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russian armor

how to fix the american population exploit?

9 Apr 2019, 17:15 PM
#21
avatar of Widerstreit

Posts: 1392

Remove the crew

Follow by giving all USF vehicles an ability to:

Self repair and capture territories (activatable at the same time)
(A vehicle that spend 5+ secs under small arms fire in repair mode gets abbandoned, 10+ secs for capping mode)

A new ability for US armor: Transfer- vehicle is reassigned into teammates army

A new mechanic for US armor: If T is pressed at the right time before the vehicle dies, a vehicle crew unit hits the field




Like it.

But instead of the last thing there could be simply the chance to spawn a damaged squad out of the destroyed verhicle.
9 Apr 2019, 18:13 PM
#22
avatar of Tiger Baron

Posts: 3141 | Subs: 2

Remove the crew

Follow by giving all USF vehicles an ability to:

Self repair and capture territories (activatable at the same time)
(A vehicle that spend 5+ secs under small arms fire in repair mode gets abbandoned, 10+ secs for capping mode)

A new ability for US armor: Transfer- vehicle is reassigned into teammates army

A new mechanic for US armor: If T is pressed at the right time before the vehicle dies, a vehicle crew unit hits the field




This would probably be the best workaround of keeping the feature instead of removing it but would sadly require a lot of work to do.
9 Apr 2019, 18:37 PM
#23
avatar of Vipper

Posts: 13476 | Subs: 1

A simply solution would be to increase the pop of Crews.

One could even go further and add (replace) and ability to withdraw unwanted crews.
9 Apr 2019, 19:45 PM
#24
avatar of Katitof

Posts: 17875 | Subs: 8

You people forgot where one of the intended features of vehicle crews is transferable veterancy.

In theory, its perfectly possible to easily have vet3 LVs by letting crew play in jackson for a bit.
10 Apr 2019, 05:57 AM
#25
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

Or to use all the vet accumilated in your LV to give an early boost to your newly arrived sherman/jackson

An overly complex solution with arbitrary conditions and a lot of rework to fix a non issue? No thanks.
10 Apr 2019, 06:48 AM
#26
avatar of Gbpirate
Senior Editor Badge

Posts: 1150

Don't. Fix. What. Isn't. Broken!
10 Apr 2019, 08:39 AM
#27
avatar of KoRneY

Posts: 682

Brits should be able to get out and repair too.
10 Apr 2019, 12:21 PM
#28
avatar of thedarkarmadillo

Posts: 5279

Don't. Fix. What. Isn't. Broken!

But they can do something I can't so it IS broken!!!!
11 Apr 2019, 03:11 AM
#29
avatar of Dyingbattery22

Posts: 32

You can barely reach 110/100 pop cap as USF, 50-60 is impossible. I have tried various builds and i can't get more than that. Each faction has a specific way to repair its armor, so i don't see where's the problem with USF. OKW gets auto repair with the mechanized HQ (or whatever the name of the building is).


you can get to 150 if you buy 4 jacksons.
11 Apr 2019, 04:29 AM
#30
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2



you can get to 150 if you buy 4 jacksons.

Not really directed towards you, but while it's possible to get to 150 pop cap, keep in mind that your manpower income will cease entirely since manpower gain is 300 - (2 * pop cap).
11 Apr 2019, 04:53 AM
#31
avatar of LeOverlord

Posts: 310



you can get to 150 if you buy 4 jacksons.


If you have 4 Jacksons, what's your army composition though? I have done that too, but i had 3 Jacksons, 1 Pershing, 4 Riflemen, Major, ambulance and 1 Rear Echelon Squad. Barely reached 105 pop cap, my squads had been chopped though, i had 2 rifle squads with 4 members each.

Another time i did the same thing but with the M10 tank destroyer. Same infantry composition, but i had 6 M10s. Again, my pop cap reached 110/100.
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