taking your signature as an indicator, i assume you're mostly talking about team games (and rather 4v4 than 2v2), because in 1v1s and, to a slightly lesser extent in 2v2s, blobbing is not really that much of an issue.
in any case, no matter how much people despise it as a noob tactics, blobbing or concentration of force is a viable strategy both in-game as well as in real life. you can create numerical advantage over your opponent in a specific area and use this to overwhelm the defense - but it comes with its own disadvantages. not only will you give up map control in other places where your blob isn't around, you'll also be much more susceptible to blob counters, such as arty, mgs and explosives.
now you could of course argue that these counters are too inefficient in coh2, but i think this is simply not the case. a lot of the frustration from fighting against a blob of infantry imho comes from sheer misconception about how effective the counters fielded should actually be. for some reason people expect a single mg to be capable of stopping a blob of infantry squads worth 5-6 times the mp in its tracks or having a single brummbär fending off three triple zook ranger squads with ease. that's just not realistic and i don't think the game would be in a better state if it were.
honestly i think the counters available atm are sufficient to deal with any form of blobs as long as you don't expect miracles and invest into an appropriate counter force.
i also don't quite get how your proposed solution would change any of that, since limiting the firepower of infantry globally across factions would affect both the attacking blob and the defending force equally, so not much is gained in total (except maybe mgs and tanks being slightly more effective against unit concentrations). especially giving IS access to a snare seems to contradict your proposed solution of making one-unit blobs less of an all around versatile option that is good against everything.
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