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Author Topic: Old doctrines  (Read 4558 times)
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nugnugx Offline
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« on: July 14, 2011, 03:03:06 am »

Found them lying in forum, posting for those who haven't seen them.


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)
« Last Edit: July 14, 2011, 03:14:32 am by nugnugx » Logged

deadbolt Offline
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« Reply #1 on: July 14, 2011, 05:28:51 am »

i miss them ;(
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Mysthalin Offline
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« Reply #2 on: July 14, 2011, 05:31:46 am »

OBM Superior Tech M8s.


480 HP, 96 dmg/shot and perma-repair.

Trolololol.
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deadbolt Offline
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« Reply #3 on: July 14, 2011, 05:32:16 am »

dual pershing start with perma-repair. win much>
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nugnugx Offline
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« Reply #4 on: July 14, 2011, 05:35:51 am »

I'd love to see zeal back in terror.
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Unkn0wn Offline
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« Reply #5 on: July 14, 2011, 05:37:00 am »

Brrrrroken
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nugnugx Offline
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« Reply #6 on: July 14, 2011, 05:41:02 am »

Zeal is in vcoh isn't it  Roll Eyes
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Mysthalin Offline
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« Reply #7 on: July 14, 2011, 06:04:24 am »

and vCoH is broken as far as balance is concerned, point made.
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TheIcelandicManiac Offline
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« Reply #8 on: July 14, 2011, 06:10:00 am »

what dose zeal do in vcoh?
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spinn72 Offline
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« Reply #9 on: July 14, 2011, 06:55:45 am »

Thanks for posting this Smiley
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deadbolt Offline
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« Reply #10 on: July 14, 2011, 07:00:14 am »

what dose zeal do in vcoh?

every man your squad loses makes the remaining men harder to kill and they deal more damage.
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nugnugx Offline
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« Reply #11 on: July 14, 2011, 07:01:34 am »

every man your squad loses makes the remaining men harder to kill and they deal more damage.

oohhh speak to me like that more , i jizzed all over myself.
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Hicks58 Offline
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« Reply #12 on: July 14, 2011, 07:21:22 am »

Ugh, I hated sabotage and subversion so damned much...

Woohoo I've finally got my Pershings!... Hang on a minute... No I dont. T_T
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deadbolt Offline
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« Reply #13 on: July 14, 2011, 07:22:21 am »

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Unkn0wn Offline
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« Reply #14 on: July 14, 2011, 07:23:39 am »

Quote
28CP –Aerial Brothers (Airborne squads cost 45% less MP)

Lol, what were we thinking.
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Tymathee Offline
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« Reply #15 on: July 14, 2011, 07:24:22 am »

nice! i was looking for them loong ago. useless to me now Cohesion would be fun...


lol Allied Grit sucked back then too.
Brothers in ARms + Matt Products and Enlistment Surge <3.

Arty expertise was lulz. it was near immediate and would rape tanks.

hmm...i remember reapers being stronger, but still lol thats 225 dmg
« Last Edit: July 14, 2011, 07:26:29 am by Tymathee » Logged

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Groundfire Offline
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« Reply #16 on: July 14, 2011, 07:26:27 am »

Someone should code these up and send them to us. Maybe we put them in on April Fools, maybe not. Wink
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nugnugx Offline
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« Reply #17 on: July 14, 2011, 07:28:10 am »

Someone should code these up and send them to us. Maybe we put them in on April Fools, maybe not. Wink

jizzzzzzzzzz
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nugnugx Offline
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« Reply #18 on: July 14, 2011, 07:33:21 am »


hmm...i remember reapers being stronger, but still lol thats 225 dmg

yes it's probably an older version or something because last doctrines were different

tank reapers were 80%  and    in terror  there was no tiger ace but KT and german steel also added 20% recieved pen
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Tymathee Offline
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« Reply #19 on: July 14, 2011, 08:09:33 am »

Someone should code these up and send them to us. Maybe we put them in on April Fools, maybe not. Wink

planning april fools 10 months ahead now are we?
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