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Worst Doctrine Abilities
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Topic: Worst Doctrine Abilities (Read 5366 times)
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Tymathee
Donator
Posts: 9741
Worst Doctrine Abilities
«
on:
September 01, 2011, 11:08:39 am »
What are the worst doctrine abilities, useless, crappy abilities.
Why are they unused or crappy
And ideas to make it better.
Give side, doctrine and tier with the name of the abilitiy. Just makes it easy for people to refernece.
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
RikiRude
Donator
Posts: 4376
Re: Worst Doctrine Abilities
«
Reply #1 on:
September 01, 2011, 11:47:58 am »
US Armor, T2 WP Rounds.
It's not that these are bad, but for a T2 that has competition like the X7, V1, and strafing run it's quite shit.
Why does something as powerful as x7 get 2 uses and this only 2 as well? Sure X7 is more expensive, but that doesn't matter, by the time you're paying for off maps PPs dont matter. Something like WP round should have max of 3 and 2nd one should be very cheap like 3sp.
That's my only complaint really, I won't mention anything from the unfinished doctrines as being underwhelming.
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Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Smokaz
Honoured Member
Posts: 11420
Re: Worst Doctrine Abilities
«
Reply #2 on:
September 01, 2011, 11:59:52 am »
Quote from: RikiRude on September 01, 2011, 11:47:58 am
US Armor, T2 WP Rounds.
It's not that these are bad, but for a T2 that has competition like the X7, V1, and strafing run it's quite shit.
Why does something as powerful as x7 get 2 uses and this only 2 as well? Sure X7 is more expensive, but that doesn't matter, by the time you're paying for off maps PPs dont matter. Something like WP round should have max of 3 and 2nd one should be very cheap like 3sp.
That's my only complaint really, I won't mention anything from the unfinished doctrines as being underwhelming.
Seconding the weakness of WP strike.
Needs to be improved or replaced.
Learning towards replacement, its "just another plane" right now.
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Malgoroth
Donator
Posts: 960
Re: Worst Doctrine Abilities
«
Reply #3 on:
September 01, 2011, 04:27:34 pm »
Terror bottom tier 3 - KT unlock. Needs to be a Tiger Ace tbh.
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Katusha
EIR Veteran
Posts: 989
Re: Worst Doctrine Abilities
«
Reply #4 on:
September 01, 2011, 05:00:03 pm »
Luftwaffe T1 - AT supplies
Gives boys AT rifles and vehicle slow mines.. pretty useless unlock tbh
Needs to be replaced my medkits or something, or a new healing mechanic for falls
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spinn72
EIR Veteran
Posts: 1802
Re: Worst Doctrine Abilities
«
Reply #5 on:
September 01, 2011, 05:05:37 pm »
Quote from: Katusha on September 01, 2011, 05:00:03 pm
Luftwaffe T1 - AT supplies
Gives boys AT rifles and vehicle slow mines.. pretty useless unlock tbh
Needs to be replaced my medkits or something, or a new healing mechanic for falls
They already have a perfectly viable healing mechanic?
Logged
Audemed
Donator
Posts: 644
Re: Worst Doctrine Abilities
«
Reply #6 on:
September 01, 2011, 08:01:27 pm »
Meh, the airdropped medkits are retarded. It's also pretty lame to have it as a T3.
MEDIC HALFTRACK
150/50/25
Spawns 5 medpacks around it on 2 min CD.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: Worst Doctrine Abilities
«
Reply #7 on:
September 01, 2011, 08:16:44 pm »
tank hunters t3: tank hunter ambush
/thread
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Worst Doctrine Abilities
«
Reply #8 on:
September 01, 2011, 08:17:33 pm »
Allied Grit Infantry T3.
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Katusha
EIR Veteran
Posts: 989
Re: Worst Doctrine Abilities
«
Reply #9 on:
September 01, 2011, 08:33:38 pm »
It's not a perfectly viable healing mechanic when it gimps your ability to paradrop, because you either have to walk back every time to pick up medkits, or you drop way in the back where the medkits are. You can't have them close to the frontline because it's so "perfectly viable" that 1 rifle squad can come and jack all the medkits.
It's not like a triage where you have to send AT infantry or a tank to destroy it.
Tbh, I'd rather have it drop 1 crate at a time so you can drop it where you need it and not worry if they get stolen, because not ALL your medkits were dropped there.
I like the idea of paradropped medkits more than a medic halftrack, just for the epicness of paradropped medkits
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Audemed
Donator
Posts: 644
Re: Worst Doctrine Abilities
«
Reply #10 on:
September 01, 2011, 09:01:10 pm »
Well, then make it a command ability with many, many uses at 1 big medpack/use. 30s CD.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Worst Doctrine Abilities
«
Reply #11 on:
September 01, 2011, 10:23:43 pm »
Quote from: Audemed on September 01, 2011, 08:01:27 pm
Meh, the airdropped medkits are retarded. It's also pretty lame to have it as a T3.
