Pop cap bugs after December patch
Posts: 36
i dunno if this bug don't appear in automatch or not
Infantry POP CAP
British Force
Infantry section pop cap now 8, 10 after Bolster (i remember is 6 before december patch, 8 after Bolster)
Royal Engineer pop cap now 8, 10 after Bolster (5 before Bolster, 6 after Bolster)
I don't test it on Infantry call in unit such as commandos, officer
OKW
strumpio is fine, 300 mp, 9 pop cap, reinforcement 30
volksgren 5 pop cap, lol (I remember it's 6)
ober, 8 pop cap, lol again, (I remember it's 10)
MG34, 4 pop cap, (5 or 6, i forget xD)
don't test in falls, jaeger, ect
USF
RE pop cap 4, (should 5) after their cost were changed to 200, not 160 any more, compared to Sov Combat Engineer 170 mp that 5 pop cap
M2HB pop cap 5, (the old ones is 7)
Rifleman is fine, still 7 pop cap
Captain pop cap 7, (i think is sama w/ Lt (8))
Lt, major I forget about them
don't test it with infantry call in
Wehr
Pioneer pop cap 4, should be 5 (like other basic engineer)
grenadier pop cap 8, same with ober xD (the old ones is 7)
Pzgren is fine, maybe
Soviet
Combat Engineer is fine, maybe
Penal and constript too
Shock troops
other infantry call-in too, maybe
I dunno if plan to Relic changes their pop cap in this December patch
Unit Reinforcement comparison
British,
1. Raw Team weapon crew (vicker, 6 pdr AT-gun), 22 mp
2. Tommy, 280 mp, 6 or 8 pop cap, squad rein 28 mp, team weapon crew rein 35 mp, why not 28 mp ??
3. Royal Engineer, 210 mp, 5 or 6 pop cap, squad rein 26, team weapon crew rein 26
4. Commandos squad rein 35
OKW
1. raw MG34 crew rein, 25mp; raw Raketen 43, ISG crew, 23mp; cuz their crew was old volks model, maybe, raw Pak 43, 22mp;
2. volksgren, 250 mp, 6 pop cap, squad rein 25mp, team weapon crew rein 25
3. Ober, 400 mp, 10 pop cap, squad rein 40, team weapon crew 50
4. Strumpio, 300 mp, 9 pop cap, squad rein 30, team weapon rein 37
USF
1. raw team weapon crew, M2HB rein 22 mp, M1 57mm rein 25 or 22 (i forget), M1 75mm pack howi rein 20 or 22 (i forget)
2. RE squad rein 25, team weapon rein 25
3. Rifleman rein 28, team weapon rein 28
4. Lt, rifle model rein 25, Lt model 50, team weapon crew rein 25 maybe
5. Captain, rifle model 25, RE model 30, Cpt model 50
6. Major, RE model 20, major model 40
Wehr
1. Pioneer and weapon crew rein 25
2. gren and weapon crew rein 30
3. pzgren rein 34, team weapon crew (forget)
4. raw LeFH crew, 30 mp
Sov
1. Combat Engineer rein 21, team weapon 21
2. cons rein 20, team weapon rein 20
3. penal 22, team weapon 22
4. raw team weapon crew rein 15
5. raw B4 203mm, ML-20 crew rein 60 mp
the B4 203mm it's cost 600mp, 15 popcap, 5 crew
per-crew popcap is 3,the weapon itself don't has popcap, so after molotov it or Abandon and re-crew it with cons, the pop cap of B4 was 5.
it's different from ML-20 and LeFH-18, that the weapon itself cost 11 popcap, 4 crew, so after they Abandon and re-crew with gren or cons it still be 15 pop cap.
and why the pop cap of Pak 43 OKW is 13, and the Wehr is 10 ?? after all they are the same unit,
and bring back the unit count indicator (like the old ones before British launch) of OKW, Sov, and Wehr emplacement cuz their crew can be snipe or killed, unlike the British ones ?
and for OKW after they revamp
Panther(superior tank) should buildable after build the 3 of bases like Wehr after they research the three battle phase, cuz the other faction (British and Wehr) panther and comet or churchill came late, not fast as OKW panther
and unlock call-in KT at 13 ~ 15 CP after build the 3 of bases like the other Heavy Tank, so they will be no more 15 minutes KT or Panther like this
the new unit and ability of commander WFA don't have specific voice, maybe in future they have,
and maybe relic to lazy for crate new description for Bronze, Silver, and Gold of Tomy, AT-gun, MG, and cromwell Bulletins, so they copy paste from the Wehr and Sov xD, like the Bronze, Silver, and Gold of WFA bulletins that have same description, LoL
after the launch of British and Revamp of OKW
this game tips no longer relevant
and why relic sale the common commander on store ??
