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Author Topic: The old doctrines?  (Read 4911 times)
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Smokaz Offline
Honoured Member
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Posts: 11418



« on: December 22, 2010, 12:22:23 pm »

Is there a way you can find the old doctrines we had back before the V2 launcher?
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: December 22, 2010, 01:14:24 pm »

Infantry
Elite Infantry: (Ranger Battalion)
3CP - Rangers Lead the Way (Rangers available for purchase)
9CP - Battle Know-how (Rangers gain 10% range and sight range)
18CP - Allied Grit (Rangers gain 15% health)
24CP - Stacked (Rangers upgrades are 60% off)
General Infantry: (General Infantry Battalion)
3CP - Defensive Operations (Riflemen can build sandbags, tanktraps and barbwire)
8CP - Core Beliefs (You lose 50% less exp when losing)
16CP - Brothers in Arms (15% less MP cost for riflemen and rangers)
28CP – Tank Reapers (AT gun damage and penetration increased by 50%)
Command Strength: (Command Infantry Battalion)
5CP - Offensive Operations (All deployment times cut in half)
9CP - Mass Production (25% less munitions cost on snipers, HMGs, AT guns and Mortars)
14CP - Enlistment Surge (10% less MP cost for all infantry)
28CP - Cohesion (Infantry gain 4x% health where x is the number of fielded infantry squads)
Artillery Warfare: (Field Artillery Battalion)
3CP - On-Map Artillery (Howitzers available for purchase)
8CP - Artillery Fortification (Howitzers fire 50% more shots per second and have 15% less cooldown.)
17CP - Off-Map Artillery (Gains the ability, 2 uses, 5 min cooldown)
28CP - Artillery Expertise (Increases Off-map artillery uses to 3 and doubles the number of shots per second)

Airborne
Air Infantry: (Elite Airborne Battalion)
3CP - Eagles (Airborne available for purchase)
5CP - AT Eagles (RR available for purchase)
14CP - Drop Readiness (Airborne troops drop immediately)
26CP - Airborne Elite (Airborne start at vet 1, 15% more health, sight, and range, 50% less drift)
Air Assault: (Airborne Assault Battalion)
4CP - Raid Fortification (Airborne troops can build wire and sandbags)
8CP - Aerial Advantage (You can drop airborne platoons 30s into the game regardless of arrival times)
18CP - Raid (Pop cap increase of 6)
26CP - Raid Assault (Airborne gain 50% damage and health for the first minute after being dropped)
Air Abundance: (General Airborne Battalion)
4CP - Airborne AT (AB AT Gun available for purchase)
9CP - Supply Drop (Gains the ability - HMG, bazooka, and Mortar drop, 1 use)
14CP - Heavy Ordnance (Airborne troops start with grenades and satchels)
28CP –Aerial Brothers (Airborne squads cost 45% less MP)
Air Support: (Airforce Battalion)
2CP - Recon Flight (Gains the ability, 2 uses, 1 min cooldown)
8CP - Strafing Run (Gains the ability, 1 use, 1 min cooldown)
18CP - Air Superiority (Triples uses of Recon Flight and Strafing Run)
27CP - Bombing Run (gains the ability, 3 uses, 1 min cooldown)

Armour
Maintenance: (Mechanized Engineer Battalion)
2CP - Repair Specialization (Engineers repair 50% faster)
6CP - Field Repair (Gains the ability, 2 uses)
16CP - Fuel Efficiency (15% less fuel cost on all vehicles)
26CP - On-Board Mechanics (Vehicles are constantly being repaired)
Production: (Elite Armor Battalion)
4CP - Vehicle Factories (25% decrease in MP cost on all vehicles)
8CP - Tungsten Tipping (Penetration value of all vehicles increased by 20%)
19CP - Assault Tanks (Pershings available for purchase)
24CP - Next Generation vehicles (All vehicles have 50% faster turret rotation rates, 20% less reload time)
Logistics: (Armored Artillery Battalion)
4CP - Mechanized Columns (Platoons with vehicles arrive in battle 30% sooner)
6CP - Artillery Support (Calliopes available for purchase)
12CP - M8 Technology (M8s deal 60% more damage and have 60% more hp)
24CP - Dual Rocket Racks (Calliope cooldown decreased by 50%)
Leadership: (Command Armor Battalion)
4CP - Mobility (M8s and Halftracks can capture territory)
6CP - Scouting (Jeeps have 10% increase sight and 50% increased stealth detection range)
14CP - Tank Command (Every tank that is on the field increases your popcap by 3)
32CP - Superior Command (Pop Cap increased by 30%)

