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Author Topic: [CW] Artillery Doctrine  (Read 5962 times)
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spinn72 Offline
EIR Veteran
Posts: 1802



« on: March 26, 2009, 11:38:50 pm »

is there ever going to be a chance of other options in Artillery doctrine besides the priest???  Really the only motivation for choosing it is to get a priest quite early.  Other than that no bonuses.

I was just wondering if there were any more abilities planned for the doctrine and what they might be eg. Victor Target exclusive to the doctrine or FOO artillery exclusive or even Supercharged Mortar Pit.
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EIRRMod Offline
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« Reply #1 on: March 26, 2009, 11:42:54 pm »

There will indeed.

Depending on the route we take re: Emplacements
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salan Offline
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« Reply #2 on: March 27, 2009, 12:22:01 am »

victor target is unlocked by being artillery doctrine, no one else gets it. Its just automatic unlock.
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RikiRude Offline
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« Reply #3 on: March 27, 2009, 12:48:15 am »

what does victor target really do in EIRR though? I know in vcoh it's good if you have multiple arty pieces, it also what.. allows you to get another barrage even while you're in the cool down or something correct? I mean you don't usually see a single person with more then 1 arty piece.
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #4 on: March 27, 2009, 01:06:52 am »

Victor target operates in the following ways:

[1] 25pounder or priest will fire again with victor target independently of its normal barrage cooldown. Hence your rate of fire with victor target increases because you have the normal barrage cooldown and the victor target cooldown.

[2] It can only be used with line of sight.

[3] Artillery pieces ignore their range constraints with victor target, i.e. they can fire across the entire map even if their range is 1/4 of that.

Hence, if you're in a game where british artillery seems to be firing more often than you'd usually expect, and seems to be very long range, then it's because a british player is RCA with victor target. If you're axis, and get the chance to, kill the captain to stop victor target.
« Last Edit: March 27, 2009, 01:18:41 am by MistenTH » Logged
Rocksitter Offline
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Posts: 495



« Reply #5 on: March 27, 2009, 01:25:11 am »

 How can a captain make your gun shoot farther I could see more accurate but farther I dont know about that...
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Mysthalin Offline
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« Reply #6 on: March 27, 2009, 02:21:51 am »

A captain is prestigeous. He's got the connections to issue some "uber-duper-charge" rounds to the arty line, with the agreement that the howitzers will only fire when he tells them.
That answer ur question?
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GenSturm Offline
EIR Veteran
Posts: 90



« Reply #7 on: March 27, 2009, 02:37:37 am »

Not really. A Offier is prestigeous too. He's got the connections to issue some "uber-duper-charge" rockets to the arty line, with the agreement that the stukas and nebels will only fire when he tells them.

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Tymathee Offline
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« Reply #8 on: March 27, 2009, 02:48:06 am »

I can see victory target either having a really long cool down (3-5 minutes?) or be based on uses.
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gamesguy2 Offline
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« Reply #9 on: March 27, 2009, 03:06:21 am »

I can see victory target either having a really long cool down (3-5 minutes?) or be based on uses.

Victor target is the only thing keeping the priest useful.   And it already has three minute cooldown. 

It also costs 100 munitions in addition to the 50 munitions the captain costs.

Its also not particularly powerful.  Imagine if everytime you fired a howitzer it dropped smoke at your target first.  You'd almost never hit anything.  Thats exactly what victor target is like the vast majority of the time.  You're just digging holes in the ground.  Your opponent has to be not paying attention and not move his units even after the smoke, and then the inaccurate and slow barrage has to actually hit them...
« Last Edit: March 27, 2009, 03:08:45 am by gamesguy2 » Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #10 on: March 27, 2009, 02:56:46 pm »

*del*
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Tymathee Offline
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« Reply #11 on: March 27, 2009, 03:07:28 pm »

I can see victory target either having a really long cool down (3-5 minutes?) or be based on uses.

Victor target is the only thing keeping the priest useful.   And it already has three minute cooldown. 

It also costs 100 munitions in addition to the 50 munitions the captain costs.

Its also not particularly powerful.  Imagine if everytime you fired a howitzer it dropped smoke at your target first.  You'd almost never hit anything.  Thats exactly what victor target is like the vast majority of the time.  You're just digging holes in the ground.  Your opponent has to be not paying attention and not move his units even after the smoke, and then the inaccurate and slow barrage has to actually hit them...

yeah...but it'd be cool, you'd have a reason to bring out more than one of those, have a captain just use it and keep ur 25 pdrs back at spawn. you could combard an area with it
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VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #12 on: March 27, 2009, 03:33:54 pm »

what does victor target really do in EIRR though? I know in vcoh it's good if you have multiple arty pieces, it also what.. allows you to get another barrage even while you're in the cool down or something correct? I mean you don't usually see a single person with more then 1 arty piece.
Victor target makes this replay possible.

http://forums.europeinruins.com/index.php?topic=8801.0

It can be weak, underused, or it can be horribly overpowered.  It's fair.

As for the rest...please let me fire more than one creeping barrage?  Supercharged rounds?  Something?  The RCA is POWERFUL because it has big guns, but most of its bonuses in vCoH aren't in EiR:R, so it's harder to play them right now.  Offmaps may help, but really, I prefer on-map arty.  Introduce the last few tricks, and they'll be fine.  Please?
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #13 on: March 27, 2009, 03:35:23 pm »

Is this any different than Scorched Earth?  Some doctrines just lack units and abilities right now.  Undecided
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CafeMilani Offline
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« Reply #14 on: March 27, 2009, 04:13:33 pm »

will axis also get free unlocks?
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Tymathee Offline
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« Reply #15 on: March 27, 2009, 06:37:20 pm »

will axis also get free unlocks?

they already do o.O
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CafeMilani Offline
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« Reply #16 on: March 27, 2009, 06:48:59 pm »

which ones
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spinn72 Offline
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Posts: 1802



« Reply #17 on: March 27, 2009, 07:03:50 pm »

Yeah i also agree Scorched Earth Needs more too.  Maybe even Booby trap could work for buildings but it sure wouldn't be much of an ability, maybe as a free ability.

every doctrine really (but Terror Doctrine and Armour Company) should really have about 4 abilities or 25-30pp worth of stuff to unlock i think.  Seriously to unlock all of arty doctrine is 8pp and i'd think it would be close with Scorched earth which is like 13pp.
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Smokaz Offline
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Posts: 11418



« Reply #18 on: March 27, 2009, 07:05:20 pm »

Why havent they implemented booby traps as a small munitions-based upgrade on normal pgs? They could cost around 20 munitions for a single use, and be a 5 PP unlock in the scorched doctrine.
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CafeMilani Offline
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Posts: 2994



« Reply #19 on: March 27, 2009, 07:29:00 pm »

Why havent they implemented booby traps as a small munitions-based upgrade on normal pgs? They could cost around 20 munitions for a single use, and be a 5 PP unlock in the scorched doctrine.
maybe this will come
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