Blobbing
Posts: 135
My question isn't blobbing punished more and why hasn't their been any strides to fix this?
Posts: 1158
Also, blobbing is more of a tactical decision, so if the S being taken out of RTS, it's not directly from blobbing.
I'm not defending blobbing, I'm telling you to deal with it, because it's not going to change.
EDIT: offtopic, how the hell are you on a 26 streak 2v2 random?! If I win 4 in a row the automatcher throws me a teamate so trashy that the AI is 2x more efficient than him and puts me up against competent axis players. Why are you facing blob opponents that could care less when you are at position 3? This is pretty unfair, you see I have to deal with that. You and Romeo both get these lol games where your opponents don't care to win, it seems.
Posts: 680
Posts: 1158
Posts: 4928
Posts: 8154 | Subs: 2
*A blob doesn't need to be amass in a small group susceptible to AOE weapons. It can move in that way but when engaged in combat they just spread out and through sheer DPS they can deal with MGs**.
**When facing blobs, don't rely on 1 MG. Use double unless you want to keep recrewing your MGs.
Posts: 1158
Posts: 2070
Posts: 135
I'm having to carry my teammate a lot of my games lol, at least you play players that play the game, not blob all over the place its very dull
Posts: 135
Posts: 818
I feel like blobbing while not the best way to use troops, is a safe way to play you don't get split up and your units are together but they are not used at maximum efficiency and could still be used better
Posts: 135
Posts: 818
First cover stops giving bonuses if you get close enough, that promotes blobbing when cover doesn't matter probly have a reason for that mechanic but idk what it is
Second Flanking is incredibly risky because of how vulnerable units can be on retreat especially with tanks around some people have suggested custom retreat paths to mitigate this and give more player control idk if they can engineer that though
Thirdly earlier in the game infantry fights seem to have a nice pace, later in the game units die really fast so there is no point in manuevering units into the perfect spot if they will just stand there for 1 second before they get blown up or shot to death. they could adjust veterancy to make later game fights just as slow as early ones
these don't affect specific unit values(though they would buff/nerf some units) but would make it a little more rewarding to space units out use cover and flank/manuever into position
Posts: 135
Posts: 186
The issue is with the early game where MGs are the only option and yet they are not really good against blobs as they should be.
Posts: 1970 | Subs: 5
Posts: 4630 | Subs: 2
Posts: 1970 | Subs: 5
Posts: 4630 | Subs: 2
Clearly you didn't spam enough B4
Was playing as USF
Posts: 196
They could make AOE suppression like 3x bigger to make it basically impossible to frontally assault an MG but I honestly think blobbing is not that big of a deal. All factions have tools to deal with it.
I feel that the Allies have the better anti-blobbing measures - Demos, satchel charges, ISU, Sherman..
Axis can do decently with S-mines, bundled nades, Infiltration nades and such, but are much less likely to get those FUKs.
(gib Goliath pls!)
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