A hard cap would be like admitting that they can't make their own game work and they have to limit players to do so. It would be a failure of game design.
That said it wouldn't work with USF vehicles.
Major pop reduction
27 Oct 2014, 07:50 AM
#21

Posts: 110
27 Oct 2014, 08:45 AM
#22

Posts: 157
call me greedy, but Major should be 0 pop cost.
even at 3 pop its not worth it.
Its bloody expensive to reinforced 25+25+50, poor performance than RE
I find that reasonable for Lt, Cpt and Mj to be 0 pop cost since they comes from a FU intensive teching and only 1 squad is allowed. Call it a perk for USF.
even at 3 pop its not worth it.
Its bloody expensive to reinforced 25+25+50, poor performance than RE
I find that reasonable for Lt, Cpt and Mj to be 0 pop cost since they comes from a FU intensive teching and only 1 squad is allowed. Call it a perk for USF.
29 Oct 2014, 09:25 AM
#23

Posts: 150
call me greedy, but Major should be 0 pop cost.
even at 3 pop its not worth it.
Its bloody expensive to reinforced 25+25+50, poor performance than RE
I find that reasonable for Lt, Cpt and Mj to be 0 pop cost since they comes from a FU intensive teching and only 1 squad is allowed. Call it a perk for USF.
Only the usf get anything and don't need to build a building to tec. The teching isn't fucking expensive compared to the fact that you get a very good unit for it. The major is a moveable retreat point, i don't know what you want more and it has some very useful abilitys like the fake smoke or the arty and it has a recon overflight, nondoctrinal. So i think it's worth 5 pop, since you can exceed your popcap with usf anyway.
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