 
----------------------------------------------------------



Defense
Intelligence: (Millitary Intelligence Battalion)
3CP - Advanced Warning (All units gain 5% sight range)
6CP - Millitary Intelligence (Reveals a large portion of the map for 5 seconds, 4 uses, 1 min cooldown)
15CP - Scopes (Volks, Grens and KCH gain 20% range)
22CP - Omniscience (All units gain 50% sight range and double stealth detection - replaces Advance Warning)
Bombardment:
3CP - Flak AT/AA (88mms available for purchase)
7CP - Walking Stuka (walking stuka upgrade available)
14CP - Large Rockets (50% increase damage on the stuka and nebelwerfer)
24CP - Rocket Artillery (gains the ability, 3 uses, 1 min cooldown)
Tenacity:
4CP - Superior Soldiers (All units gain experience 20% faster)
8CP - Extra Training (All units purchased are upgraded to vet 1)
17CP -  Elite Soldiers (All units gain experience 80% faster - replaces Superior Soldiers)
32CP - Tenacious Defense (All units gain 10% hp - 30% when defending)
The Fatherland:
3CP - Officer Training (officer available for purchase)
5CP - Fatherland Fortification (When defending, all attackers receive 1 more minutes of deployment time - stacks)
16CP - For the Fatherland (gains the ability, unlimited uses, 10min cooldown)
25CP - Fatherland Faith (Volks and grenadiers cost 45% less MP)

Blitzkrieg
Infantry Assault:
3CP - Code Loyalty (All infantry 10% more resistant to suppression - 15% when attacking)
8CP - Sturm Training (Sturmtruppen available for purchase)
16CP - Battle Hardened (All infantry have -12% incoming accuracy - -18% when attacking)
22CP - Weapon Surplus (mp40s, mp44s, and lmgs are all half price)
Armored Assault:
2CP - Mobile Howitzer (Stuh available for purchase)
7CP - Improved Barrels (All tanks gain 8% range - 12% when attacking)
19CP - Assault Tanks (Tiger available for purchase)
26CP - HEAT rounds (All tanks do 30% more damage)
Blitz Tactics:
7CP - Assault (gains the ability, 1 use per squad)
9CP - Blitzkrieg (Gains the ability, 1 use)
12CP - Territorial Blitzkrieg (Territory caps 3x as fast)
24CP - Conviction (Doubles the uses and duration of Blitzkrieg and removes the negative attributes)
Blitz Core:
4CP - Overpower (Decreased deployment time for team by 60, 35, 25, 20s)
8CP - Overwhelm (Triples the potency of Overpower)
15CP - Joint Operations (Pop cap increased for team by 15%, 8%, 6%, 5%)
27CP - Lightning War (All reinforcements arrive immediately and vehicles move 25% faster)

Terror
Inspiration:
3CP - Inspired Assault (gains the ability, unlimited uses, 20 minute cooldown)
6CP - Zeal (gains the ability)
18CP - Firestorm (gains the ability, 2 uses, 1 min cooldown)
22CP - Ferocity (Inspired Assault is twice as potent, has half the negative effects, and cooldown is 5 minutes)
Ordnance:
4CP - First Aid (Medikits are 50% more potent)
7CP - Basic Supplies (Mines, Medikits and Grenades have 1 extra use each)
14CP - Advanced Munitions (HMGs and Mortars do 20% more damage and suppression)
24CP - Heavy Support (HMGs, Mortars, Snipers, and AT guns have 50% more hp and 25% more range)
Disruption:
5CP - Propaganda (gains the ability, 2 uses)
6CP - Sabotage (one random platoon - except the largest - from the opposition becomes undeployable)
16CP - V1 (Gains the ability, 1 use)
29CP - Subversion (All enemy platoons except the first take an additional 90, 45, 30, 20s to deploy, Propaganda uses increased to 4, Sabotage increased to 3 platoons)
Strength:
4CP - Intensity (All units cause 20% more suppression)
8CP - German Will (All infantry cost 10% less MP)
23CP - Assault Tanks (Tiger ace available for purchase)
35CP - German Steel (All tanks gain 35% health)
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #2 on: December 22, 2010, 01:17:19 pm »

