The main issue is that each of us has his definition of blobbing.
Independently from numbers of squads in the same area, we face other issues like squad function in the group.
Let's take a 3 squads example, it can works with 4 squads as well:
Is it blobbing to have a engineer minesweeper with 2 volks/penals/rifles/whatever going forward?
Is it blobbing to have a dedicated AI long range squad close to a AI short range squad and close to a AT squad?
Why would they suffer penalties? Only because they are close to each other?
In the same idea, you may have regrouped them around your truck to heal them, and you're now under attack. Would you agree to suffer penalties for that?
What we call blobbing is attacking, most likely with a A-move in a direction. But there are many others situation where you aren't blobbing but keep your squads close to each other.
This brings me to say that blobbing isn't the issue in fact. Blobbing in the early game isn't an issue because counters exist: MG/HMG/AI trucks, they all rip of blobs.
The problem comes when the blob squads gain extra weapons and vet. The blob becomes at this time too much effective and an MG/HMG cannot handle it anymore alone.
Additional blob extra weapons + vet is superior than MG/HMG vet. Trucks are quite ok but when comes the late game are too vulnerable to ATguns,med tanks and heavy tanks.
What I propose is to found a way to better buff MG/HMG in the late game so it can continue to counter blobs.
I think their DPS with vet is enough, increasing it would brings some negative side effects.
As ideas to improve those counters, going with veterancy:
- better resistance to grenade
- faster deployment rate
- larger sigh of vision or larger cone of fire (depending of the MG model)
- Vet3 HMG/MG able to use grenade to defend themselve, can only be launch in the cone of fire.
Other ideas?
![Honor icon](/images/replay/honor_icon.png)