The bigger issue with blobbing is that it is boring. Its braindead.
It can be overcome once you develop the skills to do so, but its just a grind. It removes the aspect of strategy from the game and just becomes about pumping out more and more units until you overwhelm your opponent.
I doubt they will ever fix blobbing because the vast ( and i do mean vast ) majority of the community are just casual scrubs who really have no real interest in changing their playstyle.
I mean maxim spam is still a thing and its retarded. Sniperspam is still about and its just cheese. M3 flamer is still viable and its all about wiping squads, more cheese. I could go on, but the point i am trying to make is the game is about big explosions and wiping squads instead.
Very few have any great interest in flanking, or positional play, or teching or out thinking their opponent. Its easy to just group units and A-move around the map and try to out muscle your opponent.
Yes I got your point and also usually see in that way I also could continue your list, but green cover is such a crucial mechanic which is easy to implement and would easily solve a lot of problems Ostheer has at the moment.
It's far better to give them sandbags than to make them a 5 gren squads or overbuff them crazily.
I agree with you sandbags 100%, especially on certain maps. Grens in green cover are quite viable or at the very least can hold out much longer before needing to retreat. Some maps it can be suicide when caught out of position especially since grens are often outnumbered.
So much keeps coming back to shit map design..
It does seem weird that the faction that need to fight at distance (ie not advance ) is not given sandbags, yet soviets who need to advance, flank, throw molotovs can build sandbags. Probably has to do with ost be so strong at release and soviets weak. After all the changes certain initial design errors are becoming increasingly evident..
Just another example of changing things from the origional just for the sake of change..
I play less and less every week. The one thing that keeps me interested is the chance they will release a patch that addresses many issues. If they fail to do so then i suspect i will only play on odd occasion or until i recall the reasons why i left..
I also couldn't care less about the upcoming content and won't be buying anything if current form continues....
Relic can take this ability and shove it where the sun don't shine. This bullshit exists simply for the gratification of simple minded degerates that get off on simple no skill cheap shot bs and it really is a blight on the game.
When i face this ability i will just alt tab out of the game as i don't respect my opponent enough to quit.
Fuck em, they can play on their own, its of no consequence to me.
There are mechanics in the game that are just broken or badly designed. Unless they fix things like squad wipes, unit grouping, bazookas sniping units, at guns sniping units etc, any changes to ost are going to be just a general fix.
I just had a game where my pg squad got 359% efficiency and they fired their schreck once at tank ( the howie tank, can't recall name ). How does that amount to 359%, no wonder they think pgs are balanced.
Also had a gren squad wiped by riflesquad with flamer. Basically 2 members went down from bars and the two remaining died from flame crits instantaneously. The issue i have is the lethality off bars or bar blobs. On this occassion the squad was wipped in a couple of seconds ( i watched replay ), almost before i could react.
The game i had was a good example of the power of the usf bar blob and even though i won using CAS, it was only through abuse of strafe that kept me in the game.
Ost cannot be fixed by simply buffs here and there because the balance vs sov will get screwed up. Usf rifles are problem that need fixing first, but they probably need adjusting in regard to okw, who in turn perhaps need some adjustment vs sov t1....
So the solution is probably difficult, not that i am happy the waiting..
Since ost rarely goes over T2 and soviets pretty much always have to go for AT nades/molos, the costs equals out.
Well technically yes, if both sides build t2, get all upgrades and healing then the difference is about 50 or 60 manpower.
However.....
Soviets can delay all upgrades ( ex molotovs ) and buildings and push offensively where as Ost will need to tech else they will get caught out. Obviously you can look in opponents base every 30 secs and leave building till last min but that is hard to keep track off.
I am sure you can argue situations to the contary, but most games i play and watch sov outnumber ost early - mid game. If soviets decide to go full spam ( like lenny ) then they can gain numerical advantage ( i am not arguing that there doesn't come a point where it falls down ).
The comments i made earlier in regard to mg related to first 10 mins of game. Also to those that wish to nitpick i should have said cons can outmaneuver mgs if they have numerical advantage due to being mobile as opposed to mgs being largely static in nature.
I'm in favour of something being done to the MG-42, however, I don't know how you do it without making it massively OP like it was in late 2013...
Given that USF has so many counters and soviets can just outspam Ost i think the best way to buff it is to reduce the packup time by about half. I think having mg being able to quickly reposition would lead to more interesting play, and reduce retreat wipes.
You really need to provide more info otherwise any feedback you get will be extremely generalized.
Are you okw or ost.
222 is ok, but don't expect it to do much other than reduce shock health. If he chases your 222 he will eventually die but few are that stupid. Do not chase shocks on retreat unless he is low health, you will just loose the vehicle. 222 is really used to keep shocks under control not kill them.
If you fast tech and get Ostwind, be prepared for him to counter with t34, and consider the fact he may be aiming for fast t34 so getting an Ostwind may turn into a trap. Lay tellers and get 2 paks and only operate in that area. If you lose Ostwind to t34 you will be in really bad spot.
As okw, extra sturmpio,fast flaktrack or luchs.
Depending on the map as ost, I would say pull back a little and play more defensively, lay some defensive S mines, keep grens together, get another mg42 and position behind grens so you can soft retreat. Protect high muni,high fuel and 1 vp and push second vp, do not spread out too much.
From his post I gathered he meant is there any way to measure relative distance (time wise) between say a players base and a cap point (I could be wrong though)
No, you are correct.
It seems strange that key points such as fuel/muni/ cutoff can be different distances relative to starting position. If one player has to travel further to certain points then logic stands that the other player has an advantage.
Maps do not need to be mirror reflections but time to traveled should be similar.
For example if you get pushed off Semosky north, it takes longer to get back to cutoff than if you were on South side, hence map favours South.
Faymoville is another example where fuel point are not equal distance for each player.
From an Ost perspective, you are already delayed due to building t1, if you have to travel further than your opponent to certain key points you are playing at a disadvantage..
Now imagine your relic trying to balance this mess, you got no chance...