It has nothing to do with how effective or not blobs are.
Actually, it has everything to do with it. That is literally the title of this thread. The goal is to introduce methods for countering blobs WITHOUT punishing individual squads.
Even if you add some sort of "reverse zeal", it simply wont change anything, because the only counter to blobs in CoH3 - tanks, since they can one-shot bunched up models, everything else is basically soft-counters. Everything else is just aren't dealing sufficient damage, to punish bad play.
**YES** That is EXACTLY why I am trying to CHANGE. Everyone here seems to dead set in reviving the rocket arty and indirect meta WHEN THERE IS ANOTHER WAY.
I like the ideas of:
- No auto reinforce on forward trucks.
- Slowed Reinforce in combat.
- No reinforce unless in owned territory.
And would also like to see:
- Inf suppressing after MG suppression like in Coh2. This rewards good micro on the MG and support infantry.
- Larger AOE for tanks, mortars, etc or more anti blob arty like Katy, Werfers, etc. This could help weaken blob health and your support infantry can pick off the weaker units, thereby punishing blobbing.
- Units taking more damage when retreating (as opposed to falling back).
I agree with most of this, but again it falls short of addressing the topic of the thread, that being how to nerf blobbing without affecting players who play with individual squads.
(Def agree on no reinforce unless in owned territory and infantry squads causing lingering suppression on suppressed squads though)
In time the TTK issue needs adjusted. I fear it would take Relic months to adjust all of the damage profiles, etc. So I dont expect to see it soon.
fgsfds
Rosbone, wouldn't increasing received accuracy vs. clumped squads achieve this easily?
Stopping bitching about blob control units being potent vs single squads as well would be a first step.
Stubby stug, 105 sherman, wehr command P4/brummbar, that weird brit one from armored bg.
These do the job well, unless its AT blob.
Ok besides the fact that the 105 sherman is worthless to build in 4v4 because of how much it's outshined by literally the default sherman (and 76's) HE shells, you could say the exact same thing for CoH 2: "Oh well you know, the brummbar and the scott are perfectly fine at dealing with blobs, so we don't really need rocket artillery." Huh? Why do people advocate for giving the USF stock rocket artillery if they have the scott? Isn't that enough? Why does OST get the panzerwerfer? Isn't it unnecessary? Can't we just take it away?
Again, devs are
moving away from rocket artillery and instawipe gameplay. This has brought back into scrutiny the glaring flaw with the CoH ballistics simulation; that being that there are no actual ballistics, it is only squad vs. squad combat in its current implementation.
Because of this, all you need is a simple numbers advantage to beat a squad. 2 is better than 1, right? Well not in warfare. You DON'T see modern militaries
walking around in the fucking human meatball formation because it is
retarded and any fire they draw will be WAY more likely to hit them. THAT IS WHY ARMIES SPREAD OUT THEIR UNITS. WE DON'T NEED TO KEEP REVIVING THE ROCKET ARTY AND INDIRECT META IF WE ACTUALLY
DEAL WITH THE UNDERLYING CAUSE AND MAKE IT SO THAT BLOBS BECOME BIGGER TARGETS.
Listen, imagine you have a baseball, and you're standing in the middle of a field, with a wooden door 50 feet away from you. Your goal is to hit the wooden door. In fact, you can hit any wooden door, and it counts, if you hit the wooden door, you win! Now, is it easier to hit one wooden door standing in a field? Or
a row of 6 doors standing next to each other in a big line?
I'm sure anyone here knows what the answer to that is.
Thank you for your time.