Blobbing? - Remove the dragbox
Posts: 17914 | Subs: 8
Posts: 12
Honestly, I think they should just make the received accuracy modifier in a squad change dynamically dependent on how many other squads are in close proximity. This would make blobs more vulnerable and would also make sense in terms of realism.
Posts: 1604 | Subs: 3
Lets remove the guns from FPS
MMOs should be single player only
Mario shouldn't be able to jump anymore
Posts: 4928
Lets remove the guns from FPS
I'm all for this, I'm sick of guns ruining my first person stabbers.
Posts: 8154 | Subs: 2
I'm all for this, I'm sick of guns ruining my first person stabbers.
Knife OP. Doing 0HK and shit.
Posts: 24
Posts: 284
Posts: 3052 | Subs: 15
Sorry but i think removing the box is not the solution. Maybe adding more splash damage to tanks could work.
"OMG that sherman with AP rounds keeps wiping my Vet 3 LMG grens in one HIT. WTF NERF"
Posts: 1604 | Subs: 3
"OMG that sherman with AP rounds keeps wiping my Vet 3 LMG grens in one HIT. WTF NERF"
As if it's not already the case
Posts: 589
Posts: 476
Like in SC one.
Starcraft 2 added better pathing, and its the reason they got deathballs.
Honestly, instead of such stupid Ideas, I would rather give troops a debuff when they are blobbed.
As I see it there are 3 ways to reduce blobbing:
1. Give them a direct debuff. We could call it whatever we want Not enough supply in the area, enemy shots will hit somebody, enemys get a moraleboost when being outnumbered, logistics or the chaincommmand get disturbed, whatever. But that would be pretty radical, and somewhat lazy.
2. Better options to deal with blobs/ greater risks with blobbing. This could be mortars who get cheaper flaming barrages, or generall bigger (and maybe weaker) aoe. Or better MGs. The biggest problem here, is to find the fine balance, where the units are specifically better against big blobs, not against everything.
3. More incentives to spread out. Mostly through mapdesign, or broader mechanic changes. For example maybe you get bonus ressources when you have a unit in a territory (enemy or friendly), but more than one in the same area gives no advantage. It could be a supply thing, lets say the upkeep gets reduced for 1 unit per sector?
1, would be the easyest solution, but not very refined.
2 would be relative easy, but will require some balancing.
3 is the most complicated, and would need the most balancing afterwards.
So I would just go for 2. Just buff some AOE units. Its relative easy, then the Meta will adjust, and you can balance it a bit.
Posts: 1963 | Subs: 1
Lets just add shit pathing for infantry units^^No. 2 seems like the CoH1 mortar which I really liked. Big AoE, not enough damage to kill. At least it will scare the blobs away.
Like in SC one.
Starcraft 2 added better pathing, and its the reason they got deathballs.
Honestly, instead of such stupid Ideas, I would rather give troops a debuff when they are blobbed.
As I see it there are 3 ways to reduce blobbing:
1. Give them a direct debuff. We could call it whatever we want Not enough supply in the area, enemy shots will hit somebody, enemys get a moraleboost when being outnumbered, logistics or the chaincommmand get disturbed, whatever. But that would be pretty radical, and somewhat lazy.
2. Better options to deal with blobs/ greater risks with blobbing. This could be mortars who get cheaper flaming barrages, or generall bigger (and maybe weaker) aoe. Or better MGs. The biggest problem here, is to find the fine balance, where the units are specifically better against big blobs, not against everything.
3. More incentives to spread out. Mostly through mapdesign, or broader mechanic changes. For example maybe you get bonus ressources when you have a unit in a territory (enemy or friendly), but more than one in the same area gives no advantage. It could be a supply thing, lets say the upkeep gets reduced for 1 unit per sector?
1, would be the easyest solution, but not very refined.
2 would be relative easy, but will require some balancing.
3 is the most complicated, and would need the most balancing afterwards.
So I would just go for 2. Just buff some AOE units. Its relative easy, then the Meta will adjust, and you can balance it a bit.
Posts: 960
Lets just add shit pathing for infantry units^^
1. Give them a direct debuff. We could call it whatever we want Not enough supply in the area, enemy shots will hit somebody, enemys get a moraleboost when being outnumbered, logistics or the chaincommmand get disturbed, whatever. But that would be pretty radical, and somewhat lazy.
2. Better options to deal with blobs/ greater risks with blobbing. This could be mortars who get cheaper flaming barrages, or generall bigger (and maybe weaker) aoe. Or better MGs. The biggest problem here, is to find the fine balance, where the units are specifically better against big blobs, not against everything.
3. More incentives to spread out. Mostly through mapdesign, or broader mechanic changes. For example maybe you get bonus ressources when you have a unit in a territory (enemy or friendly), but more than one in the same area gives no advantage. It could be a supply thing, lets say the upkeep gets reduced for 1 unit per sector?
I could see something like that working; just give the MG a suppression bonus vs. grouped units.
Basically, give each MG an "AOE" (invisible) that centers around where they are firing (easy to figure this out via bullet path). For every unit inside that AOE Oval (centered on the firing target, but stretched out behind and infront of the target), suppression increases by X.
As a result, if you try to run a blob of infantry through a choke-point (any of those "bridges" on semois), you'd end up with a huge number of units in that AoE-Oval, and as a result, suppression would be massive (I would be fine with Launch-MG42-With-Supression-Bulletin levels).
For gameplay, this would be good; it would stop blobs of death running right up to an MG. It would also make the MG an area-denial weapon, like it's supposed to be and re-introduce the clever placement of MGs. It also wouldn't be that tricky to beat, as simply flanking it, or spreading your units out (outside the AoE) would nullify it. Queue mine usage and proper support.
For realism, it just makes sense; if you're an MG-gunner, and you see a huge blob of guys in front of you (right in your direct LoS firing arch), you're going to hold down the trigger until the barrel melts and/or you run out of ammo. Against a single guy or two, you'd want to conserve ammo and fire in short bursts.
Alternatively, you could just give a movement and damage nerf (negative zeal, anyone?) to blobs. The guys at the back aren't going to be able to see/shoot anything, and the guys in the middle will have no idea where they're going.
Posts: 306
Stupidest change ive ever heard.
Maybe u can also suggest changing everything's damage to 0 so everything is balanced.
Posts: 829
2. Vast majority of players doesn't, and never will have skills to micromanage their units. They find blobbing and the only possible and fun way to play. Forcing people to micromanage units will result in and and
I understand your frustration but Relic has to make game play appealing to everyone
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