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Author Topic: Pop numbers  (Read 9456 times)
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nugnugx Offline
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« on: December 14, 2010, 04:19:32 am »

Should unit pops be 2 , 4 , 6 , 8 , 10  and not  3, 5 , 7, 9 ?

I know this would require to nerf/buff some units , but having  3 , 5 , 7, 9 is bad for company building because sometimes you cannot max out your pop and are left out with 23/25 at start for example with 2 pop free.
« Last Edit: December 14, 2010, 05:31:21 am by nugnugx » Logged

Artekas Offline
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« Reply #1 on: December 14, 2010, 04:25:05 am »

No, I don't think a drastic rework of pop should take place just because you can't always use every little bit of it. That's a big balance change made for no reason other than a minor grievance.
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Heartmann Offline
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« Reply #2 on: December 14, 2010, 04:43:27 am »

Er??? lol there is pop 4,5,6,(7 i dont know) but 8 also
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nugnugx Offline
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« Reply #3 on: December 14, 2010, 05:07:31 am »

No, I don't think a drastic rework of pop should take place just because you can't always use every little bit of it. That's a big balance change made for no reason other than a minor grievance.

i know that it's not top priority right now , but for the future when most things will be done balancing this out wouldn't hurt , also the max pop at start then should be 24 or 26 so everything balances out nicely.
« Last Edit: December 14, 2010, 05:26:02 am by nugnugx » Logged
Illegal_Carrot Offline
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« Reply #4 on: December 14, 2010, 05:47:53 am »

If you've got two pop free, throw in an Officer, Pioneer, Schwimmwagon, Lt, Captain, CCT, etc etc.

Managing pop is an important part of company design, just like managing resources or pool. It's important to be able to maximize your firepower, while also using units that work well in tandem. While some units still need pop changes for balance reasons, making it easier to create certain callins should not be a concern.
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Smokaz Offline
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« Reply #5 on: December 14, 2010, 06:40:10 am »

Carrot also recently learned after playing EIR for some years that callins below 8 incur extra penalty in increased call in time
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smurfORnot Offline
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« Reply #6 on: December 14, 2010, 06:53:20 am »

rly? so smaller callin,longer call time?
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Unkn0wn Offline
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« Reply #7 on: December 14, 2010, 06:56:15 am »

Yes
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tank130 Offline
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« Reply #8 on: December 14, 2010, 08:30:08 am »

Carrot also recently learned after playing EIR for some years that callins below 8 incur extra penalty in increased call in time

I don't think he is the only one. I have been here for years and this is the first I have heard of it......
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Smokaz Offline
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« Reply #9 on: December 14, 2010, 08:31:22 am »

thats shocking Wink

have fun not being artifically much worse off than all other players from now on

i guess there's not much info directly pertaining to it other than the newbie guides
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EliteGren Offline
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« Reply #10 on: December 14, 2010, 08:34:57 am »

Always been like that, in old EiR callins below 8 Pop weren't even allowed in the first place. Now we just have it give a timer increase for more freedom
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tank130 Offline
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« Reply #11 on: December 14, 2010, 08:39:59 am »

thats shocking Wink

have fun not being artifically much worse off than all other players from now on

i guess there's not much info directly pertaining to it other than the newbie guides

You see!!!!! All this time you guys thought I sucked. But the truth is I was being handicapped by larger call in timers. Ya that's it, it all makes sense now....... Wink
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nugnugx Offline
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« Reply #12 on: December 14, 2010, 08:47:44 am »

Always been like that,

i know it has been like this,  all paks also had moving cloak untill it was balanced Wink


i'm suggesting it could be looked at.
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Killer344 Offline
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« Reply #13 on: December 14, 2010, 08:50:39 am »

It doesn't need to be looked at, there's nothing broken.
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Smokaz Offline
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« Reply #14 on: December 14, 2010, 08:52:13 am »

Just make good callins?
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skaffa Offline
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« Reply #15 on: December 14, 2010, 08:52:24 am »

Always been like that, in old EiR callins below 8 Pop weren't even allowed in the first place. Now we just have it give a timer increase for more freedom

I once almost tried a game of OMG, I noticed that they used that minimum of 8, pretty gay tbh.
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Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
smurfORnot Offline
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« Reply #16 on: December 14, 2010, 12:21:35 pm »

hmm,does it also have something to do when you call it? because in later game,I see that it almost needs a minute for troops to arrive...
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lionel23 Offline
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« Reply #17 on: December 14, 2010, 01:36:26 pm »

Oh I didn't know callins under 8 pop incurred a penalty, that would explain why my new ranger company has super high timers now.... so if it's over 8, is there no time penalty then?
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Malgoroth Offline
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« Reply #18 on: December 14, 2010, 03:07:31 pm »

Carrot also recently learned after playing EIR for some years that callins below 8 incur extra penalty in increased call in time

Are you fucking serious? When/where were we ever told of this?

I have so many call-ins I need to adjust now...
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Jodomar Offline
EIR Veteran
Posts: 734


« Reply #19 on: December 14, 2010, 03:10:50 pm »

Thank god that most of my call in our 8 pop and above. This would explain the at gun call out delay though.
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