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FatherLand Defense
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Topic: FatherLand Defense (Read 10741 times)
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BradAnderson12
EIR Regular
Posts: 26
FatherLand Defense
«
on:
November 28, 2008, 04:34:00 pm »
Is this docterine broken i dont see much differance.
Logged
BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: FatherLand Defense
«
Reply #1 on:
November 28, 2008, 04:36:06 pm »
Gives health to all your units, did work as of last war.
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http://www.google.com/patents?id=hhYJAAAAEBAJ
UnLimiTeD
EIR Veteran
Posts: 554
Re: FatherLand Defense
«
Reply #2 on:
November 28, 2008, 04:39:28 pm »
What a problem do you have, it's one of the most powerful doctrines in the entire mod.
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Hey, it's not going to happen
PrydainII
EIR Veteran
Posts: 90
Re: FatherLand Defense
«
Reply #3 on:
November 28, 2008, 04:47:06 pm »
It is hardly noticeable though. I think thats what Brad is trying to say.
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Hitler knows that he will have to break us in this Island or lose the war. But if we can stand up to him, all Europe may be freed and the life of the world may move forward into broad, sunlit uplands.
minehold
EIR Regular
Posts: 45
Re: FatherLand Defense
«
Reply #4 on:
November 28, 2008, 05:42:59 pm »
yea i didnt see much difference
Logged
Chaotic
EIR Regular
Posts: 18
Re: FatherLand Defense
«
Reply #5 on:
November 28, 2008, 05:43:41 pm »
i love that doctrine
Logged
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: FatherLand Defense
«
Reply #6 on:
November 28, 2008, 05:47:11 pm »
Yeah "DEFENCE IS THE MOST POEWRFULL (lolololol)"
to bad its not, more like the opposite, also the least played.
Logged
Quote from: Unkn0wn on December 20, 2008, 05:57:19 am
Germans like to cause total chaos.
Tips and Tricks:
http://www.europeinruins.com/index.php/topic,2081.90.html
Chaotic
EIR Regular
Posts: 18
Re: FatherLand Defense
«
Reply #7 on:
November 28, 2008, 05:48:29 pm »
played it last war its very usefull
Logged
NLeaflar
EIR Regular
Posts: 14
Re: FatherLand Defense
«
Reply #8 on:
November 28, 2008, 06:07:04 pm »
Defense seems to be most common to me this war, maybe I'm just playing different people. As for Fatherland defense, its not really going to be obvious at only 35% (or especially 25%). Think about it, the only direct bonus T4's that are really obvious are Tank Reapers and Raid assault. Reapers is 70%, making them close to doubly as strong and tough, and Raid Assault is 50% and 50% damage and health but they only go from being a tough infantry squad to being about KCH toughness, a bonus less than that is going to be a bit covert without a symbol flashing above the head showing what you're using. I used to use ferocity and I bet there were plenty out there who had no idea what my T4 was. Look on the bright side, it won't be obvious what T4 you have, even though its may turn the tide of many close engagements throughout the battle.
Logged
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: FatherLand Defense
«
Reply #9 on:
November 28, 2008, 06:11:09 pm »
Ohhh you notice Ferocity, dont you worry.
Logged
NLeaflar
EIR Regular
Posts: 14
Re: FatherLand Defense
«
Reply #10 on:
November 28, 2008, 06:26:29 pm »
I
notice Ferocity...only because I know what to look for. It is a powerful doctrine, but most cant distinguish it from IA just because nobody uses IA so they don't really know the difference in performance.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: FatherLand Defense
«
Reply #11 on:
November 28, 2008, 07:00:58 pm »
I think doctrine abilities should be clearly noticeable and not affect a single unit. Hopefully future doctrine reworks will keep this in mind.
Logged
BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: FatherLand Defense
«
Reply #12 on:
November 28, 2008, 07:02:39 pm »
Defensive isn't the least played, atleast this war, never seen so many 88s/stukas.
Logged
Wildfire
Guest
Re: FatherLand Defense
«
Reply #13 on:
November 28, 2008, 07:19:38 pm »
Quote from: BoDyBaG2224TLS on November 28, 2008, 07:02:39 pm
Defensive isn't the least played, atleast this war, never seen so many 88s/stukas.
Ia gree. almost everygame i play i play against 88's and stukas
Logged
ducttape
EIR Regular
Posts: 38
Re: FatherLand Defense
«
Reply #14 on:
November 28, 2008, 07:24:52 pm »
that could be a good thing?
Logged
-Duct tape is like the force: It has a Light side and a Dark side, and it binds the universe together.-
“Magnetism is one of the Six Fundamental Forces of the Universe, with the other five being Gravity, Duct Tape, Whining, Remote Control, and The Force That Pulls Dogs Toward The Groins Of Stranger
NLeaflar
EIR Regular
Posts: 14
Re: FatherLand Defense
«
Reply #15 on:
November 28, 2008, 07:48:32 pm »
Yes, simcity and arty spam is exactly what we all want in this game.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: FatherLand Defense
«
Reply #16 on:
November 29, 2008, 06:56:09 am »
I love simcity.
Logged
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: FatherLand Defense
«
Reply #17 on:
November 29, 2008, 07:25:27 am »
Bunkertown?
Logged
DerangedDingo
EIR Regular
Posts: 4
Re: FatherLand Defense
«
Reply #18 on:
December 03, 2008, 11:00:20 pm »
KCH with FTFL, on the defense in green cover in friendly territory, with Fatherland Defense are practically indestructible.
Think about it.
It's not that noticeable, but it increases the lifespan of Volks against BARs pretty well.
Logged
stumpster
Honoured Member
Posts: 2197
Re: FatherLand Defense
«
Reply #19 on:
December 03, 2008, 11:13:05 pm »
KCH with FtFL are practically indestructible anyway. Adding on Fatherland Defense or green cover is unnecessary.
«
Last Edit: December 03, 2008, 11:15:40 pm by stumpster
»
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
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