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Pop numbers
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Topic: Pop numbers (Read 9373 times)
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nugnugx
Donator
Posts: 4051
Pop numbers
«
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
»
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Artekas
Donator
Posts: 784
Re: Pop numbers
«
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
Officer of Kindness
Posts: 1776
Re: Pop numbers
«
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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Quote from: EIRRMod on December 24, 2012, 04:19:41 pm
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nugnugx
Donator
Posts: 4051
Re: Pop numbers
«
Reply #3 on:
December 14, 2010, 05:07:31 am »
Quote from: Artekas 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.
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
»
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Pop numbers
«
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
Honoured Member
Posts: 11418
Re: Pop numbers
«
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
EIR Veteran
Posts: 4715
Re: Pop numbers
«
Reply #6 on:
December 14, 2010, 06:53:20 am »
rly? so smaller callin,longer call time?
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Unkn0wn
No longer retired
Posts: 18379
Re: Pop numbers
«
Reply #7 on:
December 14, 2010, 06:56:15 am »
Yes
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tank130
Sugar Daddy
Posts: 8889
Re: Pop numbers
«
Reply #8 on:
December 14, 2010, 08:30:08 am »
Quote from: Smokaz 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
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
Honoured Member
Posts: 11418
Re: Pop numbers
«
Reply #9 on:
December 14, 2010, 08:31:22 am »
thats shocking
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
EIR Veteran
Posts: 6106
Re: Pop numbers
«
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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Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
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
tank130
Sugar Daddy
Posts: 8889
Re: Pop numbers
«
Reply #11 on:
December 14, 2010, 08:39:59 am »
Quote from: Smokaz on December 14, 2010, 08:31:22 am
thats shocking
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.......
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nugnugx
Donator
Posts: 4051
Re: Pop numbers
«
Reply #12 on:
December 14, 2010, 08:47:44 am »
Quote from: EliteGren on December 14, 2010, 08:34:57 am
Always been like that,
i know it has been like this, all paks also had moving cloak untill it was balanced
i'm suggesting it could be looked at.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Pop numbers
«
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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Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Smokaz
Honoured Member
Posts: 11418
Re: Pop numbers
«
Reply #14 on:
December 14, 2010, 08:52:13 am »
Just make good callins?
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Pop numbers
«
Reply #15 on:
December 14, 2010, 08:52:24 am »
Quote from: EliteGren 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
I once almost tried a game of OMG, I noticed that they used that minimum of 8, pretty gay tbh.
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Quote from: deadbolt
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> hated for creating best and most played eir maps
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47k new all time record?
Quote from: deadbolt
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
EIR Veteran
Posts: 4715
Re: Pop numbers
«
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...
Logged
lionel23
Donator
Posts: 1854
Re: Pop numbers
«
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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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Malgoroth
Donator
Posts: 960
Re: Pop numbers
«
Reply #18 on:
December 14, 2010, 03:07:31 pm »
Quote from: Smokaz 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
Are you fucking serious? When/where were we ever told of this?
I have so many call-ins I need to adjust now...
Logged
Jodomar
EIR Veteran
Posts: 734
Re: Pop numbers
«
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.
Logged
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