sorry for the bad english xD
thx before
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ALL POP CAP WAS ROUNDED UP IT IS LISTED UNDER BUGFIXES BECAUSE USING DECIMAL POINTS IN POPULATION LED TO A LOT OF THOSE CALL IN BUGS
I hope that it's a accidental caps lock, else the community will be scared of you mr. Rainbowbook
Posts: 102 | Subs: 22
I hope that it's a accidental caps lock, else the community will be scared of you mr. Rainbowbook
i wasnt sure if people would read it if it was in lower case.
Posts: 36
maybe the Infantry call-in units have the same problem too
cuz I don't test them xD
Posts: 830
ALL POP CAP WAS ROUNDED UP IT IS LISTED UNDER BUGFIXES BECAUSE USING DECIMAL POINTS IN POPULATION LED TO A LOT OF THOSE CALL IN BUGS
Sound reasonable, but why on earth give volks such a low pop? I have seen nothing but swarms of them and have been wondering how they can get so many without hitting pop cap in the first place.
Posts: 2636 | Subs: 17
- An infantry model cannot cost 3 popcap (or more); 18 popcap shocks would be too much
- Thus, you are only left with popcap values of 1 and 2
- Cheap infantry (pioneers) will get a popcap value of 1
- Elite infantry will get a popcap value of 2
- What value would you assign to stock infantry?
EASY FIX
1. Increase the population cap to 200 (or 400) and scale up all the values. With a popcap of 200:
- Cheap infantry costs 2 popcap
- Stock infantry costs 3 popcap
- Elite infantry costs 4 popcap
2. If you REALLY care about displaying a popcap of 100, then do the following:
- Your internal engine will do the scaling that I mentioned internally (only use integers)
- When it comes to displaying popcap values to the UI, divide everything by 2
- Consider outputting fractions (you will only have integers, or .5 numbers coming out, nothing weird)
This is way more reasonable than what we have now (sapper popcap = ranger popcap)
Posts: 1006
Good work there wafive!
Volks popcap should be higher than 6 now, 8 sounds fair to me.
Posts: 36
1. engineer unit cop cap is around 4~5, special case with bolster sapper that 6
2. main line infantry, around 6~7, include penal, special case with Bolster tommy that 8
3. Elite Infantry, around 9~10,
Posts: 589
ALL POP CAP WAS ROUNDED UP IT IS LISTED UNDER BUGFIXES BECAUSE USING DECIMAL POINTS IN POPULATION LED TO A LOT OF THOSE CALL IN BUGS
I wasn't sure before, now I'm absolutely certain.
Posts: 4630 | Subs: 2
Royal Engis - 10 pop cap. Where are you my friend?
Shocks same popcap like Sherman?
Posts: 403
i wasnt sure if people would read it if it was in lower case.
That doesn't answer the question if every popcap change was intended when it is undocumented.
Posts: 245
I understand that non-integer popcap values can create a mess and introduce bugs (e.g., pershing call-in). However, I don't think that the system of only allowing integer values AND keeping the popcap to 100 is sustainable, because it doesn't give you enough wiggling space to balance the value.
- An infantry model cannot cost 3 popcap (or more); 18 popcap shocks would be too much
- Thus, you are only left with popcap values of 1 and 2
- Cheap infantry (pioneers) will get a popcap value of 1
- Elite infantry will get a popcap value of 2
- What value would you assign to stock infantry?
EASY FIX
1. Increase the population cap to 200 (or 400) and scale up all the values. With a popcap of 200:
- Cheap infantry costs 2 popcap
- Stock infantry costs 3 popcap
- Elite infantry costs 4 popcap
2. If you REALLY care about displaying a popcap of 100, then do the following:
- Your internal engine will do the scaling that I mentioned internally (only use integers)
- When it comes to displaying popcap values to the UI, divide everything by 2
- Consider outputting fractions (you will only have integers, or .5 numbers coming out, nothing weird)
This is way more reasonable than what we have now (sapper popcap = ranger popcap)
+1. This new popcap system makes no sense. This and the OKW "overhaul" seem like good ideas that only were half finished at the time of release. Fixing popcap related bugs is a good step, but then they didn't take the next step of rebalancing the popcap values so that everything stays in the same relationships to each other and so the same number of overall units can be fielded.
Posts: 3423 | Subs: 1
ALL POP CAP WAS ROUNDED UP
Right, that's why volks went from 6 to 5. Thanks for the help.
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