Were mortar pits uncounterable pre-patch? The only thing that changed was it's late game utility with the new barrage and the 2nd mortar upgrade split cost. If you're suddenly having trouble with Pits it's not because of durability or timing unless you think the un-upgraded pit is too strong. (it's not) If anything it should be easier to counter in team games since OKW gets access to Napalm rockets at Vet 1 now. I do like the new barrage it's strong where I usually would kill ISGs and support weapons that I targeted but it's infrequent enough that I found it impossible to counter team weapon spam with the heavy barrage alone.
Well, I suppose the argument is that it now significantly outranges Axis indirects (Those that are nondoctrinal, and are an actual threat to it, I mean), and can sit well out of the reach of PAKs and place itself somewhere it is far less able to be dove by tanks, meaning that a VERY deep Mortar Pit is almost like a nondoctrinal howitzer with much better survivability.
I haven't tested the unit myself, nor played against it yet, but I can see how it might be an issue. I think we'll have to see how it all plays out in practice (in teamgames specifically) before any knee-jerk further changes are made. I just hope it doesnt feel too AIDS to play against... though I always go Overwatch against brits anyway, so i can just LEFH it to death if its' too much a problem. |
If two players have 4500 manpower to spend:
How many engis can player 1 buy at 100 pop-cap?
How many sturm pios can player 2 buy at 100 pop-cap?
How many engis can player 1 buy at 125 pop-cap?
How many sturm pios can player 2 buy at 125 pop-cap?
Please give percent differences for both players from 100 pop to 125 pop.
Irrelevant, and a completely pointless scenario. Players do not magically have 4500 MP, and do not fill their population with engineers or sturmpioneers. You are failing to understand the actual problem.
You are sticking a bandaid on the problem rather than actually coming up with a real solution. Increasing popcap instead of doing the intelligent thing and rebalancing population costs for various units does not fix issues. You merely make currently population-efficient factions even stronger, and population inefficient factions gain a negligible benefit, and further: A 125 popcap army drains MP even faster than a 100 popcap army.
I'm not sure why you're dead-set on this ill-conceived "Just increase popcap" idea, and I'm not entertaining your meaningless fantasy scenarios.
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15/100=.15
15/125=.12
Wow increasing pop by 25 decreases the necessary engineering pop by 3%, and that's not even a huge proportion of 'necessary' pop!
Keep in mind you're free to constructively add your own possible solutions instead of shitting on my thread.
Except literally every single other unit is affected in exactly the same way, resulting in zero benefit, as you will have the same proportion of units.
Your solution isnt very good, face it. I've already stated the actual solution to the issue earlier in the thread. |
I've never seen a serious game without engineers using the repair ability. I have seen plenty of serious games where all these other abilities aren't used. Hence repair is a primary use, the other abilities are secondary.
This is all subjective however and isn't really worth seriously arguing now that you've outright admitted that EFAs need anywhere from infinite to 1.5x the engineering pop as WFAs.
Cool cope post tho.
Cute, how does increasing population caps by a flat amount solve this alleged issue? |
Strummingbird said EFAs need 10-15 pop of engineers to be competitive. Your response is that USF need 0, OKW need 8, and brits might use 10, yet I'm the one failing to make a cogent point in the thread whose thesis is that EFAs are limited by poor pop utilization?
He said this in response to you making the absurd statement that factions only have engineers to repair their vehicles, and that this should somehow be "Added on" to the population cost of vehicles, despite the fact that engineer units, as I've already explained to you, have myriad uses beyond repairing.
You haven't provided any sort of real suggestion to fix the issues you're suggesting exist, other than to just increase or remove the population cap, which does NOTHING to solve any of these issues you outline.
Are you actually just trolling, or what?
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So just so we're clear: the two EFA armies need at least two engineer squads to be competitive, while only one of the WFA has even a weak case for a second squad of engineers?
UKF's case is hardly weak. Sappers are an extremely valuable unit even beside the fact they're used to repair vehicles.
Only USF can do "without" engineers, and even then this isnt really the case, given that Rear Echelon build green cover, barbed wire, and Mines for USF. OKW would love to have two, but their population cost makes this non-viable.
The point is that you haven't really made a cogent point here. Your "Solutions" to this "problem" regarding popcap don't solve anything, and the examples and anecdotes you keep dreaming up aren't realistic in the slightest. |
Which unfortunately wouldnt improve anything really, and it would render an entire veterancy stage useless once major is deployed
Not necessarily. Vet1 could well give regular bonuses on top of giving the AT grenade unlock, there's nothing stopping the unit getting both an ability and bonuses with the same veterancy level. |
Its not a model thing, targeting priority is focusing fire on the weapon itself rather then entity operating it and since weapon can't be broken before its decrewed it ends up like that.
The AOE from the 222 and PIV shells should still kill the unit manning the Mortar, surely?
Also, unrelated: Has the Kubelwagen vat-3 self-repair issue been rectified in this patch? That is to say; If a Kubelwagen self-repairs with its vet-3 passive, does it repair its own engine damage now? Pre-patch it would repair itself to full HP, but then still have an engine critical.
EDIT: Read the "Fix" notes myself. Not sure why i didn't do that to begin with.
- Fixed an issue where the Kubel could not repair criticals on itself when at veterancy 3 |
I didn't get to try it out. I don't think it's going to be a major factor though. Bofors are just really annoying to take down. It's going to be a more "win more" aspect rather then a game changer. AEC will still be the go-to. In teamgames now though it'll also just be nice to have AA that isn't the centaur, although as I stated the centaur is now incredible, so it's not like brits were lacking AA. Honestly it'll just be annoying in the lategame to just try and cap VPs and there will a bofors there that will take minutes to take down unless you have heavy arty.
Brits are AIDS, news at 11. |
If a USF player is at pop cap and requisitions an officer, the tier unlocks and the unit is lost instead of held in the queue like other factions.
That sounds almost intentional. |