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Author Topic: [WM] Terror Wishlist v2 (Doctrine Abilities)  (Read 30202 times)
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3rdCondor Offline
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« on: January 23, 2011, 02:53:18 pm »

Post your ideas for doctrine abilities on this page. Some of you guys may want to start with a Tier1 and move to a Tier4... go for it. I'm curious to see what ideas everyone can come up with.

EDIT: I'm aware of the fact that people are posting on the thread that's labeled "Doctrine Idea Suggestions," but this is a little more specific to terror and would make it easier for people to look up doctrine suggestions for a only terror.
« Last Edit: January 23, 2011, 02:55:15 pm by 3rdCondor » Logged

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AmPM Offline
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« Reply #1 on: January 23, 2011, 02:57:15 pm »

I would have to give it some thought, but I would like to see a line of tank buffs; something defensive and buffing suppression; so old German Steel style combined with Rolling Thunder-esque bonuses.
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TheIcelandicManiac Offline
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« Reply #2 on: January 23, 2011, 02:58:32 pm »

a doctrine t1 selecion that 2x the King Tigers EVERYTHING!!
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3rdCondor Offline
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« Reply #3 on: January 23, 2011, 03:01:28 pm »

BTW this thread is open to unlock ideas. I was just saying doctrine abilities specifically because I wanted to hear feedback from the community on tier abilities. AMPM mentioned german steel and I'm just curious to read what others post about different abilities.
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3rdCondor Offline
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« Reply #4 on: January 23, 2011, 03:13:56 pm »

TIER 4 ability:

<insert clever name here>
King Tiger: -12% received accuracy, -20% cooldown and reload, +30% rotation speed
STUG/P4/Panther/KT: provides 35m infantry aura! -15% received accuracy, -50% received suppression
Pioneers: +50% HP, -12% received accuracy


Please post feedback!
I wanted to provide decent buffs across the board, but I was obviously thinking more about the King Tiger with this tier4. You have some nice buffs for the KT as well as some aura buffs for all tanks including the KT and a random little buff for pioneers. For those guys who enjoy a little fire in their company. I was afraid to have any buffs for KCH and the King Tiger but I am willing to take any advice. I just wanted to break the ice and start off with an idea.
« Last Edit: January 23, 2011, 03:18:02 pm by 3rdCondor » Logged
DarkSoldierX Offline
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« Reply #5 on: January 23, 2011, 03:46:17 pm »

if they were doing a tank line buff, the KT wouldnt get buffed that much proboly. They would proboly spread it out.
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LeoPhone Offline
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« Reply #6 on: January 23, 2011, 04:01:24 pm »

Terror T4:
Reichs finest Mineflail
All tanks can purchase mineflails
x0.8 penetration
x1.2 HP

Stickies and piats that hit front armor while mineflail is active will fly back and kill the riflemen.
and of course perfect protection against mines for the KT.
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RoyalHants Offline
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« Reply #7 on: January 23, 2011, 04:02:18 pm »

Terror T4:
Reichs finest Mineflail
All tanks can purchase mineflails
x0.8 penetration
x1.2 HP

Stickies and piats that hit front armor while mineflail is active will fly back and kill the riflemen.
and of course perfect protection against mines for the KT.
o.o............0.0 ............................


 no
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smurfORnot Offline
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« Reply #8 on: January 23, 2011, 04:06:42 pm »

that flame tank would be nice for unlock.
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3rdCondor Offline
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« Reply #9 on: January 23, 2011, 05:39:21 pm »

I second flame tank. Flame stug?
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DarkSoldierX Offline
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« Reply #10 on: January 23, 2011, 05:42:58 pm »

I second flame tank. Flame stug?

eww
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AmPM Offline
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« Reply #11 on: January 23, 2011, 06:15:42 pm »

Terror:

Panzer III/Flammpanzer III

Panzer III has 50mm Puma gun, MG/Skirts; able to upgrade to Flammpanzer.
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Malgoroth Offline
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« Reply #12 on: January 23, 2011, 07:43:41 pm »

I can't see people using that for the 50mm. They'd go straight for the flammen or just use regular pumas with their phase armor. I'd think the PanzerIII should work like an ostwind, except maybe deal more suppression than damage. Then, if you wanted you could upgrade to flammen for the fire damage if you don't need the suppression.
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AmPM Offline
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« Reply #13 on: January 23, 2011, 07:50:54 pm »

The PIII was roughly as tough as a P4. With the Puma gun it would be the ultimate light vehicle killer, competent vs infantry with its HMG and fairly mobile.

