Good points, agree on most of them. however -
Blobbing will always be a part of Company of Heroes, but it’s currently far more ubiquitous than it should be and in comparison to Coh1. Some players propose changes to artificially punish blobbing such as negative group zeal, but that doesn’t create any more decision making and strategy, that just prevents players for blobbing because of arbitrary modifier. Blobbing should have pros and cons like all other decisions in Coh2 but currently, the downsides to blobbing are vastly overshadowed by the pros due to a number of mechanics which prevent players from getting punished when they blob, combined with other aspects of Coh2 which discourage players from being active with individual squads.
Just so you know, there's already an arbritrary modifier that (kind of) reduces blobbing - the Tommy section cover bonus. Tommies being abysmal at firing on the move, along with bren lmgs not being as effective if not in cover means that Tommies can't a-move blob effectively. Overlooking this while dispelling the idea of negative zeal is just silly.
Light Machine Guns require no micro or effort to use; instead of taking cover, distancing and positioning tactically, LMG’s are ideally used by just attack moving. Why bother with intricate control of your squads when you get almost the same result from effortlessly attack moving. Furthermore, the long range combined with the high single target burst of LMG’s often allows infantry blobs to decrew HMG Gunners before the blob can be suppressed, even despite waking into the firing arc. Replacing LMG’s with more dynamic weapons would punish players that just blob and attack move instead of tactically controlling their squads as well as making HMG teams more reliable.
I don't think LMGs can be downright replaced/removed since, y'know, they were a big part of the whole war and all, and coh2 being a ww2 game and all that. However I agree that lmg blobs are cancerous af, and lmgs themselves need some kind of adjustment to them. Like maybe a drastic reduction of aim time if out of cover, or somethin
Perhaps I could make light cover grant a received damage bonus in exchange for less received accuracy, so that it offers the same performance against small arms fire but more of a protection against explosives.
This would be very nice to have. Less RNG wipes to random explosive shots is always, always appreciated.
That said, I'm looking forward to the mod