Hey everyone!, as many of you rascals have noticed our current launcher has been undergoing "changes". Primarily in the doctrine screen. This has led to many people Jumping the gun and Looking for problems without the prior knowledge of how they are being used and how they were created and the philosophy behind them.
As many of you know or may not know we are changing our current Doctrine syster from tiers, to a pick and choose system. Meaning you have ZYX amount of points and you can spend those Points towards any of the Doctrine unlocks and Buff's in any combination. But keep in mind when you Buy a certain upgrade for a unit that unit's cost may increase alot or a little.
For easier reading you can read this nice document lothen typed out for us
https://docs.google.com/document/d/1Y7bk-Sawhtu12blX9k4BsojrC61Aq0yUHwLF9cKsDVQ/edit?usp=sharingUnited StatesUnited States Mobility The sub-theme here is utility
Airborne have been given next to no statistical buffs to combat
Flexibility through population bonuses, drop times and in-game weapon options through crates are all available.
The focus of the doctrine revolves paradropping units, scouting and light vehicle synergies
A possible pitfall in the design is that there seems to only be one major archetype with possibly a second minor one. This will need to be observed upon release
Despite focus on utility, some minor dabbling can be done into the other sub-themes through drop times, grenade and explosive buffs.
United States Armour The sub-theme here is neutral
Through available unlock units, this company can be built to either a defensive or offensive playstyle.
There are 4 major available archetypes as well as 1 minor. Has the ability to purchase kits
Combined arms is highly promoted through reverse infantry auras
The need for the super-pershing should be obsolete now as you may select a 4 doctrine pershing but lead to a very weak supporting force
There is some concern that 3 of the 5 possible archetypes may have trouble countering heavy support weapon companies.
United States Infantry The sub-theme is utility.
This doctrine has possibly the greatest number of weapon options available of any infantry doctrine.
There are 3 major and 1-2 minor archetypes available.
There is heavy synergy and each selection has some relation somewhere
The doctrine may have slight difficulty dealing with heavy/superheavy tanks
CommonwealthCommonwealth Mobility The sub-theme here is offense
Situational offensive buffs combined with unparalleled sight and mobility
Highly effective in short term engagements with high alpha strike potential as well as hunting down weakened units.
Somewhat limited build options with only 1 major archetype and 2-3 minor build variations
May have trouble dealing with any aggressive infantry heavy play.
Commonwealth Armour The sub-theme here is defense
2 major archetypes with with 3-4 build variations. Cheapest repairs.
Churchill provide the backbone of the company leading to its inherently defensive nature
No infantry combat buff, but weapon unlocks to help support armour.
Highly effective in urban and close quarters fighting, but will have major issues on open maps
Slow speed of churchill's can lead to reduced ability to counteract fast companies.
Commonwealth Infantry The sub-theme here is defense
Will most likely have the best and most flexible artillery of all doctrines
3 major archetypes with minor build variations depending on weapon options
1 of the major and probably most popular archetype will involve heavy blobbing, which may or may not become a problem
Overall, probably the most static of the 12 doctrines and prone to being easily out-capped. Simultaneously, there is concern that a fully entrenched CW inf player will be next to impossible to oust without heavy incendiary use from axis.
Intelligent use of artillery and pop bonuses make this doctrine probably the best allied supporting doctrine and will be highly complementary with almost any other allied doctrine.
WehrmachtWehrmacht Mobility The sub-theme here is neutral
This doctrine can both quickly counteract enemy movement or provide fast and highly powerful counter punches through unique halftracks and sprinting infantry along with re-worked stormtroopers
4 major archetypes with with 3-4 minor build variations
One note is that the tiger has been placed here despite the doctrine design indicating that it should be put in armour. However, in practice, it was simply not possible to fit doctrinal bonuses for the tiger, king tiger and one other unit unlock combined with buffs for the other armour units wehrmacht has available without making one of the two heavies under-represented by the doctrine. As such, the tiger(the faster of the two) was moved to mobility. Same rule as the pershing applies to the Tiger here. Investing unlocks into a fast and powerful Tiger will mean nothing else in your company will be buffed.
Despite this doctrine ability to counter punch or exploit a poorly protected flank, it is fairly poor at actually holding ground and is prone to attrition due to the high costs of many core units.
Wehrmacht Armour The sub-theme here is offense
This is an offensive armour doctrine which heavily promotes combined arms.
2 major archetypes with multiple build variations. Tanks basically act as the officer of this company, with no direct infantry buffs. Has the fastest repairs.
Overall, to gain the full effect of the combined arms, this may prove to be a fairly slow offensive company. Also, losing tanks will mean a much higher loss in company synergy and resources than any other armour doctrine
A more generic armour build is also available through the bottom row of unlocks.
Wehrmacht Infantry The sub-theme here is neutral
This is a fairly bread and butter infantry doctrine. It has high levels of flexibility in terms of what the company can achieve. It offers 3 major archetypes with 3-4 build variations.
Infantry here is supplemented through officers and support weapons, but in both cases, can be prone to being outflanked and out maneuvered.
Though some artillery is available, it is highly reduced and probably has the worst artillery of the 4 major infantry doctrines.
Otherwise, it takes everything good about wehrmacht infantry, support weapons and officers and makes it better, depending on build choices.
Panzer ElitePanzer Elite Mobility The sub-theme here is defense
Despite the high speed inherent in PE and the flexibility offered by paradrop, the fragility of PE units in general prevent PE mobility from being hyper aggressive with its vehicles. As such, a counter-punch and ambush based company is what is available.
Harassment options that slow down the opposing team to accentuate its own speed.
3 major archetypes are available with 2 minor builds.
This is probably the most fragile of all twelve doctrines in two of its builds and is the exemplification of a glass cannon. Even so, it is a highly flexible doctrine and should have the tools available to deal with any opponent.
Panzer Elite Armour The sub-theme here is utility
Only one major archetypes, but numerous builds.
Multiple vehicle types and the ability to keep those vehicles on field indefinitely.
There is no buff to infantry combat anywhere in the doctrine directly or even indirectly. There is no semblance of combined arms. The company lives and dies off of its tanks.
With rudimentary repairs, the bergetiger and scavenging, the ability to collect munitions to keep units alive should not be a major problem.
Panzer Elite Infantry The sub-theme here is offense
3 major archetypes with 2 minor builds
This is a hyper offensive doctrine with few direct survivability buffs to infantry
Excels at removing and overrunning defensive and entrenched positions.
Is highly prone to being countered by any sort of medium to heavy armour.
Highly complimentary with any kind of armoured support.
Please everyone who reads this read with a open mind and give everyone on our coding team a highfive and a thumbs up for their hard work.