The game is all about blobbing , blobbing, blobbing ... No strategy, no tactics, just blobbing. Who has the strongest blob wins. Who retreats his blob more rapidly takes the match. No flanking, no mines, no nothing...just attack in the middle of the map with all ur army (volks+shreks, infantry+piat, riflemen+zookas, pzgrens+shrek). Relic, are u happy? Only 1v1 are a little bit more realistic...but even there we have a blobber in the top (HOI.Paula)...So, Relic, is this a strategy game or just a fcking blob contest ? Make something because this is very very sad... There is no more pleasure to play this game...honestly. |
I’m only an average player ranking anywhere in the middle oft the player base. Playing 2v2 and up with friends for fun one or two evenings a week. At my level of skill blobbing is such a huge killer of gameplay, that it really gets annoying. Of course there are counters, but while the real hard counters often come too late the early available soft counter get easily smoked by USF, mortared by various factions or long range grenaded by axis factions etc. Blobbing yourself seems to work out on most matchups.
It would be so easy to stop blobbing at low/average skill while making the game more interesting at high skill level at the same time.
All infantry should be vastly more prone to supression and incoming projectiles when moving/standing in the open. Any kind of MG should instantly supress squads in the open, no more crawling around and tossing grenades. Right now CoH feels so strong arcade-like instead of beeing a strategy game.
Instead of blobbing versus MG and alike you really would have to use counter tactics (sniper, mortar smoke rounds, recon for a flank path, etc.) to advance.
There would be mechanics to reduce the handicap for handheld AT weapons and assault troops which would surely result out of this changes. Assault troops could get a partly concealing smoke grenade like the commandos to provide cover and help storming positions. Handheld AT weapons could be more potent when fired out of cover to make a tank think twice of entering an unrevealed street or hedge row.
Goal of this changes: Punish blobbing and make combined arms more attractive on all skill levels. There are enough underused abilitIes that would prevent turning the game in something static already. Take mortar smoke rounds for example. I would bet smoke mortar rounds get used next to never by average players and even when watching a high skill replay, it seems to be a non existent ability.
What do you think? Should be moving out in the open punished hard or should the game stay more arcade like with ahistorical infantry combat? Feel free to comment.
Yes. Blobbing is a real issue atm. Its the motive i quit playing CoH 2. I hope thar Relic will make some big changes, or i'll be forced to find another game. Now i'm playing Europa Universalis 4. I had myself countless posts regarding this aspect (blobbing). It just kills the game... So, Relic, we expect your next move ! Happy Holydays !!! |
Very simple, design the blobbing nations in a a way that prevents blobbing.
OKW --> Remove shreck from volks, put them on Sturms make the medic truck and repair truck side teching abilities, including schwere HQ flak gun. (reduce tank prices back to the initial values if this is implementend)
USF --> Give them a normal mortar that creates a better synergy for combined arms, so people will actually get mgs and support them with mortars. (mortars cost more pop cap than infantry squad, so will reduce rifle spam if one also gets mgs)
OST --> Don't really see how blobbing for Ostheer is any kind of effective in 1v1, don't see a fix for something that isn't a problem either.
Soviets --> Remove flamethrower from penals, including satchall. Give penals a buff and an anti tank grenade, give satchalls to engineers, which can be used if they have a flamethrower as well. This will stop t0 instant conscript spam. Cons will still be helpful with merge, oorah, molotov and anti tank grenade, yet not the blobbing tool they are now, since T1 will house a good solid infantry unit.
UKF --> nothing is worthy in this army, it is a joke. That aside, give them a normal mortar and remove mortar emplacement.
Ya...seems fair... |
Lol, historical accuracy. Not here, man.
But where man ? |
I like you are putting effort into your post and came up with a concept for a possible solution!
Unfortunately, this is not the solution this game needs. Keep it up though!
If you are so smart, come with a solution ! |
This is not a complicated strat. I agree that blobbing is the simpliest of all but there is a number of things every coh players must know how to do. This not only includes blobbing but also its counters: mg placing and artillery. These are all basics of the basics that anyone should do automatically while thining about real strategies so theese shouldnt be treated as strats of different complexity.
Btw we already have that stupid heavy tank limit, no need for more of that crap.
