I posted this over on reddit here but wanted to bring it here too. Also, if my layman's understanding of mechanics is wrong in this post of the linked one, let me know!
http://www.reddit.com/r/CompanyOfHeroes/comments/2cp8wa/soft_antiblob_needed_kinda_wall_o_text_but_really/
Key point/info in middle section. My idea (good or bad) at the end.
[TL;DR:] Increase received accuracy when infantry is blobbed.
It seems that most games devolve into blob v blob. A lucky few have good infantry action in the end game.
Anti-blob weapons work to a limited degree, but end-game blobs can just focus and shit on any MGs they run into. Mortars/howi/ISG do help, but often I find sinking the MP into a howi/ISG leaves me too weak on the front and the enemy blob runs me over and chases of the pack/ISG. Mortars work better, but usually are needed 2x (at least cost is split up into two purchases).
Vehicle counters are reasonable, but generally either force you to commit to an anti-blob unit (risking weakness to armor) or get a less effective general purpose unit.
Off maps are generally to slow to kill, but can at least force the blob to move/retreat.
Now, none of this is bad really, but none of it really makes blobing an unattractive option either.
The whole purpose of blobbing is to concentrate damage. Right click any squad and watch it melt. Slam three simultaneous shrecks into a tank. Etc. While having a massive health pool that is hard for the enemy to deal with w/o lots of AoE weapons.
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If there is one thing about blobs that is so jarring regarding player expectations and game balance/mechanics/limitations it's that they can be so tough in the face of things that should just *devour* them. When a blob (say: 20-25 infantry models - 4-5 rifles, 3 sturms 3 volks, 4-5 scipts, etc) approaches an MG head on I expect that MG to get kills, many kills. I don't care if Hellen Keller is manning that MG, it's such a target rich environment that she has to hit *something*!
But here's where game balance/mechanics/limitations kick in. [You can read this post if you want a bit more detail and some info on vehicle/"big gun" units and how their shooting works](
http://www.reddit.com/r/CompanyOfHeroes/comments/2bezv0/best_way_to_micro_against_panzerfaust/). The **TL;DR** for small arms is:
* A model picks a target
* Accuracy and weapon info applied
* Hit/miss calculated and damage applied if necessary
Do you see what's missing? When does the "shooting" happen?
For tanks/"big guns" a 'miss' still 'shoots'. Physics goes to work, and if your lucky the shot smacks a target and you get a hit even though you missed.
Now, why does this matter? Because a trajectory is not calculated for small arms fire, there exists no chance for a miss to collide with the target/another model. To calculate all these trajectories is madness (The MG 42 alone would probably make the average users PC freeze ;]). This is a technical limitation that CoH2 must get around. And the game's mechanics do a fantastic job. Except with blobs.
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In our Hellen Keller MG example we would expect the number of shots and the dense, target rich blob to result in a few kills for our MG, but the way the mechanics work she deals a little damage, maybe kills 1-2 models from **one** squad, and suppresses the blob. Within 5 seconds, the blob has focused and slaughtered the MG (Even at max range. Units that excel at this are ober/1919para blobs).
Now *I don't mean to argue that a single MG shouldn't be overwhelmed by a blob. These same ideas apply equally to missed rifle shots.* I picked the MG because I really want to get the idea across that you'd expect plenty of hits/damage across the whole blob considering the number of closely packed targets and the high rate of fire from the MG. But the mechanics concentrate the damage to one squad more or less.
My idea to simulate this target rich environment is to flip the Sherman radio net on it's head. When infantry are in close (1.5x length of conscript sandbags??) to each other they receive a penalty (increase) to received accuracy. *The penalty should either be very small and grow (mo' squads mo' problems) or trigger at a threshold of +3 squads*. I don't want to punish flanking/rushing play or when two squads share cover. **My ideal:** If possible only apply the modifier if the shooting unit has not been ordered to focus a particular enemy. This should mean that allowing your units to auto-engage and spread damage is a good way to deal with the blob. For critical threats, you can still right click and focus a squad, but you trade away the benefits of shooting at the blob as a whole.
IMO, this addresses blobing issues in a fair and realistic way while not making things too easy. Good micro by the defender is rewarded in terms of positioning and pick out key threats. Good micro by the attacker is rewarded by encouraging flanking and avoiding blob penalties. Blobs are still powerful, they just need a bit more micro to stay spread out and strong. It's as simple as taking a blob of 3x stum and 3x shrecked volks and splitting them into a couple small hot keys. Example: 1-2-3 assigned to pairs of sturms & volks or 1) 2x sturms for anti infantry, 2) 1 sturm 1 volk as a balanced responder, 3) 2 x volks for AT. Not only will you easily avoid blobing my moving in pairs, but you can more easily/quickly add fine positioning micro than you could operating the whole blob.
Well, that's all folks.