Relic should implement UNIT LIMIT
Posts: 137
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Posts: 137
Unit limit is terrible and constricts different builds.
Blobbing and Spamming is even more terrible...
Posts: 474
Spamming is a convoluted term considering making more than 3 rifles can be considered 'spam' but I don't see anything wrong with it.
Posts: 137
COH is like one of the games that literally gives you every opportunity it can to destroy blobs(nades, rocket artillery, AOE suppression, etc.). If you struggle against blobs, consider counter blobing the enemy blobs counter and destroying them that way.
Spamming is a convoluted term considering making more than 3 rifles can be considered 'spam' but I don't see anything wrong with it.
How do u feel to lose a game with 2 Walking Stuka level 5 because the opponent blobs much rapidly than ur recharging ability? One Stuka had 92 kills and other 117... Thats insane man... Frustrating like helll...I tell u...
Posts: 375
I think a good way to stop spamming and blobbing is to implement the unit limit system. For exemple, the number built of Panzershreck was 289.151 (utilize by all Axis Forces in Europe: Germany, Italy, Romania, Finland, Hungary // so we are talking about 7-9 mil soldiers, and we will see that was 1 SHRECK for 25-30 SOLDIERS). Well, where is the accuracy if we give all Volks Squad 1 or 2 shrecks (1 shrek every 3-6 soldiers)? The same with Bazookas, lmg, smg, mg, tanks and all other units in game. This thing will prevent blobbing, alongside with a system that is using penalty for every group of 3+ squad that are together. In that way, the game will be more strategic and players will be forced to use combined arms and not spamming the same unit again and again. Relic should consider this assets. What do u folks think? Thx !
I reckon have two upgrades for the volk, first upgrade is anti tank; this allows for only one panzersheck and the normal handgernade or anti tank nade and upgrade 2 for the volks is an anti infantry upgrade allow the volks to be equip with two STG 44's or 5 mp40's like the old volks from CoH1.
Posts: 621
Its a fragile topic to touch and it would only be something that would mostly affect team games
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Posts: 67
WELP
Posts: 111
COH is like one of the games that literally gives you every opportunity it can to destroy blobs(nades, rocket artillery, AOE suppression, etc.). If you struggle against blobs, consider counter blobing the enemy blobs counter and destroying them that way.
Spamming is a convoluted term considering making more than 3 rifles can be considered 'spam' but I don't see anything wrong with it.
Each side has something that completely counters blobs, either by destroying them or forcing retreat. By the time the blob is back to the front you can be set up to destroy it or force the retreat again.
So yea, complaining about blobbing albeit hilarious isn't really an issue.
Posts: 1605 | Subs: 1
Ideally, you'd design the units such that too much of any one unit would be a liability.
WELP
Posts: 128
Posts: 311
I think a good way to stop spamming and blobbing is to implement the unit limit system.
Better alternative would be that the MGs do more damage, just as they do in real life.
Posts: 1802 | Subs: 1
How do u feel to lose a game with 2 Walking Stuka level 5 because the opponent blobs much rapidly than ur recharging ability? One Stuka had 92 kills and other 117... Thats insane man... Frustrating like helll...I tell u...
Provide a replay and ask strategists for help?
Posts: 137
Better alternative would be that the MGs do more damage, just as they do in real life.
So we can have MG spam...
Posts: 311
So we can have MG spam...
It is easy to kill MGs, at least easier than killing blobs. And it would be more realistic.
Posts: 137
Each side has something that completely counters blobs, either by destroying them or forcing retreat. By the time the blob is back to the front you can be set up to destroy it or force the retreat again.
So yea, complaining about blobbing albeit hilarious isn't really an issue.
Why do i have to find complicated strategies against the simplest strategie in game (blobbing) ? Is not more simple to just make blobbing impossible by Relic ?
Posts: 137
Ideally, you'd design the units such that too much of any one unit would be a liability.
WELP
Yes. This is a very good point !!!
Posts: 311
Posts: 137
I would only support this for only specialist units and Elite units such as snipers, katushyas, Obers, Rangers etc and I would think the limit should be 2-3 but spamming one unit is only viable in team games it wont make much a difference in 1v1 and maybe in 2v2 as you get punished easily for spamming 1 unit
Its a fragile topic to touch and it would only be something that would mostly affect team games
So...are u saying that team games don't deserve attention...?
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