The point is that you are now leading in the current manpower war and you want to pressure as much as you can.
This all sounds great except for the one arbitrary mechanic that kicks in around 30 minutes that prevents you from applying more pressure like what happens for around 99% of gameplay.
That cool decision making about whether to replace a lost squad and risk getting wrecked by vehicles or build an AT gun and risk getting wrecked infantry? The basic mechanics for 99% of gameplay? Suddenly they disappear from minute 30-40 vs a pop-capped opponent.
I'm not sure if you're used to playing closely matched games. A player can still be winning without fully wiping his opponents units. Unfortunately in very closely matched games the player with the better pop-cap density is arbitrarily rewarded.
Consider a game where one player makes decisions 2% better than his opponent per minute of game. Ideally the game would be won around the 50 minutes mark by the player 2% better, but around 30 minutes into the game a player with a better pop-density composition can suddenly be rewarded with a 10% advantage against his opponent.
The first player in this scenario is arbitrarily punished for not being overwhelmingly better than his opponent despite being marginally better than his opponent.
Whole game will break without popcap. Too much to list, here are some:
* spam only 1 unit like snipers or Panthers
-You can do this within the already existing game rules, yet no one is winning with a 10 sniper army
* undefeatably large armies
-Already exists within the current game rules. e.g. losing 3 squads before 10 minutes
* performance: high rendering costs and server side computation costs
* network: high bandwidth will result in lags, fast forward hitches, and delays
-4v4s have 3 times the number of 1v1 units yet no one is complaining about these issues. 4v4 is the only game mode that might struggle with an extra 10% units, but I sincerely doubt anyone already playing these will suddenly have issues.
* snowballing
* short matches as a result of snowballing.
-How exactly are you supposed to win games without any snowballing?
* infantry will become obsolete late game and will result in pure tank spamming since it will be a game of army strength instead of combi ef arms unit composition
-Pop-cap already encourages infantry to become obsolete late game in favor of tank spamming. 2 mortar teams are not better than a tank if you can afford the tank, but they have the same pop cap as a tank.
* large armies may be cooler but requires more micro management - might become more of a Starcraft like game displeasing to players who cannot control huge armies
I play COH because 90% of games are decided by upkeep costs instead of arbitrary pop-caps. I hate the 10% of games that are decided by pop-cap because they're too star-crafty.