increase their chance of survival). A walker that combines the Avatar technology with GDI's [[Mammoth Armored Reclamation Vehicle]] project, the Nod [[Redeemer]] is a massive&nbsp;four legged walker armed with a triple-barreled Superlaser and a Rage Generator.
 
   
  +
==Game building==
In the Ascension Conflict, the Brotherhood and the Separatists still used walkers, such as the [[Avatar Mk. II|Avatar Mark II]] Warmech and a new walker from the Crawler family, known as the Offense-class Crawler.
 
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[[File:CNCRA2YR Psychic Dominator Effect.png|200px|thumb|right|Aftermath of a Psychic Dominator's activation]]
  +
In-game, the Psychic Dominator has a seemingly small blast radius, equal to that of the Allied Chronosphere or Soviet Iron Curtain. All units caught in the radius would be permanently mind controlled (they could never be freed or mind controlled by an opposing Yuri player). The blast radius of the accompanying destructive wave, however, is actually similar to the one of a [[Nuclear missile silo (Red Alert 2)|nuclear missile]] or a [[Weather Control Device|lightning storm]] (despite the discrepancy with the psychic wave's radius), causing similar carnage.
   
  +
Like all other psychic units and structures, the Dominator could not control any vehicles affected by the Iron Curtain.
{{-}}
 
== Scrin walkers ==
 
[[File:Portfolio_Gallery_2_01.jpg|200px|thumb|right|Approach Scrin Annihilator Tripods at your own risk.]]
 
When the [[Scrin]] invaded Earth, they brought their own mechanized battle walkers with them. However, the technology behind Scrin walkers may be considered far removed from traditional human walker technology, involving bio-mechanical constructs that blur the line between machine and creature.
 
   
  +
===Counters===
This created difficulty in what Scrin units could be classified as walkers.
 
  +
As with other superweapons, the Psychic Dominator's weakness was its requirement for large amounts of power. It could be delayed from firing if the base's power was knocked out. Furthermore, the device was extremely expensive, and although heavily armoured, was unarmed save for the massive psychic domination, which was not an effective weapon for direct defense. A [[Spy (Red Alert 2)|spy]] could also reset the weapon's timer, provided he could penetrate the base.
Most experts reject the idea of any Scrin "infantry" as being walkers as the workings of their legs are achieved utilizing organic components.
 
   
  +
===AI behavior===
Though [[Gun Walker]]s, [[Shard Walker]]s and [[Corrupter]]s are classified as walkers, [[Annihilator Tripod]]s, [[Reaper Tripod]]s, and the dreaded [[Eradicator Hexapod]] fit the definition in the most traditional sense.
 
  +
In skirmish, the AI will always build a Psychic Dominator after a Genetic Mutator.
   
  +
The AI will always target the largest group of enemy units that can be permanently mind controlled with Dominate. Therefore, an effective tactic against the AI would be to send a lot of cheap infantry somewhere away from the main base. The AI would fire at those infantry, sparing the base (as long as they do not use the [[Genetic mutator]] instead), and base defenses could then mop them up. In Easy or Medium difficulty, if there are no units built at all, the AI simply will not target the base with the Psychic Dominator's blast.
{{-}}
 
  +
== See also ==
 
  +
==Gallery==
* [[Mechanized walkers]]
 
  +
<gallery>
{{Walkers}}
 
  +
File:Psychic dominator Concept.jpg|Early concept art
[[Category:Tiberium universe science and technology]]
 
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File:Psychic dominator Concept2.jpg|Final concept art
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File:YR_Psychic_Dominator_Model.jpg|Model
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File:YR Psychic dominator under construction.jpg|Psychic Dominator under construction on Alcatraz
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File:YR_Psychic_Dominator_Render.jpg|Psychic Dominator in Egypt
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File:Psychic Dominator Egypt.jpg|Psychic Dominator in Egypt
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File:Psychic Dominator.jpg|A Psychic Dominator in Antarctica
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File:Psychicdominator Render.jpg|Installer slide
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File:Psychic_dominator_animation_1.gif|Deployment animation
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File:Psychic_dominator_animation_3.gif|Undeployment animation
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File:Psychic_dominator_animation_2.gif|Active animation
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passive Psychic dominator in Snow Theater.jpg|Passive Psychic Dominator in a snow theater
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charged Psychic dominator in Snow Theater.jpg|Charged Psychic Dominator in a snow theater
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</gallery>
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  +
===Cameos===
  +
{{CameoTable
  +
|EN=YR Psychic Dominator Icons.png
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|FR=CNCRA2YR Psychic Dominator French Cameo.png
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|DE=CNCRA2YR Psychic Dominator German Cameo.png
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|KR=CNCRA2YR Psychic Dominator Korean Cameo.png
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|CN=CNCRA2YR Psychic Dominator Chinese Cameo.png
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}}
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{{CameoTable
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|EN=YR Dominate Icons.png
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|FR=CNCRA2YR Dominate French Cameo.png
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|DE=CNCRA2YR Dominate German Cameo.png
  +
|KR=CNCRA2YR Dominate Korean Cameo.png
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|CN=CNCRA2YR Dominate Chinese Cameo.png
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}}
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  +
==Trivia==
  +
* The Psychic Dominator's original name was '''Puppet Master''', which is seen in some concept art and the game files.
  +
* Unlike other superweapons, there is no EVA announcement when a Psychic Dominator is activated.
  +
* One can use the Psychic Dominator on their own troops, giving them immunity to other mind control weapons (unless overridden by a different player's Dominator), though it is better if it is used against enemies.
  +
 
