Since there isn't a unique definition of what is a Blob, you'll never see anything like you dreamed.
Saucisson is even telling you that 2 RM+1919 vet2 are wiping unsupported HMG42, is 2 squads a blob?
What he isn't telling you is that using armored piercing round will surely change the tide of the encounter.
To make a close comparison, are 2 sherman/AI within the range of a pak fighting against it and winning an issue? because it is exactly the same concept. Hard counter countered by it's own prey.
HMGs already has been buffed vs blob, but in late game with the thousand of yellow cover popping everywhere, they lost their impact on the game.
Blobbing is a strategy that work better vs bad players, good players usually know what to do to counter it.
If you improve your skill, you'll finish beating them hard and you'll not face them anymore after some games. On the other side they'll never improve their skill and stay where they are in the tide of the automatch ranking.
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Thread: Debuff for blobs27 Jan 2017, 12:34 PM
In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.6 Update21 Jan 2017, 15:11 PM
Imo, you focused too much on Penal, slightly nerfs on them and Guards would have been enough. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update20 Jan 2017, 18:11 PM
I think balancing snipers will never ever be fine. This kind of unit goes against any other game mechanisms. JLI and Pathfinder are much more balanced. I understand your point, just think as it as when you are chasing an almost dead tank and it keeps bouncing your shots until he reachs a safe zone. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update20 Jan 2017, 08:04 AM
Snipers We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes: When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds Snipers cannot cloak until out of combat for 3 seconds A sniper is a big investment in mp and popcap and a m20 already threaten it once it hits the field. With the price increase on the 222, the windows of opportunity to kill the sniper right of the bat is bigger. I'm also uncomfortable with the terminology "hard counter" with the sniper, do you think you should kill any sniper once you get a m20 just because it is the designated hard counter? You'll still need to flank it with different unit + your m20 to shot it down. Last but not least, if you see someone going dual pak, don't build a sherman. You're pretty sure he is going to stale for a Tiger. So If you have it already, use your sherman as flanker and to deny lone cappers and build an extra RM + nade maybe, he is probably low on AI. Also be ready for the tiger. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update19 Jan 2017, 07:45 AM
it has always been the case. Being on the open increase your spacing so reducing the chance to get wipe by a single hit. In: COH2 Gameplay |
Thread: Relic Winter Balance Preview v1.5 Update18 Jan 2017, 07:28 AM
I have asked this over and over and never get any proper response so i ask again: Cuz they don't need it maybe. Asking the question over and over and not accepting the answer provided to you doesn't mean you are right. Ostheer infantry need less squad wipe = improve model spacing, nerf USF mortar, nerf vet3 rifle RA, nerf Brit Engi double nerf, nerf mid game medium tank AI power, nerf mid game light vehicle M15/M20 power etc... It isn't enough? Well more mods and patches are coming after if this one succeed. Since the begining of the mod presentation and even since before, modders stated it: Ostheer is the reference, they want to balance other factions from it. So why would they change the reference? In: COH2 Gameplay |
Thread: Vanilla factions vs DLC factions17 Jan 2017, 14:51 PM
DLC factions have been thought and build around what vanilla factions were. The idea leading the game designers was obviously: how can we make it better, and how can we improve the player experience with the DLC. You have the experience from what vanilla factions can do and can't do and suddenly you want to overcome that and provide a new faction with different design: Vanilla factions have stock flamethrowers, DLC factions will not but have FRP because it's cool, vanilla factions don't have it and it brings new strategical experience. The problem comes from the fact that you can't really propose a lot of faction design on a strategy game if you want to keep them balanced. You can make two different factions with a lot of asymmetrical aspect, but 3,4 or 5 factions. It simply doesn't work. Instead of building a deepest strategical game by providing more dept in both Ostheer and Soviet factions like for example improving and innovating in the Commander point system of the game or bulletins or providing different stock upgrade like they did for the Brit. they went to more factions and less game design. Probably because it is easier to sell a DLC containing new factions, to reach the US market better with the USF faction and then the UK market. In: COH2 Balance |
Thread: UKF Snares - How to balance?17 Jan 2017, 13:38 PM
I just wanted the point that if you've been outplay outplay to the point of a flak halftrack camping your cutoff and you can't do nothing, it has little to do with the flak halftrack. Now more consistently, honestly try to snare a flak halftrack, you may succeed with cons+hoorra and with a multiple flank but trying to snare it as USF is a good way to lose your squad before the grenade comes out and if it comes out. In: COH2 Balance |
Thread: UKF Snares - How to balance?17 Jan 2017, 10:10 AM
If a flak half track on cut off point is GG, what about a Bofor! They both arrive around the same time now. In: COH2 Balance |
Thread: Where is CoH (new steam ver.) ?16 Jan 2017, 13:51 PM
Coh Steam version is purely multiplayer. This version was automatically installed whenever you entered a cd-key from Coh&addons. In: COH Central |
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