As i've been thinking, why not use the OLD doctrines for the ones that aint updated now.. such as Royal engineers.. :L better then nothing I say.
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SublimeHauken - Back from the dead - Since 2007'
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #3 on: December 22, 2010, 01:22:06 pm »

This was the day, these were the doctrines. I wouldnt mind it ONE bit if this was the modern day doctrines. They were AWESOME.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #4 on: December 22, 2010, 01:25:43 pm »

Elitegren, I think those doctrines you listed are even older than the ones smokaz was talking about... 1.71-old, to be precise (Tiger Ace still there).
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #5 on: December 22, 2010, 01:27:32 pm »

Yes
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nugnugx Offline
Donator
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Posts: 4051



« Reply #6 on: December 22, 2010, 01:34:21 pm »

I wouldnt mind it ONE bit if this was the modern day doctrines. They were AWESOME.

+1  , old doctrines have something special in them
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Hicks58 Offline
Development
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Posts: 5343



« Reply #7 on: December 22, 2010, 02:10:27 pm »

+60% damage and health Greyhounds?...

Do want.
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #8 on: December 22, 2010, 02:16:17 pm »

+60% damage and health Greyhounds?...

Do want.


You didn't like spam?
Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #9 on: December 22, 2010, 02:21:59 pm »

I dont. But It's a necessary evil unless you like lose streaks.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #10 on: December 22, 2010, 02:23:40 pm »

Those OBM were awesome...
Logged

Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #11 on: December 22, 2010, 02:29:24 pm »

I'm not going to comment on what I would do if I had access to 480 HP 100 DMG/shot greyhounds that constantly repair themselves... When supply pools don't even exist.
Logged
Artekas Offline
Donator
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Posts: 784


« Reply #12 on: December 22, 2010, 02:31:35 pm »

Quote
But It's a necessary evil unless you like lose streaks.

Not really... it's sad to see someone rely on spam as a crutch like that. I have no problem with spam but I've always played a balanced company and do well.
« Last Edit: December 22, 2010, 02:34:16 pm by Artekas » Logged
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #13 on: December 22, 2010, 02:35:34 pm »

I'm not going to comment on what I would do if I had access to 480 HP 100 DMG/shot greyhounds that constantly repair themselves... When supply pools don't even exist.

 I would have thought this would be your favorite:

8CP - German Will (All infantry cost 10% less MP)

 Imagine the number of extra volks you could muster with that

-Wind
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #14 on: December 22, 2010, 02:37:16 pm »

You mean this?

25CP - Fatherland Faith (Volks and grenadiers cost 45% less MP)

Yeah, was a nice one.
Logged
nugnugx Offline
Donator
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Posts: 4051



« Reply #15 on: December 22, 2010, 02:37:39 pm »

Not mentioning the blatant OP the old doctrines are pretty well done because all tiers are useful and interesting.


The best balance in old EIR was right before old EIR went down ,  OP things like the 60% stag hp  50% callie cooldown and others were balanced out.

The only thing that was rly op back then was obm persh.
Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: December 22, 2010, 02:47:06 pm »

OBM Pershing was a beast but not unbeatable. It was those damn TR ATGs that fucked up Axis pretty bad.

http://www.youtube.com/watch?v=QiIYBrczg9Y
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Hicks58 Offline
Development
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Posts: 5343



« Reply #17 on: December 22, 2010, 03:00:34 pm »

Not really... it's sad to see someone rely on spam as a crutch like that. I have no problem with spam but I've always played a balanced company and do well.

Rely on it? To this point, I still use relatively balanced companies.

I've done a spam company once. Only once. Oh, scratch that, I did two games with it.

Which means, I happen to like my losing streak on occasion when I'm playing against either higher tier players, or those with spam based companies.
Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #18 on: December 22, 2010, 03:09:27 pm »

OBM Pershing was a beast but not unbeatable. It was those damn TR ATGs that fucked up Axis pretty bad.

http://www.youtube.com/watch?v=QiIYBrczg9Y

oh ya... when i started here i had that... in my first game with them i had 3 57MM with AP Rounds.. this guy rolled up in a tiger.. in 2 shots from each gun with AP rounds the tiger blew up.. i was like yah!  then he rushed me with a bunch of grens, then i was like no! lol..
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #19 on: December 22, 2010, 03:47:18 pm »

Chaos's OBM triple pershing company was undefeated.

So in a way it was unbeatable.

I personally preferred 7 OBM shermans.
Logged

I like how this forum in turn brings out the worst in anyone
To err is human, to eirr is retard
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