==See also==
  +
* [[Weather control device (Red Alert 2)|Weather control device]]
  +
* [[Nuclear missile silo (Red Alert 2)|Nuclear missile silo]]
  +
{{Red Alert 2 Yuri Arsenal}}
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{{Superweapons|game=Yuri's Revenge}}

Revision as of 03:48, 18 November 2021

The Psychic Dominator was Yuri's superweapon from the Third World War, developed as a trump card with which he intended to conquer the world. Once activated over a designated area, all enemy units caught in the blast zone were immediately and permanently mind-controlled.

Background

The Psychic Dominator Device could store extreme amounts of psychic power, and then release it to mind control a group of units or vehicles in an area, though this required a significant energy input. When the device is nearly charged, the device opens and the contraption atop of it, which holds the lids on the device, rises, resembling a hand controlling a puppet.

The original design enabled the full conversion of energy into a complete psychic wave. This setup was designed that the Psychic Dominator will simply release the wave in a very large area, surpassing the psychic beacon and was possibly on par with the psychic amplifier. Yuri created a network of Psychic Dominators scattered across the globe as a reserve plan in the case of the Soviet invasion's failure. However, time travel has significantly altered the design of the device. As Yuri discovered the Allied forces who travelled back in time to stop him, he did not have enough time to complete it according to plan. He kidnapped Albert Einstein and ordered him to help perfect the Psychic Dominator technology. While a rescue team was searching for him, Einstein sabotaged a Psychic Dominator in Egypt, and after he was saved, the device was utilized with lower performance but with balanced side effect.

Once charged up, it would send out a wave of psychic energy that could completely conquer human minds in small area (on par with chronosphere and Iron Curtain ranges). It also unleashed raw psychic power that would deal significant damage to the surrounding buildings, but was harmless to units.

Deployment

Psychic Dominator Alcatraz

Yuri's Dominator on Alcatraz island

Be one with Yuri...
- Yuri's voice that is heard after the Psychic Dominator's activation.

A network of multiple Psychic Dominators (and according to the map intro likely a few dozen psychic beacons around the world) were used to conquer the minds of almost everyone on Earth during the Psychic Dominator Disaster.

Below is a list of known Yuri's bases during the Third World War which housed these devices:

After the war, time travel carried out by Anatoly Cherdenko erased this superweapon from existence. However, the technological cult of the Empire of the Rising Sun had developed a similar weapon - Psionic Decimator. While this lacked the power to mind control enemies, its psychic power could cause significant destruction.

Game building

CNCRA2YR Psychic Dominator Effect

Aftermath of a Psychic Dominator's activation

In-game, the Psychic Dominator has a seemingly small blast radius, equal to that of the Allied Chronosphere or Soviet Iron Curtain. All units caught in the radius would be permanently mind controlled (they could never be freed or mind controlled by an opposing Yuri player). The blast radius of the accompanying destructive wave, however, is actually similar to the one of a nuclear missile or a lightning storm (despite the discrepancy with the psychic wave's radius), causing similar carnage.

Like all other psychic units and structures, the Dominator could not control any vehicles affected by the Iron Curtain.

Counters

As with other superweapons, the Psychic Dominator's weakness was its requirement for large amounts of power. It could be delayed from firing if the base's power was knocked out. Furthermore, the device was extremely expensive, and although heavily armoured, was unarmed save for the massive psychic domination, which was not an effective weapon for direct defense. A spy could also reset the weapon's timer, provided he could penetrate the base.

AI behavior

In skirmish, the AI will always build a Psychic Dominator after a Genetic Mutator.

The AI will always target the largest group of enemy units that can be permanently mind controlled with Dominate. Therefore, an effective tactic against the AI would be to send a lot of cheap infantry somewhere away from the main base. The AI would fire at those infantry, sparing the base (as long as they do not use the Genetic mutator instead), and base defenses could then mop them up. In Easy or Medium difficulty, if there are no units built at all, the AI simply will not target the base with the Psychic Dominator's blast.

Gallery

Cameos

English French German Korean Chinese
YR Psychic Dominator Icons CNCRA2YR Psychic Dominator French Cameo CNCRA2YR Psychic Dominator German Cameo CNCRA2YR Psychic Dominator Korean Cameo CNCRA2YR Psychic Dominator Chinese Cameo
English French German Korean Chinese
YR Dominate Icons CNCRA2YR Dominate French Cameo CNCRA2YR Dominate German Cameo CNCRA2YR Dominate Korean Cameo CNCRA2YR Dominate Chinese Cameo

Trivia

  • The Psychic Dominator's original name was Puppet Master, which is seen in some concept art and the game files.
  • Unlike other superweapons, there is no EVA announcement when a Psychic Dominator is activated.
  • One can use the Psychic Dominator on their own troops, giving them immunity to other mind control weapons (unless overridden by a different player's Dominator), though it is better if it is used against enemies.

See also

Only complete faith in Yuri can protect you! Yuri Third World War Arsenal Only total compliance will save the lives of you and your family!
Superweapons