Obviously if this feature were to be implemented there would be a stop-gap preventing the player with the recovery capability from going over the popcap.
My point isn't that there's no way to make it happen. My point is that exceesing the pop cap is already prefectly acceptable and it would be arbitrary to restrict the recovery vehicles in that matter. People would only complain. You can re-crew vehicles to go over, why not re-build?
Stop playing nescient please. Anytime you charge into the opponents' base to finish off a vehicle you are taking the same make or break risk whether or not there are recovery vehicles to reconstitute wrecks.
The point is completely asinine considering if you were to fail and have your tanks destroyed...well you are probably finished match-wise anyway and further if you were successful, you'd likely have the wherewithal to fire an extra shot to destroy the enemy wreck.
The recovery vehicle has absolutely no effect on the outcome of that engagement, it only elevates the risk. That is IF a player has selected that commander to start with.
Missing the point level world record.
The only way to kill heavies with mediums is to chase them. If you try and go face to face with them, you lose. If you try peekaboo with them, you're not a TD, so you're dead. It's a big part of why heavy call in meta is so popular; heavy tanks demand so much work to kill and reversing into your lines is easy as piddle.
The reason you chase is because the period in which your opponent has no heavy tank, after the trade off, is notably longer than the period in which you will have no mediums. In exchange for trading off in that manner you can have a period of map dominance with your next medium. Chasing into an enemy base to finish a King Tiger is currently, as it should be, a very strong tactical decision. If you get away with a medium intact, good! If you don't,
still good. Allowing the recovery of those wrecks now stranded deep in enemy territory means what should have been the only viable option for killing KT's with a couple of 85's becomes feeding your opponent enormous amounts of resources, turning what should have been a defeat for them into at best a draw and at worst a tactical advantage for them.
This is why it's a bad idea- it messes with game balance in the favour of a player who should be on the back foot.
The same situation can be reversed and the Axis could be chasing your IS-2 or reversing 152 into your base and if you have the recovery vehicles on your team you could gain the same advantage. It could add a new layer of strategy where you lure big tanks into your territory and disable and recover them if they take the bait and if you are successful in your ambush.
It would be bad for the Russians, too, the KT and Tiger are just more common examples of heavy tanks and German Medium spam is so rare when Tigers are available from so many, many commanders.
CHasing into the base IS the way you usually have to deal with large/long range tanks. Killing a very expensive vehicle usually demands losing a large amount of medium armour. It's not strategy at all, it's being able to have free tanks and turning losses
from both sides into a personal advantage.
So much no.
You are conveniently forgetting important balance considerations like the CP level and cost of the recovery vehicle itself, the wreck recover time and how long that unit would be vulnerable, the other CP abilities of that commander...these would all be adjusted to the point where the commander would make sense.
Bull. They're wafting smoke over the fact that the very concept of the unit is terrible.
A game based almost entirely on one concept: Unit Preservation. Veterancy, resource costs, everything in CoH2 is based around the concept of unit preservation.
Good micro preserves units and resources. Good use of cover and tratergy ensures you can combat your opponent, preserving units where he loses them. It all boils down to keeping your stuff alive and killing his for the sweet, sweet vet.
Recovery vehicles? Throw it out the window.
No amount of tweaking CP arrival times or ability length or what other chaff the commander has will change the fact it screws with the one, vital, central core game mechanic.
What does the game size matter? That one player who opted to go the Recovery vehicle route means you have one less commander on the opposing side with a powerful call-in. That is huge in 2v2s and even carries weight in larger games...please tell me that you see that.
Ah yes, of course! That's why Close Air Support is currently so worthless, it has no heavy tanks! As does Urban Defense! Two worthless, never taken in 4v4 commanders.
Ignoring the fact recovery vehicles means he would, in fact, have access to heavy tanks.