Meanwhile I enjoy the improved game balance and new content and wait for the hotfix... |
Interesting suggestion about cover, but I am not sure it would make the game more fun (its not about making blobing totally unviable - its sort of tactics or a palystyle however u look at it, but about reducting its appeal for OKW/USF factions by offering more ways to approach matches and make it less common, esp USF vs OKW). Making cover extremely effective might turn this game into cover race - who gets to cover first in early game could have enormous advantage which could ruin gameplay on some maps. And off topic, COH series is possibly THE LEAST BLOBBY RTS I HAVE EVER PLAYED. Just look at starcraft 2 terran biobblobs, protoss blobs etc.
Oh and dont forget volks have incendiary nades now so better cover wont save u now from angry pyromaniac volks blob anymore |
As stated above, 3 units of the same type or more should received accuracy modifiers against them. But only if they been together for 5 seconds or more. A symbol should appear over the affected infantry.
I do not approve such artificcial and forced debufs, because I am not against blobing per se, I am against lack of options/monotony of OKW/USF early gameplay which forces to blob because its one (not the only) of the most effective ways to play. I would rather have more tactical alternatives/faction design that forces players to make more hard choices, not going the easy way for the most part... |
Take schreks away from volks implement the 4 man tank buster squad and give volks an AI upgrade if they revert them to how they were before or they will just be vet 5 AI monsters when okw has non-doct ai squads already, give USF a tier zero .50 cal and replace .50 cal that was under lieut with a mortar.
I would not object to see it happen . |
MGs...
but yeah blobs are a problem in this game because its way to effective... the received accuracy modifiers in cover should be higher to support using cover instead of blobbing.
Interesting suggestion about cover, but I am not sure it would make the game more fun (its not about making blobing totally unviable - its sort of tactics or a palystyle however u look at it, but about reducting its appeal for OKW/USF factions by offering more ways to approach matches and make it less common, esp USF vs OKW). Making cover extremely effective might turn this game into cover race - who gets to cover first in early game could have enormous advantage which could ruin gameplay on some maps. And off topic, COH series is possibly THE LEAST BLOBBY RTS I HAVE EVER PLAYED. Just look at starcraft 2 terran biobblobs, protoss blobs etc. |
Blobs are dumb and I have seen plenty of good players counter them. As Katitof noted, use your counters. US infantry blobs are fun to wreck with Stukas and Rakatenwerfers.
Fun when it happens. Not that often... |
The only blobs that are semi issues are early blobs vs USF and mid game blobs vs OKW. At all other stages and all other armies blob counters are readily available-use them.
What do your exactly mean? That usf and okw have troulbe countering blobs and other factions have effective counters? I would agree that other factions have more options for countering blobs but acctually they simply have much more viable tactics and even pocket strategies than USF/OKW IN GENERAL. U can try to use all blob counters suggested in this thread (team weapons, anti-inf vehicles etc. with other factions, but OKW/USF matchup just too ofter turns into who has the bigger meaner blob for my taste... because outblobing each other with these factions is just too easy/attractive way to play this matchup.
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Why should CoH reduce itself to offering players tools to: BLOB and then tools to COUNTER-BLOB.
Seems horribly simplistic.
I'm all for combined armed and flank-playstyle.
Ya, I have to agree.
I forgot to mention that I play 2v2 most of the time. |
For all those who posted advices how to deal with blobs - U completely missed the point of my post. This is not "asking for advice" and not even "balance cry" thread but a thread to disscuss possible options how to make gameplay more tactically diverse and enjoyble FOR/AGAINST USF/OKW. Just to be clear - I can deal with blobbers very effectively (if, of course skill disparity between me and opponent is not too big) and I can blob very effectively myself (3 volks + 2 fussiliers with upg rifles + sturm officer and target them ability wipes shocks squad in 2-3 seconds).
Blobing pisses me off because it takes less skill than using combined arms and carefully positioning your units but at the same time is very good tactics for USF/OKW (note I do NOT mention vanilla factions or even brits here).
All counters that you mentioned are late game expensive units and I don't have problems with blobs IF I manage to get them, which sometimes is very difficult if the opponent is half competent and uses some basic tactis like:
1) scouts with single unit before sending his blob to attack - early game counters like mgs and mortars are ineffective vs smart players who know how to flank - once u are flanked by a blob usually u end up loosing your team weapons and give them to your opponent what is even worse.
2) ambushes with blobs isolated squads by using fog of war and granades as an opener causing fast squadwipes.
3) And yes, I usually manage to capture more territory vs blobbers, but of U are a smart blobber u can go for enemy cutoff points that are not that hard to capture with superior force especailly if as I mentioned above u managed to bleed your opponents mp by an early blob attack or even wipe a squad or steal team weapon. One u have cutoff points, u just have to patrol your blob between them and early territory gain advantage is almost nutralized. Recapturing these points might be extremely difficult because u are dealing with MOBILE superior force, which, above all, as I mentioned before, is effective vs ALL THREATS so the blobber doesn't even need any other resourece advantage except for manpower.
And lastly, although I said this thread is not for disscussing tactics, but please don't suggest heavy and even rocket arty vs blobs cause only deaf/blind/stupid/never before hit by arty (aka noob) won't reposition their units once they hear arty firing in the distance. Arty counters static positions, low mobility units (team weapons) - and by counters i mean not necessarily kills them but merely forces them to reposition which with a timmed attack might be just as effective - ironically units that u consider blob cointers and not blobs because vs blobs they are pure rng.
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Hi, just wanted to discuss this problem again. Recent patch with OKW redesign didin't address this issue which imo is most prevalent with western front armies factions (other factions also can blob their mainline inf, but problem with okw/usf blobs is that they are so self sufficient and can counter any threat armored or otherwise eliminating the need for combined arms). My suggestions to solve this issue would be:
a) for OKW: 1. remove shreks from volks and create smaller volks unit, possibly priced similarly to base volks squad that can be upgraded with at weaponry (tank hunter squads or sth like that). They could be also placed in other tech building. This would force okw players to plan in advace and economise on their manpower, not just volkspam. 2. remove incindiary grenades from volks, because this gives them too much flexibility. Give incendiary nades to stormpios instead since they are more expensive and not that spammable and much more prone to get wiped due to smaller squad size.
b) for USF: 1. make zookas miss more vs light vehicles like 222, esp at longer ranges an while moving, because now zooka blobs just make these units almost useless (their effective usage time window is way too narrow, they are only effective if rushed). 2. rifles should not be able to pick zookas, only rear echelon squads and elite inf.
What do u think? Have any other solutions?
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