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?
Huh? Do people complain when a built unit is pending free space in your pop cap despite the build time and resources being paid up? Why would anyone complain if the recover ability was disabled once you got within 8CP (for instance) of your cap?
Missing the point level world record.
I could honestly say the same.
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.
Please. It's not the "only" way. Flanks, mines, careful positioning/creeping of AT guns, aerial bombardment, for axis there is heavy AT positions and AT infantry. To claim that the ONLY way to take out heavies is to chase them into their base would have me thinking of whether you have ever heard of engine damage crit.
Seriously it's hard to lend an ear to your "point" when you make exaggerations like this that completely discredit your concerns.
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.
Who says you need to kill every unit on your opponent's roster to win? OKW often loses not because their KT's get destroyed but because all of the KT's support crumbles. The beauty of VP means you only have to push the enemy back, not outright destroy every valuable unit they have.
Trust me, I know, i've won and lost many games with heavy tanks at base needing extensive repairs.
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.
Again you make it sound so easy when so many stars need to align for one player to raise an army of zombie tanks...I honestly do not see this situation happening often, and so often that it'd break any balance that currently exits.
Bull. They're wafting smoke over the fact that the very concept of the unit is terrible.
By your own argument recovering doesn't work because of the current balance meta, your argument, not mine....how does that make the concept itself, which exists independent of the current balance, 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.
I'm surprised someone who is citing current balance and meta as a reason NOT to have wreck recovery, is also making the unit preservation/cover/vet argument...like look out the window...do you see that blob coming for you completely ignoring cover, strategy, safety but instead relying on human wave tactics?
Figure out how you want to argue against this. A) From a current balance POV or B) from a CoH2 core concept POV because currently they are at odds.
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.
Now a straw man? Really? When did I say commanders without powerful call-ins were "worthless"?
Ignoring the fact recovery vehicles means he would, in fact, have access to heavy tanks.
Word game. The player wouldn't be able to call in a heavy himself based on his commander abilities, meaning a heavy would have to come from another player's resource pool and commander choice. You know exactly what i'm talking about.