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Author Topic: Nostalgia  (Read 11198 times)
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #40 on: April 21, 2014, 01:14:42 pm »

Miss the churchill croc CCT bugg with like 50 range 2s reload death cannon.
Logged

You are welcome to your opinion.

You are also welcome to be wrong.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #41 on: April 21, 2014, 02:40:33 pm »

Kill pool kill pool kill pool kill pool.


Just don't forget to move mobility to T4 along the way.
Logged

shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #42 on: April 21, 2014, 10:10:42 pm »

The pool is there to restrict, its, kinda its job Wink

However, this is ALSO a mechanic Id like to look at, with changes like 'scaling costs' (The more of one type you buy, the more the next costs) and others.
If you have other suggestions, roll em by me by PM.
Luci I got a suggestion. This is gonna be a long post but it's worth it

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

jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #43 on: April 21, 2014, 10:40:49 pm »

shockcoil YES!!
« Last Edit: April 22, 2014, 12:30:29 am by jackmccrack » Logged

Let's talk about PIATs in a car.
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #44 on: April 21, 2014, 11:05:52 pm »

Dude I'd give my left nut for those doctrines

The new ones are so dumbed down in comparison#


Also check out this: http://www.moddb.com/mods/europe-in-ruins/videos/europe-in-ruins-shoutcast-1#imagebox

A game when EIR was in it's prime
« Last Edit: April 21, 2014, 11:14:25 pm by EliteGren » 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
tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #45 on: April 22, 2014, 08:56:15 am »

Luci I got a suggestion. This is gonna be a long post but it's worth it

Do you have the other 6 docs?
Logged

Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
GrayWolf Offline
Development
*
Posts: 1590



« Reply #46 on: April 22, 2014, 09:28:46 am »


24CP - Stacked (Rangers upgrades are 60% off)


In EiR 2(IF I understand devs right) the more doc upgrades you choose, the less ammo, manpower and fuel you're going to have in yours company build, so I guess you should change those "discount" upgrades Tongue

I'm not 100% sure, ask tank, he's the manager.
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #47 on: April 22, 2014, 09:44:00 am »

Did you just copy paste the old EIR doctrines (+4 years ago)? Because it kind of looks like you did...


Well that's it then, we've officially gone full circle.
Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #48 on: April 22, 2014, 09:48:45 am »

Luci I got a suggestion. This is gonna be a long post but it's worth it

Find the other 6 doctrines and we'll talk.
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.
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #49 on: April 22, 2014, 09:52:43 am »

It's going to be hard for him to find the other 6 as there were only 2 factions at the time of those doctrines...
I seem to be the only one here who doesn't have the memory of a goldfish. While admittedly some of the abilities were exciting, the price reduction ones were downright terrible and just ended up promoting certain types of spam. (Why wouldn't you spam rangers with upgrades at 60% off) That's at least one aspect that in no way should come back.
Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #50 on: April 22, 2014, 09:54:12 am »

It's going to be hard for him to find the other 6 as there were only 2 factions at the time of those doctrines...

Way to spoil the intentionally lined up disappointment Unknown.

-.-'
Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #51 on: April 22, 2014, 10:56:30 am »

I'd volunteer to come up with equivalents for PE and Brits incase these were reimplemented tbfh. I'm dead serious
Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #52 on: April 22, 2014, 11:22:01 am »

Be my guest.
Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #53 on: April 22, 2014, 11:40:59 am »

Did you just copy paste the old EIR doctrines (+4 years ago)? Because it kind of looks like you did...


Well that's it then, we've officially gone full circle.

Yes and yes.
Logged


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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #54 on: April 22, 2014, 11:58:07 am »

Did you just copy paste the old EIR doctrines (+4 years ago)? Because it kind of looks like you did...


Well that's it then, we've officially gone full circle.

And be honest, those were always the best doctrines. Wink

Edit: Except for Subversion. Fuck Subvertion
Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #55 on: April 22, 2014, 12:03:57 pm »

Also, bring back repair bunkers and allied moving repairing shenanigans!
Logged
nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #56 on: April 22, 2014, 12:44:56 pm »

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%)


Uh... huh...
Logged

"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
420thStealthBrigade Offline
EIR Regular
Posts: 25


« Reply #57 on: April 22, 2014, 12:54:25 pm »

So basically we all miss pre pool days. When you could run like 20 M8's.

who the fuck is "all"?!?!?! def not all ... made the game too clownish
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #58 on: April 22, 2014, 12:56:22 pm »

Wrong thread guys, this was about nostalgia, not about Whining about stuff and shit.
Logged

Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
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