Blobbing
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Posts: 1970 | Subs: 5
If you have a problem with the kubel, volks, or obers, then maybe it's because those units are just overpowered and need to be toned down. The act of blobbing itself is not what's overpowered.
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![avatar of Sierra](/uploads/avatar/10443.png?updated=1405008070)
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Did you do actual math sierra? Those numbers look made up. My daughter starts doing that when she can't figure something out.
Yes Vaz, I actually did the math. I'm not a mathematical genius per se but these are pretty small numbers and it's pretty basic addition.
![avatar of JohnnyB](/uploads/avatar/11660.jpg?updated=1488313304)
Posts: 2396 | Subs: 1
Blobbing is so easy to punish as every faction. In 1v1 especially if you just blob around you will never have any map control at all.
If you have a problem with the kubel, volks, or obers, then maybe it's because those units are just overpowered and need to be toned down. The act of blobbing itself is not what's overpowered.
I don't know if blobs are so easy to punish. It's a pretty effective strategy.
And anyway: OKW Blob > any other blob.
![avatar of Dullahan](/uploads/avatar/805.jpg?updated=1461045374)
Posts: 1384
I don't know if blobs are so easy to punish. It's a pretty effective strategy.
And anyway: OKW Blob > any other blob.
It requires some modicum of coordination to execute, but when you can do it it's easy.
![avatar of Mr. Someguy](/images/avatars/policefusilier.png?updated=1428069587)
Posts: 4928
Panther comes at 490mp + 175fuel, you also need to place the Either the Mechanized HQ or the Medical FHQ which both cost 200mp + 40fuel each, and the Schwerer Panzer HQ for 200mp + 80fuel. In the end to acquire your first Panther costs 890mp + 295fuel! and that's when you're not delaying your teching by purchasing any vehicles whatsoever!
Now if you were to do a little math to calculate what that would be with 100% fuel and muni rather than 66% and 80%, that would be like 890mp + 315-325 adjusted fuel costs.
I'm not sure what your math is, but 315-325 isn't accurate. The actual cost around 443 Fuel for the first Panther tank, because 443 - 33% = 295.
![avatar of Sierra](/uploads/avatar/10443.png?updated=1405008070)
Posts: 432
I'm not sure what your math is, but 315-325 isn't accurate. The actual cost around 443 Fuel for the first Panther tank, because 443 - 33% = 295.
I was trying to estimate what an additional 33% fuel would add on to 295 which I estimated to be 315-325 fuel. If it's 443 fuel, then that's an even bigger disparity and only serves to further my point.
I told you I was no mathematical genius. ;D
OKW needs every bit of power it gets. Otherwise the resource starvation is completely unnecessary and unjustified for mediocre performance in units.
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Posts: 934
Ur welcum!
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![avatar of Mr. Someguy](/images/avatars/policefusilier.png?updated=1428069587)
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I was trying to estimate what an additional 33% fuel would add on to 295 which I estimated to be 315-325 fuel. It's it's 443 fuel, then that's an even bigger disparity and only serves to further my point.
I neglected to factor in OKW's starting fuel, of 40. If we discount the starting fuel, it lowers the minimum fuel for the first Panther to 255. This means it's actually closer to 383 fuel. I knew 443 seemed unusually high, considering they feel like they get Panthers before Ost (they do). I apologize for my error.
![avatar of Sierra](/uploads/avatar/10443.png?updated=1405008070)
Posts: 432
I neglected to factor in OKW's starting fuel, of 40. If we discount the starting fuel, it lowers the minimum fuel for the first Panther to 255. This means it's actually closer to 383 fuel. I knew 443 seemed unusually high, considering they feel like they get Panthers before Ost (they do). I apologize for my error.
You gotta consider also the timers for their SwS HQ Halftracks to arrive.
That's going to artificially delay the panther as well.
In any case that first panther is critical and it will be extremely difficult to go after it without delaying it.
So they will rely on their infantry to do the job.
![avatar of Phy](/uploads/avatar/10076.jpg?updated=1451336755)
Posts: 509 | Subs: 1
In coh1, for USA, getting more than 4 rifles totally drained you the incoming MP. I dont think is that dificult to introduce a penalty of incoming MP for repeating units -the number subject about if it's doctrinal or callin unit- and would certainly force players to use combined arms and stop blobing. Maybe this could help to bring coh2 the maneuvers, flanks and diferent strats that we used to see in coh1 increasing the skill and strategic mind of players.
And remember, not all factions are such favored to blob. The new cool strat of double OKW -in 2vs2- it's as strong as boring to play. One goes only volks with shrecks and the other one goes only obers.
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And it has been discuss before theres little point on making fuel conversion comparison since you get other benefits.
![avatar of Australian Magic](/uploads/avatar/9727.png?updated=1475048234)
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...I dont think is that dificult to introduce a penalty of incoming MP for repeating units...
Ost, okw and sov should not have any problems with such thing but usf...
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Posts: 1963 | Subs: 1
And more rifles.
Ost, okw and sov should not have any problems with such thing but usf...Rifle, Rifle, Rifle, Rifle... no other option.
At least it would stop B4 spamming.
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And more rifles.
At least it would stop B4 spamming.
I can deal with that since Im not exploiting the game and I never built more than 2
![:) :)](/images/Smileys/smile.gif)
But when I see truck pushing my Cons out of cover so Kubel can suppress and Strimpio finish them... Well, exploiting vs exploiting
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Posts: 1963 | Subs: 1
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Posts: 1963 | Subs: 1
YesI smell sadism in this post.
I made the 100th post for this thread. All of you give me a blob now.
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