thoughts on new popcap system?
Posts: 589
Posts: 82
For future reference:
Soviets
• M3A1 population from 2 to 4
• M5 Half-track population from 3 to 5
• Katyusha population from 9 to 10
• T70 population from 5 to 6
• SU-76 population from 4 to 6
• SU-85 population from 8 to 12
• T34-76 population from 7 to 10
• T34-85 population from 9 to 12
• KV-8 population from 9 to 14
• IS-2 population from 14 to 24
• ISU-152 population from 17 to 25
Germans
• 222 Scout Car population from 2 to 4
• 251 Half-track population from 3 to 5
• Mortar Half-track population from 5 to 6
• Panzerwerfer population from 9 to 10
• Stug population from 7 to 10
• Ostwind population from 8 to 10
• Panzer IV population from 8 to 12
• Panzer IV Command Tank population from 9 to 12
• Panther population from 11 to 16
• Brummbar population from 13 to 16
• Tiger population from 13 to 24
• Elefant population from 16 to 25
Posts: 2181
Posts: 183
Posts: 35
Unfortunately I don't know enough about the game, and much less about high-end end-game play, so my opinion on the adjustment isn't likely to be very accurate
Posts: 82
Posts: 1221 | Subs: 41
Probably ruins the day of some compstompers and people who like to play annihilation with silly massed armies.
Posts: 3293
Posts: 915
Posts: 4301 | Subs: 2
'why cant i replace my artillery officers!!! oh, my two tigers are half of my army...'.
that said, i had one panzer IV, two tigers, two panzergrenadiers, one granadier, and two pioneers, which isnt too bad.
I just think they went too far with increasing the upkeeps with the most expensive units.
Posts: 53
Maybe they could leave it as it is but make pop cap for 2v2 something like 110-115, 120-130 for 3V3 or so on to compensate.
Posts: 29
Now I've finally saved up enough fuel for a doctrine unit, let me just kamikaze half my army so I can actually produce it.
COH1 had 125, this has 100 and everything is more expensive. Not helped by the fact that capping points doesn't effect the popcap anyway. In general it's pretty ridiculous. One or two extra points I can understand, but doubling some, and 50% to most of them, is insanity.
Kirsk this aint.
Posts: 480
Also encourages more of the bollocks VCOH suiciding units so you can get out the supertanks that were already underused.
Posts: 589
In 1v1 it is imho OK but in team games it is too much. Before the patch I had 3 tigers on the field with infantry support and it was super cool to have (well they cant kill SU85s but still cool). Now I have to suicide units to reinforce some squads in late game which is imho stupid.
Maybe they could leave it as it is but make pop cap for 2v2 something like 110-115, 120-130 for 3V3 or so on to compensate.
seems like a good idea.
Posts: 194
In general though I think the idea is a good one, but some of the numbers might need some massaging. For example, I was initially shocked but then happy to see snipers as 9 popcap because it discourages spamming / hoarding them in the late game. 21 popcap for a Pak43 emplacement is a touch ridiculous though, and the supertanks suck even more now because they block a huge chunk of another possible army.
Posts: 5
Posts: 2181
I was going to make a thread about this actually. After playing some games it feels like 1v1 is generally unaffected unless it goes very late, but team games are kind of punished right now. In a 2v2 I found myself floating 1200MP in the late game because there was nothing I could buy. It became a SC thing of "who can suicide / replace their army fastest" instead of a CoH thing of preservation and tactics.
In general though I think the idea is a good one, but some of the numbers might need some massaging. For example, I was initially shocked but then happy to see snipers as 9 popcap because it discourages spamming / hoarding them in the late game. 21 popcap for a Pak43 emplacement is a touch ridiculous though, and the supertanks suck even more now because they block a huge chunk of another possible army.
wow 21 popcap for such a unit is insane, its very vulnerable to offmap-arty
Posts: 598
It's pretty ridiculous now, especially with some of the unit costs already being detrimental. Shall I pick one PG squad that will get annihilated by a molotov and struggle to kill anything because of weak inf weapons, or shall I have a tank.
Now I've finally saved up enough fuel for a doctrine unit, let me just kamikaze half my army so I can actually produce it.
COH1 had 125, this has 100 and everything is more expensive. Not helped by the fact that capping points doesn't effect the popcap anyway. In general it's pretty ridiculous. One or two extra points I can understand, but doubling some, and 50% to most of them, is insanity.
Kirsk this aint.
you're wrong everywhere, vcoh did not have 125 population it has less than 100 in all games ive played. with 1v1s barely hitting 80 when you have all the map capped.
Posts: 604
Until then you can also decrew your Pak 43/howitzer and put some grenadiers on it instead. They even get to keep their armor, making them more survivable against small arms fire.
Livestreams
30 | |||||
6 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.829222.789+35
- 2.34957.860+14
- 3.587233.716+3
- 4.1095612.641+19
- 5.883398.689+5
- 6.280162.633+8
- 7.998646.607+2
- 8.379114.769+1
- 9.300113.726-1
- 10.717439.620+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
sunwininternational
3 posts in the last week
23 posts in the last month
Welcome our newest member, sunwininternational
Most online: 2043 users on 29 Oct 2023, 01:04 AM