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russian armor

American Pop cap broken and OP

25 Jun 2014, 03:16 AM
#1
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Currently you can be maxed out pop cap as the americans,and then have your crew exit their vehicles which then relieves you of the popcap from that vehicle allowing you to build and reinforce more units,and then recrew the vehicle again resulting in 120/100 popcap for example. this is blatantly OP and needs nerf nao
25 Jun 2014, 03:18 AM
#2
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

That's not OP, it's a bug/exploit.
25 Jun 2014, 03:29 AM
#3
avatar of braciszek

Posts: 2053

And... how exactly do you plan to fix this? I predicted this in May, but i know that the only solution is to get rid of the ability to exit vehicles. And yes, its an exploit. You can also use it to relieve your manpower upkeep for a while.
25 Jun 2014, 03:36 AM
#4
avatar of ThoseDeafMutes

Posts: 1026

There has got to somehow be a way of making the crew have identical popcap to the vehicle it came from.
25 Jun 2014, 03:41 AM
#5
avatar of braciszek

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)
25 Jun 2014, 03:47 AM
#6
avatar of ThoseDeafMutes

Posts: 1026

Or make it impossible to man a tank if it would push you over the cap?
25 Jun 2014, 03:54 AM
#7
avatar of braciszek

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.
25 Jun 2014, 04:48 AM
#8
avatar of Porygon

Posts: 2779

Zerg drone building cancel tactic lol

So one or two more tanks breaking the balance hur? Don't forget the US actually pay for their tanks.
25 Jun 2014, 04:52 AM
#9
avatar of DarthBong420

Posts: 381

lol will have to try this in a ai match and see. well, if you play germans, more shermans and other junk for the jagdtiger and kingtiger to destroy late game. a skilled team could abuse this pretty badly.
25 Jun 2014, 22:01 PM
#10
avatar of 89456132

Posts: 211

The crews could have the same popcap as their last-exited vehicle and reduce if the vehicle gets destroyed.
25 Jun 2014, 22:55 PM
#11
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

And so it begins. And i thought this was gonna be mentioned earlier :P
25 Jun 2014, 22:59 PM
#12
avatar of Cardboard Tank

Posts: 978

In competitive play I don´t see this as a very big problem. If your opponent can build units and has the time to unmount and remount the crews and then afford additional vehicles beyond the pop cap, you probably lost the game already.

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.
25 Jun 2014, 23:12 PM
#13
avatar of nwglfls

Posts: 240

people need to learn what is the meaning of OP and broken,
25 Jun 2014, 23:42 PM
#14
avatar of Cyridius

Posts: 627

I don't see the problem. Being over the popcap is a double edged sword.
26 Jun 2014, 00:26 AM
#15
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post25 Jun 2014, 23:12 PMnwglfls
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.

:snfAmi:
26 Jun 2014, 04:23 AM
#16
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Not sure if troll or serious. My sarcasm sensor is not working on this forums.
26 Jun 2014, 06:06 AM
#17
avatar of FriedRise

Posts: 132

Got all the way up to 9 shermans and a bunch of infantry. 154/100

26 Jun 2014, 08:09 AM
#18
avatar of ofield

Posts: 420

When you fight a real opponent, you'll never be able to get over your popcap anyways.
26 Jun 2014, 12:03 PM
#19
avatar of Bulgakov

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.

26 Jun 2014, 12:21 PM
#20
avatar of Katitof

Posts: 17914 | Subs: 8

Got all the way up to 9 shermans and a bunch of infantry. 154/100



Good, now try that against a player with working brain instead of easy AI and see how far you get.
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