American Pop cap broken and OP
Posts: 3052 | Subs: 15
Posts: 2307 | Subs: 4
Posts: 2053
Posts: 1026
Posts: 2053
There has got to somehow be a way of making the crew have identical popcap to the vehicle it came from.
Would be impossible. If you lose that vehicle, you'll end up with a 12 popcap squad. Placing pop cap on specific units would counter the idea of having tanks switch crews for experience.
The best idea is to have tank crews have those abilities but be tied to their vehicle and only it until its destroyed (the tank crew cant stray 5m away from its tank until its destroyed or something)
Posts: 1026
Posts: 2053
Or make it impossible to man a tank if it would push you over the cap?
That could work, but youd have to make that restriction for all factions. Anyways, you can still ignore manpower bleed with this function.
Posts: 2779
So one or two more tanks breaking the balance hur? Don't forget the US actually pay for their tanks.
Posts: 381
Posts: 211
Posts: 8154 | Subs: 2
Posts: 978
Also it backfires to the Allied player. On 120/100 popcap that vet 3 riflemen squad can only be reinforced if you drop at least 21 pop cap points.
Imo there are more pressing issues.
Posts: 240
Posts: 627
Posts: 3052 | Subs: 15
people need to learn what is the meaning of OP and broken,
it literally breaks the pop cap. and the max is not 120/100 thats just an example. you can basically have an army of like AT guns mgs and rifles to around 60-70 pop cap hold out,and then use your captain(or doctrine) to create many tanks in rapid succession,while decrewing and recrewing.
"Limit" could be 180/100 for all we know. and that is literally breaking the game.
And the problem isnt being over the cap..you can just go right back down(and relieve manpower income) until the crews themselves put you over the cap too far,which is the only real con to doing this.(SINCE IF YOU GET ATTACKED YOU CAN JUST HOP IN ALL THE TANKS and retaliate.)
This is some hidden 'Merican industry commander.
Posts: 8154 | Subs: 2
Posts: 420
Posts: 987
Would be impossible. If you lose that vehicle, you'll end up with a 12 popcap squad. Placing pop cap on specific units would counter the idea of having tanks switch crews for experience.
The best idea is to have tank crews have those abilities but be tied to their vehicle and only it until its destroyed (the tank crew cant stray 5m away from its tank until its destroyed or something)
Why impossible? Clearly possible. But then the question is it fair to give the US a heavy burden with tank crew pop caps:
One the one hand: It would be a real disadvantage for the US to have inf units with high pop caps. (and it seems the US have enough disadvantages with weak tanks and floppy AT guns that couldn't penetrate a bowl of KV-jelly)
BUT on the other, they have the advantage of being able to switch their vet crews between vehicles. That's a real advantage. Therefore there should be some disadvantage to balance it. None of the other army can switch vet between vehicles as the game progreses.
High pop-cap crews solve the issue of recrewing tanks to over pop cap level.
I don't see why a unit with such a useful ability as switching vehicles while keeping vet shouldn't have a downside to that ability like high pop-cap.
Livestreams
2 | |||||
2 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.921405.695+5
- 5.634229.735+8
- 6.276108.719+27
- 7.306114.729+2
- 8.262137.657+3
- 9.1045675.608+3
- 10.722440.621+4
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
35 posts in the last month
Welcome our newest member, Dreufritt
Most online: 2043 users on 29 Oct 2023, 01:04 AM