Also, its sexy.
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8thRifleRegiment Offline
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« Reply #14 on: January 23, 2011, 08:16:17 pm »

agree with ampm, its almost like the T17, but the axis version
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Demon767 Offline
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« Reply #15 on: January 23, 2011, 08:18:33 pm »

my p3 in unit competition tbh
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AmPM Offline
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« Reply #16 on: January 23, 2011, 08:21:00 pm »

Things I would love to see in Terror.

Grens with SMGs; Terror Officer with MP44; PIII/Flammpanzer III; Nebelwerfer Gas Barrage (large area effect debuff and light DoT)
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Voleron Offline
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« Reply #17 on: January 23, 2011, 08:22:14 pm »

Personally, I'd love to see the PIII Flammenpanzer for Terror.

Though I support any line of doc trees that makes the KT worth taking again. Any entry on the 'loltanks' doc tree that gives us a boosted turret rotation speed for the blasted thing is awesome in my book.

As far as interesting abilities goes; again on the tank tree perhaps Panthers and KTs could gain the ability to tank shock, much like the Churchie IV? It seems fitting, given that it's terror...

I wouldn't mind seeing the return of the Pervitin pills tree at all; perhaps rebalanced a tad for the current power levels.

A terror officer could be interesting; especially if instead of the Defensive Officer's aura buffs and Mortar offmap he has a debuff aura and an MP44. Charge in alongside some KCH for a nasty (albeit expensive and fragile) counter-assault squad. (No idea if this is balanced or not, i'm just pulling cool imagery out of my arse here.)

Other than that, I dunno. Propaganda towers? A tree ability that sticks loudspeakers or some shit on Halftracks/tanks that makes them like an officer-lite mobile buffwagon?

EDIT: /concur with MP40 Grens. That'd be hilarious. Actually, having Terror specialized towards close assault and debuffs could be very, very interesting to play.

EDIT#2: 'nother random thought. Some docs give a small sight boost to certain units as a T1. Why not have a T1 that imposes a small sight penalty to enemy units in Axis territory? just a couple meters or so; enough to be noticeable but not enough to make it like playing a round of Doom 3.
Absolutely no idea how to name/fluff justify it, though. ...Attrition weariness, or something?

EDIT#3: Gas shells for the Axis mortar? From some research it seems that Germany was too worried about reprisals to use it's (very nasty) stocks of nerve gas on the Western front. Given that EiRR is a sort of alt-history thing, though, I could see it appearing in the game, especially used by terror.
Perhaps one of the "buff infantry" doctrees can give mortars & nebels access to gas ammunition - acts like smoke rounds that do DoT to whatever passes through them, and kills LoS badly during the DoT effect (lol mustard gas)(LoS debuff should work on vehicles, too, because, y'know, gas). Perhaps as a T3 or somesuch?
« Last Edit: January 23, 2011, 08:49:51 pm by Voleron » Logged
AmPM Offline
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« Reply #18 on: January 23, 2011, 08:47:12 pm »

Just out of my ass real quick

Tank Tree:
Defensive buffs, skirt bonuses, suppression, KT buffs

Assault Tree:
Infantry buffs when moving and at close range, nebelwerfer gas attacks (Affects everything within large AoE, debuffs + low level DoT just to make you move), Flamethrower buffs (flammpanzer and flammenwerfer HT as well)

Propaganda Tree:
Zeal, Pervitin Pills, increase in debuff affectiveness type stuff

Unlocks:
Infantry: Terror Officer; MP44 upgrade for grens, 4 man KCH; Terror Command Squad (Officer + 4 man KCH escort, 6 pop high cost; still provides officer debuffs)

Offmaps: Propaganda War (increases incoming suppression), Sabotage (debuffs support weapons, vehicles), V1 (boom)

Vehicles: sdkfz 251/9 "Stummel" (carries one squad, has mini stuh gun + smoke rounds); Panzer III/Flammenwerfer III; KT
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3rdCondor Offline
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« Reply #19 on: January 23, 2011, 08:56:46 pm »

So I pretty much second everything from AMPMs posts, especially the unlocks. SMGs for grens and flame tanks YES YES YES
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