Light tanks pop cap increase?
Posts: 1794
Perhaps we should start by increasing their pop cap +1?
T70 - 6
Luch - 6
FHT - 6
Puma - 7
222 - 4
Stuart - 6
M8 - 6
AEC - 6
Posts: 3588 | Subs: 3
Posts: 1794
The next to look at is their moving accuracy. Because of their speed and target size, no harm decreasing them.
Posts: 17914 | Subs: 8
No one spams them and outside of Puma, they never make it to the late game.
Posts: 1794
Posts: 3260
There is debate about Allies strong LV phase.
Perhaps we should start by increasing their pop cap +1?
T70 - 6
Luch - 6
FHT - 6
Puma - 7
222 - 4
Stuart - 6
M8 - 6
AEC - 6
That'd do pretty much nothing. Nobody is popcapped in the light vehicle phase.
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Posts: 5279
Posts: 17914 | Subs: 8
While a pop increase won't have an impact at the time, it will have a very small impact on manpower income. I don't think it's necessary personally, especially since that would create a snowball effect that could be hard to predict the impact of.
Actually, its easy to predict the impact of it, since it subtracts a set amount of mp per pop 1,5 to 1.
After having light on field for 20 minutes, you'd be able to reinforce 1 gren less.
Pop changes make sense exclusively in pop heavy units or spammable units, they do literally nothing to units that die fast and never are being built more then 1 per game.
Posts: 5279
Actually, its easy to predict the impact of it, since it subtracts a set amount of mp per pop 1,5 to 1.
After having light on field for 20 minutes, you'd be able to reinforce 1 gren less.
Pop changes make sense exclusively in pop heavy units or spammable units, they do literally nothing to units that die fast and never are being built more then 1 per game.
I've been told that the manpower saved from con 7 man in 5-10 minutes is eniugh to buy a zis, a mortar, a maxim and multiple tanks so the passive lost mp from 1 pop cap could be paramount! Think, that's 1MP for EVERY minute the light vehicle is alive. That's gotta be enough for like 2 or more caches over the course of but a few minutes. Which would snowball into less armour or ability. It would be game changing.
Posts: 785
*Stuart also has one somewhat useful ability for versing tanks, and then a suicide snare button in the engine block shot ability
Posts: 5279
This would just further punish keeping your light vehicles alive into the late game, a point in time where they are already painfully useless atm (with the possible exception of Puma and AEC, and even those are questionable*)
*Stuart also has one somewhat useful ability for versing tanks, and then a suicide snare button in the engine block shot ability
t-70s awesome recon/ cap point mode allowing to steal territory and see if the response force is something you should fight or flee from
**am i a joke to you?**
Posts: 13496 | Subs: 1
Pop cap increase fix spam issus.
Actually some vehicle like M3,kubel,223,UC,WC51 should probably have their pop reduced with veterancy
Posts: 5279
As point out the problem with Lv is the shock value and not their spammability.
Pop cap increase fix spam issus.
Actually some vehicle like M3,kubel,223,UC,WC51 should probably have their pop reduced with veterancy
US that possible? If so that would really be a great global vet 3 change... The better you keep your army the more effeciently you can keep it. I'd love that....
Posts: 3588 | Subs: 3
I've been told that the manpower saved from con 7 man in 5-10 minutes is eniugh to buy a zis, a mortar, a maxim and multiple tanks so the passive lost mp from 1 pop cap could be paramount!
You’ve been told that 7man cons are too manpower efficient in the late game and should be nerfed by removing xp gain and reverting the reinforce cost to 6man cons, a position (that 7man cons need adjustment) shared by the vast majority since the last tournament, but sure why make an argument when you can go into another thread and laugh.
Posts: 3166 | Subs: 6
You’ve been told that 7man cons are too manpower efficient in the late game and should be nerfed by removing xp gain
How is the XP gain bonus relevant to manpower efficiency? Cons should already be vet 3 or nearly vet 3 once they get the upgrade. This bonus merely serves to make replacing a lost squad less painful, as a substitute to vet up a bit more easily in the late game environment, a trait that other mainline infantry have by having a stock weapons upgrade available.
Posts: 3588 | Subs: 3
How is the XP gain bonus relevant to manpower efficiency? Cons should already be vet 3 or nearly vet 3 once they get the upgrade. This bonus merely serves to make replacing a lost squad less painful, as a substitute to vet up a bit more easily in the late game environment, that other mainline infantry have by having a stock weapons upgrade available.
30% rate of fire increase might as well be swapping out mosins with other guns with how much better it is.
Posts: 13496 | Subs: 1
How is the XP gain bonus relevant to manpower efficiency? Cons should already be vet 3 or nearly vet 3 once they get the upgrade. This bonus merely serves to make replacing a lost squad less painful, as a substitute to vet up a bit more easily in the late game environment, that other mainline infantry have by having a stock weapons upgrade available.
The XP bonus on its own it fine. The combination of extra DPS/durability/lower cost and XP gain is simply OP and that was pointed out even at preview.
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