It's fcking annoying to lose a game wit 2 Walking Stuka level 5 on the field (100+ kills for each of them) just because the opponet keep blobbing Riflemen with zooka over and over again... No strat, no use of cover...not even attack move....just a big nice blob of riflemen with zookas...The game is so brocken atm ! |
What is the best elite inf for OKW these days? Obers or Fals?
The Volks + Shrek Blob !!! |
Well I just played a 1v1 on Angoville as OKW against a USF player who by the halfway point made nothing except Rangers and gave them Zooks. I used all the anti-blob tools I could but it was like a zombie apocalypse. There is nothing you can do once the hoard gets so big. I agree, there needs to be a limit to number of specific units. It makes it cheesy and boring.
I've lost against hordes of allies with 2 Walking Stukas level 5 on the field... They just kept coming and coming... Relic must act to change this... |
Seems like right now Double USF can beat all axis combinations except double OKW, while double OKW beats all allies combination except double USF
3 volks + shrecks (no brainer with full mun), tanky kubel caps the map, 3 Rifles focus fire on it and still can get away.
THEN support by 4 LeiGs + Stuka, 2 Flak HQ lockdowns.
Spam the best elite infantry in the game until command panther + JT.
OKW easy mode. Best early game best late game.
double USF, enough early mid game power to fight double OKW.
Rifleman blob with 1919/BARs + 50 cal > Volks blob.
M20 shuts down Kubel.
Captain + Stuart hold Panzer II in line.
Just blob BAR/1919 Rifles + bazooka REs until you get 10 CP and SPAM marginally OP cheesy Calliope.
or Pershing call in.
It's sad to see the meta has come down to this.
British has no chance in early game, while Ostheer can do absolutely nothing about Calliope, it will just slowly chop away all your support weapons and stripe you naked.
The game is really fcked up atm. I'm playing Europa Universalis 4 right now. I hope they will repair it, because they are loosing players.. |
Played a few games with What Doth Life this evening, and I suggested to him an interesting proposition regarding the panzerschreck.
Doth Life said the Schreck's problem is its ubiquity on volksgrenadiers. I agree. It's the best handheld AT in the game, on a squad with still awesome veterancy and survivability (thanks to its 5-man size). What I thought of in the moment was something crazy: replace the panzerschreck with the panzerfaust. This wouldn't be the engine-disabling faust, and it may not even be the heat-seeking faust that grens/falls have, but it would work in a similar way. You click the button or hit the hotkey, select the vehicle, and then, boom, you fire at it. You do damage to the vehicle, but no engine damage occurs.
Let's say the faust is free; it is required that you get one truck up (like the current schreck) and maybe there's a small muni upgrade (like 10-20) and you gain the ability to faust vehicles. Perhaps, even, it could be a 60 muni upgrade but with a set number of shots (6 - 10m/faust). It doesn't matter, so long as its not too expensive but not too cheap either. The faust could do anywhere between 50 and 100 damage (100 being the default damage for all vehicle snares in coh2). Cool down of 10-15 seconds. Range of 20-25.
There are several advantages to this regarding both gameplay and historical accuracy:
1) Volks no longer lose 20% of their anti-infantry power due to a schreck
2) no more schreck blobs
3) reflects Wehrmacht in 1945: lots of panzerfausts
4) increased importance of combined arms
-Can't just spam volks and schrecks to counter armour; couple or three of these fausts +double raketenwerfer or a captured/commandeered AT gun to take out enemy armor.
Now, and obvious counter-argument is, "this costs too much muni in the long term". While that is certainly a fair argument, there are other ways of reflecting the 1945 German army besides a research penalty. The increased fuel costs of OKW late-game vehicles is a way of displaying the same effect. Instead of reducing income, the cost of things is increased. The panzerfaust was cheap. Even late in the war it was still produced in large numbers, as an individual could disable one of the seemingly endless horde of T-34s rolling towards Berlin.
The only conceivable issue this would present is with the game itself; is it possible for an ability that one selects a target to miss? I.e, is it possible to implement this ability without it being 100% chance to hit if the vehicle is within the arc when the button is clicked? Currently, fausts will hit 100% of the time (unless there's a bug) and it is essentially a homing missile; if the vehicle backs out, goes behind a rock, and is essentially not able to be shot at, the faust will still hit the vehicle.
Discuss.
Yes, very good... or even a Panzerbüchse 39 upgrade to Volks that costs around 40-50 muni and a cost to research them (or to have one of the trucks setup). |