MEDIC HALFTRACK
150/50/25
Spawns 5 medpacks around it on 2 min CD.
They work really well, and are super cheap, whats the issue?
Logged
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spinn72
EIR Veteran
Posts: 1802
Re: Worst Doctrine Abilities
«
Reply #12 on:
September 01, 2011, 10:27:46 pm »
Quote from: Katusha on September 01, 2011, 08:33:38 pm
It's not a perfectly viable healing mechanic when it gimps your ability to paradrop, because you either have to walk back every time to pick up medkits, or you drop way in the back where the medkits are. You can't have them close to the frontline because it's so "perfectly viable" that 1 rifle squad can come and jack all the medkits.
It's not like a triage where you have to send AT infantry or a tank to destroy it.
Tbh, I'd rather have it drop 1 crate at a time so you can drop it where you need it and not worry if they get stolen, because not ALL your medkits were dropped there.
I like the idea of paradropped medkits more than a medic halftrack, just for the epicness of paradropped medkits
OH NO, I HAS TO MICRO MY UNITS.
The healing could be made easier to access in the fact that it could be one supply crate that could be used x amount of times instead of 3-4 crates that offer 3x healing each. Besides that, I like it as a t3. Don't forget that it applies to teammates too. Each use for a WM player is saving them 25-30mu that they'd normally spend on medkits.
Also, have you ever tried getting one rifleman to take all the medkits? Even with focus, it still takes me 15-20s to pick them all up with shift click orders. In those 15-20s I could be running an assault, or getting horribly owned on the flank all to take out 50mu of enemy investments!
«
Last Edit: September 01, 2011, 10:33:55 pm by spinn72
»
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NightRain
EIR Veteran
Posts: 3908
Re: Worst Doctrine Abilities
«
Reply #13 on:
September 01, 2011, 10:54:16 pm »
That one Blitzkrieg tier 1 that gives 5m detection to tanks. Needs to change into a aura that gives -10% recieved accuracy to infantry. That'd be useful
Bike, schwim and ht getting +10% more health. Yeah...add in Pumas to it and nice.
Remove the free Top Gun for Crocidiles tbfh. That is ridicilously powerful for a Tier 1
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Worst Doctrine Abilities
«
Reply #14 on:
September 01, 2011, 11:54:27 pm »
Quote from: NightRain on September 01, 2011, 10:54:16 pm
Remove the free Top Gun for Crocidiles tbfh. That is ridicilously powerful for a Tier 1
not so bad anymore that you cannt oversupply on them
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Smokaz
Honoured Member
Posts: 11420
Re: Worst Doctrine Abilities
«
Reply #15 on:
September 02, 2011, 04:58:10 am »
Quote from: NightRain on September 01, 2011, 10:54:16 pm
That one Blitzkrieg tier 1 that gives 5m detection to tanks. Needs to change into a aura that gives -10% recieved accuracy to infantry. That'd be useful
Bike, schwim and ht getting +10% more health. Yeah...add in Pumas to it and nice.
Remove the free Top Gun for Crocidiles tbfh. That is ridicilously powerful for a Tier 1
Are you 100% sure that even with Top T3, the +20% healing rate medikits are superior to wehr? They feel like they are much the same.
Logged
3rdCondor
Donator
Posts: 1536
Re: Worst Doctrine Abilities
«
Reply #16 on:
September 02, 2011, 08:21:47 am »
I would like to second volsk's allied grit comment.
Also the tier 3 in defensive that gives an accuracy buff to units that are only in buildings.
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Quote from: Alpha TIG on August 08, 2012, 11:55:14 pm
No tits, but i will bake a cake then eat it in honour of Sir Condor The 3rd
Quote from: Smokaz on August 14, 2012, 04:15:58 pm
fuck the pgren rifle, fucking dogshit weapon
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Smokaz
Honoured Member
Posts: 11420
Re: Worst Doctrine Abilities
«
Reply #17 on:
September 04, 2011, 03:56:38 pm »
Heat rounds are kinda pathetic.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Worst Doctrine Abilities
«
Reply #18 on:
September 04, 2011, 04:39:34 pm »
Fatherland Defense T4. Give me a 6 man volks squad or 3 man pio, not this wounded man excuse
not T4 worthy tbh.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Worst Doctrine Abilities
«
Reply #19 on:
September 04, 2011, 04:46:19 pm »
Quote from: Smokaz on September 04, 2011, 03:56:38 pm
Heat rounds are kinda pathetic.
Truth, but slated to be a T4 in rework sometime in future.
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