Pop cap cost differences when re-crewing some weapons
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Also, does this affect upkeep? AFAIK upkeep is based on your current pop cap and not on how many individual mans you have running around on the field (or sitting in a hole, in the case of the Pak43).
TBH I don't see how this would come into play in many games, unless you're using the Ostheer Joint Operations Doctrine and have multiple Pak43s and howitzers. Still...
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Permanently BannedAs I understand it, there is a flat upkeep cost per pop count. I dunno how much it is, but you are right that it makes some unit models unduly expensive in terms of reduction to income.
In DoW2, one of the most prevalent balance changes was to to this economic sustained drain, as secondart to purchase cost, and tertiary to stat changes. There, atleast, devs frequently seemed to enact balance changes in that order of priority towards the end of the game, when most most outstanding stat imbalances had been adjusted.
Dats all I got. Free bump!
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I believe they maintain the same pop as the squad you're recrewing with, as they keep the same weapons, reinforcement cost, and durability as well.
This is my assumption as well. I don't have any evidence to prove it, but I believe I've seen it in-game.
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For everyone 1 pop, 1.5 manpower upkeep is imposed on the player.
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The pop of the new weapon team is dependent on the entity that recrews it. So if you recrew a howitzer with a pioneer squad, the pop of the howitzer goes down drastically.
For everyone 1 pop, 1.5 manpower upkeep is imposed on the player.
That's very interesting. I can imagine players purposely de-crewing their heavy artillery guns and recrewing them wih pios or osttruppen to save on manpower upkeep.
Posts: 2838 | Subs: 3
The pop of the new weapon team is dependent on the entity that recrews it. So if you recrew a howitzer with a pioneer squad, the pop of the howitzer goes down drastically.
For everyone 1 pop, 1.5 manpower upkeep is imposed on the player.
Thanks very much for the info! Nice to know that there can be a benefit to having your expensive weapon crews killed, like Hans pointed out
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but i like the mechanics of recrewing a weapon with certain squads, to make them better.. like KCH 88s that survive 7 sniper shots, or KCH MGs, that kill flanking squads without repositioning... i always found that funny :-)
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iirc, no.
but i like the mechanics of recrewing a weapon with certain squads, to make them better.. like KCH 88s that survive 7 sniper shots, or KCH MGs, that kill flanking squads without repositioning... i always found that funny :-)
That's ok, but getting a better crew with cheapest possible option doesn't make sense. I don't like the idea that it would be better to immediately kill the original crew and then replace it with combatwise identical crew, but with a considerably lower population cost. Especially now that the upkeep is dependent on the used population and not entities.
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That's ok, but getting a better crew with cheapest possible option doesn't make sense. I don't like the idea that it would be better to immediately kill the original crew and then replace it with combatwise identical crew, but with a considerably lower population cost. Especially now that the upkeep is dependent on the used population and not entities.
well, i don't know the exact numbers tbh... but if you recrew with "cheap" squads, most likely especially your defensive capabilities will be significantly lower (as in less armor). offensive capabilities in weapon teams are secondary, but especially when recrwing with pioneers/engineers will most likely be lower too (since the most important offensive weapon will be the captured weapon itself, not the crew weapons). so there most likely will be a tradeoff (for example, in vcoh, the mg42 crew members were essentially pioneers: same armor type, same weapon, some hp).
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