USF pop cap
Posts: 2470
it's really only the ober/high armour tank combo that gives me problems there though.
Posts: 133
Might be worth while to implement a similar solution.
Posts: 239
You know, COH one had a funny tech for their riflemen. Can't remember if it reduced their upkeep or just the population per squad.
Might be worth while to implement a similar solution.
Upkeep and increased the rate that Rifles gained vet (and Rifle vet was much stronger but harder to get than in CoH 2)
Posts: 862
You know, COH one had a funny tech for their riflemen. Can't remember if it reduced their upkeep or just the population per squad.
Might be worth while to implement a similar solution.
There were two upgrades to the Supply Yard. The SY itself reduced the upkeep costs of US units, unlocked T's 3 and 4, but gave no buffs. Each upgrade increased the rate at which rifles (did other units too?) received veterancy and further reduced the mp upkeep costs.
I like the idea of reducing pop a lot. It would have no effect on the game so long as the pop limit isn't achieved. But as stated, not just does USF have to fight the increased veterancy of OKW (and the super units) but is hamstrung in how much of a force they can wield to take on all of that power.
(Though M36 still needs a penetration buff.)
Posts: 818
You know, COH one had a funny tech for their riflemen. Can't remember if it reduced their upkeep or just the population per squad.
Might be worth while to implement a similar solution.
I don't think this would be a viable solution
In coh 1 every faction had Global upgrades, you decrease your field presence temporarily to improve All your troops combat capacity permanently, german vet, USF supply/bars, PE fieldcraft, vet gain ect.
Such a system does not already exist in coh 2 and i do not expect this to change.Unless they pretty much redesign the entire game, They just have munitions upgrades which are a per unit improvement not global
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I'm against reducing cap on units like Paras because contrary to what people seem to think, Paras are actually very potent units up close.
Posts: 2470
SU and US both need pop cap + price reductions. 480mp and 11 popcap for a howitzer that is skipped often, the .50 cal mg at 280mp thats worse that an mg42 at 240mp, an overpriced ht , uncrewed airdropped mgs and at guns for the same price as crewed weapons etc. and t34 and ZIS underperform for there price/popcap a bunch of SU units that probably never see play as well need reductions to price+popcap.
the M2 is expensive but a hell of a lot better than the MG42 and better defensively than the maxim. the US at gun is great against medium tanks and terrible against heavies for a lot of reasons.
Posts: 135
Just my 1000 dollars
Posts: 1248
There are some units who's pop cap requirement seems too high.
1) For instance the pack-howie costs 480 manpower and will use up 11 pop cap although it should function as a slightly better mortar. That it can also damage vehicles is nice but it's too inaccurate to pose a serious threat. The same goes for the OKW isg.
2) The major needs 5 pop cap (if I recall correctly).
3) IR pathfinders are purely recon units but have a high pop cap requirement.
Other than the listed exceptions and maybe one or two that I forgot, I don't see a problem with the pop cap.
IR Pathfinders are ok fighting units so I think the popcap is ok and you can call in multiple artillery barrages with them
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Posts: 344
That's not cheese Blackart. There are more universal instances of this in the game for both allies and axis.
It is, in 4v4 he could just hold Panthers in base and level them to vet 3 while i had 2500 spare fuel and coud do nothing with this because of population cap.
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