Unused Yuri Engineer icon with Chinese text Behind the scenes If the bomb is strapped on the engineer himself, he cannot deactivate it even though it appears that he can, requiring the player to train another engineer to deactivate the bomb on the affected engineer. After that, is he would still be fully prepared to do other things. Once the bomb was activated, and engineer could deactivate it, supposing he could reach it at point-blank range. For this, they had special pyrotechnic training. If inside the IFV, to repair vehicles and remove terror drones from them.These tools and supplies would be used up in the process, and the engineer would wisely choose to stay in the structure. Again, the engineer would go in, and use similar tools to the bridge repair hut to fix the structure. Rather than journey out onto the battlefield without tools - and therefore without the ability to repair structures or capture structures, engineers wisely decided to stay inside the bridge repair hut - ostensibly to make sure that the bridges would not be damaged again, although in practice they were helpless to intervene should the bridge be destroyed - it would take another engineer to fix it again. Unfortunately, the engineer would use up most of his supplies and tools in this way. Fortunately, most bridges stored all of the tools for their own repair, except for a few the engineer carried, which allowed them to repair bridges very quickly.
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Engineers realized that they would have to repair bridges - floods and other problems, as well as enemy forces' destruction of the bridges, were often problematic. This was developed by the time of the Third World War. Only a Yuri Prime was capable of capturing these structures, excluding the bunkers. However, they could not capture turrets, Industrial Plants, cloning vats, naval shipyards, battle bunkers or tank bunkers. Engineers could capture most buildings including power plants of any kind, Spy Satellite Uplinks, construction yards, tech buildings, and more. The Engineer was required to stay at the MCT and operate the structure from that point onward, but this did not prevent rival engineers from attempting to recapture the structure. These engineers were capable of taking over enemy structures almost instantly, but there was a price tag attached: these engineers cost over 4 times the price of a basic infantry unit.
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By the Third World War, this was overcome by superior training and better explosive charges. During the Second World War, it would take five Engineers to break into a fully armoured enemy structure, but if it were damaged it could take less. The most highly trained engineers memorized blue prints of the structures, and then used small explosive charges to break their way in. For this, an engineer was trained to be familiar with the standardized computer equipment present in most structures, particularly the master control terminal. Engineers in Red Alert 2 can be used for these purposes: