YOU WILL NEED TO RE-REGISTER YOUR LAUNCHER REGISTRATION ON THE FORUMS TO ACCESS THE LAUNCHER(Left hand side -
http://64.79.205.72/index.php?page=57)
- Anything in red is NOT in currently and will be added in hotfixes shortly.Doctrinesadded Doctrines to Launcher!
this is a work in progress, and each ability will be designated as complete or incomplete.
These will be added through hotfixes.Tier pricing change
DoctrinesTier 1 - 25pp
Tier 2 - 50pp
Tier 3 - 75pp
Tier 4 - 100pp
AdvantagesTier 1 - 20pp
Tier 2 - 40pp
Tier 3 - 60pp
Reinforements50 pp (Next patch)
ALL* You will gain
10pp gain per game, win or lose.
* New Starting Resources:
8000 MP, 1800 Mun, 1200 F* Repair removed from the game, all vehicles now have a repair kit upgrade
(Ranging from 10 - 150 Mun, 1 use)
** R+ mode has been changed. It is now a random chance between the 3 current modes.
* Demo Charges - Fixed for Commandos, Sappers, Engineers
* Luftwaffe Recon and Supply drop are no longer Henschel Airstrikes
* Panzergrens can only build roadblocks if they have the Scorched Earth ability
* Purchase / Sell SP button fixed to display, and mentions Right Mouse button to sell
* M18 Hellcat camouflage - Fixed (Couldn't be detected)
* Cromwell Repair fixed
* CCT Repair fixed
* Flank speed no longer overlaps
* Fixed Hotchiss Repair
* Added Support Scout Car Repair
* Battle room now sorts players and battles correctly.
* Battle list now has scroll bars.
* Idle battles now get removed.
* Static Weapons no longer give xp
* Panzergrenadier Vet Sgt no longer costs 1 pop
* PE Panther Vet corrected to match WM Vet
* Firecracker mines and Teller mines now work correctly
* Medkits are now 2 uses, 1/2 movement
* Double Panzershreks and Double LMGs are now doctrine choices
* Flak 88 health regen from vet removed
* Commando Smoke cooldown from vet removed
* Medkit available for Flak 88
* Medkits Increased potency, 10 second delay before healing
* Firecracker mines now suppress
* Howitzer / 25pdr no longer has initial 180 sec timer
* Panzerfaust is now 2 uses, and more powerful
Unit TransportingHalftracks and vehicles that can carry units can now do so as they deploy.
RMB on each unit (in the launcher) to add it to the correct transport (or move to no transport)
Added TOV Units
- T17 now 8 pop 2/1 4pp
- T17 Moved to Armour only
- Geshutzwagon now 2/1 4pp
- Geschutzwagen suppression tuned to reflect other mounted MGs
- Infantry_Crush removed from Kangaroo.
- M18 gains cloak again
- Boys AT increased 80MU
- Boys AT no longer 100% accurate / damage vs infantry
- Geshutzwagon moved to Terror (And, all current units removed)
- Kangaroo moved to Royal Engineers (And, all current units removed)
US- Pershing: 16 pop (From 17)
- Quad: 6 pop (From 5)
- Crocodile: 12 pop (From 14)
==- Pershing: 620 MP, 540 F (From 620 MP, 610 FU) PP cost lowered to 8
- Engineer availability from 8, 4, 1 to 6, 4, 1
- Quad availability from 4, 4, 1 to 2, 4, 1
- Jeep availability from 4, 2, 1 to 6, 2, 1
- Triage center moved to infantry doctrine
- Riflemen: 190 MP (From 200 MP)
- Airbourne: 280 MP (From 300 MP)
- M8 Skirts: 60 Mun (From 100 Mun)
- Triage Center: 120 Mun (From 140 Mun)
- .30 mg team: 250 MP, 20 Mun (From 270 MP, 30 Mun)
- Mortar team: 350 MP, 50 Mun (From 420 MP, 50 Mun)
- Demolitions: 60 Mun (From 70)
- Riflemen Grenades: 30 Mun (From 35 Mun)
- Ranger/Airbourne Grenades: 40 Mun (From 45 Mun)
- AP Rounds: 40 Mun (From 50 Mun)
-Quad now 7 pop
- Sticky penetration against side skirts improved. British- Firefly: 12 pop (From 14)
- Stuart: 7 pop (From 8 )
- Tommy Recon Section snipe range increased- Stuart gun modified
- British MG Team suppression improved, SF ability removed
- British Mortar Team damage & range increased, rate of fire reduced.
- Churchill Tank Shock improved.- Vickers MG Bunker Upgrade: 45 Mun, 2 pop, (From 140 MP, 30 Mun, 3 pop)- Churchill MK IV: 410 MP, 260 F, 10 pop (From 410 MP, 275 F, 12 pop)
- Tommy infantry section: 255 MP (From 265 MP)
- Sappers: 200 MP (From 210)
- Chuchill AVRE: 410 MP, 240 F (From 490 MP, 315 F)
- Commando grenade: 40 Mun (From 45 Mun)
- Piat commando grenade: 40 Mun (From 65 - bugfix)
- Tetrarch: 300 MP, 70 F (From 300 MP, 80 F)
- British MG Team: 280 MP, 30 Mun (From 320 MP, 50 Mun)
- FOO moved to Captain
- Commonwealth Democharges change to 60MU (from 80MU)
- 6lbr ATG reveal tuned down to 1 shot to mimic the 38mm Pak
- Stuart pop reverted back to 8 pop
- Mortar pit moved to Royal Arty Base (From Engineers)
- 17pdr and Bofors moved to Royal Engineers Base (From Doctrine Unlock)
Wehrmacht- Tiger: 640 MP, 635 F (From 860 MP, 635 F)
- Flammenwerfer HT: 240 MP, 80 Mun, 30 F (From 240 MP, 65 Mun, 55 F )
- Grenade: 25 Mun (From 30)
- StuG/H Armor Skirts: 50 Mun (From 60)
- PIV Armor Skirts - 60 Mun (From 70 Mun)
- Panther Armor Skirts - 80 Mun (From 90)
- PAK - 400 MP, 120 Mun (From 400 MP, 140 Mun)
- MP40 - 65 Mun (From 70)
- Stormtrooper medkit - 25 Mun (From 15 Mun)
- KCH medkit - 25 Mun (From 15)
- Grenadier medkit - 20 Mun (from 15)
- Panzerfaust (Volks): 40 Mun
- Panzerfaust (KCH): 50 Mun
- Stormtrooper: 320 MP (From 300 MP)
- Pak 38: 380MP, 120MU (From 400 MP, 140 MU)
- PAK no longer shoots 3x in camouflage
- Tiger Ace removed
- Motorcycle availability from 4, 2, 1 to 6, 2, 1
- Pioneer availability from 8, 4, 1 to 6, 4, 1
- Nebelwerfer availability changed to 1, 1, 1
- Panther: 15 pop (From 16)
- Ostwind: 10 pop (from 11)
- Tiger: 16 pop (From 17)
- King Tiger: 18 pop (From 19)
==Tiger: 640 MP, 550 F (From 640 MP, 635 FU) PP cost lowered to 6
PE- PzIV IST: 10 pop (From 12)
- Panther: 15 pop (From 16)
- Wirbelwind: 10 pop (From 8 )
==- Jagdpanther: reduced to 16 pop (from 18)
==- Luftwaffe Infantry: 180 MP (From 190 MP)
==- FG42: 120 MU (From 140 MU)
- Vampire halftrack radius increased - Healing Scout car moved to Scorched Earth
- Bergetiger removed (for now)
- Tank Buster Grenadiers: 195 MP (From 205 MP, 110 Mun)
- Light AT HT: 255 MP, 40 F (From 275 MP, 50 F)
- Radio equipped Scout Car - 145 MP, 80 Mun, 10 F (From 145 MP, 95 Mun, 10 F)
- Marder: 380 MP, 120 F, 6 pop (From 305 MP, 170 F, 8 pop)
- PzIV IST Armor Skirts: 60 Mun (From 80)
- Panther Armor Skirts: 80 Mun (From 90)
- Flakvierling: 290 MP, 60 Mun, 4 pop (From 290 MP, 70 F, 6 pop)
- Anti tank grenade: 20 Mun (From 25 Mun)
- Incendiary grenade: 25 Mun (From 30 Mun)
- Scout Car 145 MP, 20 F (From 145 MP, 10 F)
- FJ faust: 40 Mun ( From 50)
- Tank Busters and Assault, upgrade removed (4 man squad at all times)
- Panzergrenadiers now correctly recieve their Veteran Sergent Upgrade
Launcher changesA rework of the level system has been implemented.
each level is 100 pnts above the last, level 1: 100, level 2 : 200, level 3 : 300, etc... except for the 200pnts needed between 7th and 8th.
Common Wealth level 1 : Major
level 2 : Lieutenant Colonel
level 3 : Colonel
level 4 : Brigadier
level 5 : Major General
level 6 : Lieutenant General
level 7 : General
level 8 : Field Marshal
United States level 1 : Major
level 2 : Lieutenant Colonel
level 3 : Colonel
level 4 : Brigadier General
level 5 : Major General
level 6 : Lieutenant General
level 7 : General
level 8 : General of the Army
Wehrmacht level 1 : Major
level 2 : Oberst leutnant
level 3 : Oberst
level 4 : General Major
level 5 : General Leutnant
level 6 : General Oberst
level 7 : General
level 8 : General Feldmarschall
Panzer Elite level 1 : Sturmbannfuhrer
level 2 : Obersturmbannfuhrer
level 3 : Standartenfuhrer
level 4 : Brigadefuhrer
level 5 : Gruppenfuhrer"
level 6 : Obergruppenfuhrer
level 7 : Oberstgruppenfuhrer
level 8 : Reichsfuhrer
How you gain xp in EiR:R 006+
******Players now recieve the correct amount of PP for playing lower players
******10% rank difference, minimum 5 (From 20% rank difference, minimum 2)
Vs Equal ranked TEAM (Adds all xp, averages)
Win: 20xp
Loss: 10xp
Modifiers:
per rank lower: -10% Xp / PP
per rank higher: +20% Xp / PP
Min 50% Xp / PP
No Max Xp / PP
eg, Im rank 5, playing a rank 3 TEAM
my modifiers are:
3 - 5 = -2 * 10% = -20% of win, loss, pp gain.
The last question to answer is, WHY DO I NEED TO GAIN XP and LEVEL?
In order to unlock your doctrine tiers, and advantage tiers, you need a corresponding xp rank as follows:
Xp Level 1 : Doctrine Tier 1 Unlocked
Xp Level 2 : Advantages Tier 1 Unlocked
Xp Level 3 : Doctrine Tier 2 Unlocked
Xp Level 4 : Advantages Tier 2 Unlocked
Xp Level 5 : Reinforcements Unlocked
Xp Level 6 : Doctrine Tier 3 Unlocked
Xp Level 7 : Advantages Tier 3 Unlocked
Xp Level 8 : Doctrine Tier 4 Unlocked
Doctrine Selections Completed
USAirborneAirborne Fortification
AT Eagles
Hard n Fast (bugged atm)
ArmourField Repairs
Battlefield Improvements
Scouting
Flank Speed
Tungsten Tipping
Shoot and Scoot
Calliope moved to Tier 2
Scouting - Detect Camo range 25% (was 40%)
Mobile Warfare
Scoot and Shoot - 10% reload (was 15%)
Tungsten Tipping - 15% (was 20%)
Mark Target
InfantryBravery
Defensive Operations
Short Fuse
Concussion Grenades
Heavy Weapons
Allied Grit
WMBlitzkriegCode Loyalty
Improved Barrels
Fully Loaded
DefensiveAdvanced Warning
Flak 88 moved to Tier 2
Advanced Warning - 10% sight increase (was 15%)
TerrorFitness
Intensity
Inspired Assault
Advanced Munitions
Basic Supplies
CWArtillerySighting Experience
Gaging Distance
Binoculars
Mobile Howitzer moved to Tier 2
CommandosBehind Enemy Lines
Commando Jeep
EngineersHolding the line
Desert Rats
Holding the line - 10% recieved accuracy in cover (was 5% less damage at all times)
Improved Rifling
Boys AT Rifle
PELuftwaffeMechanised Scout
Weapon Supplies
Handing it over (LGI & FJs gain ability to purchase G43s)
Scorched EarthRoadblocks
Heavy Artillery moved to Tier 2
Booby Trap
Tank DestroyersTeller Mines
Mechanised Grief
Stabilised Fins
Tank Hunters
Double Efforts