In Warcraft 3, the total AOE damage possible by a single source is capped at a certain number.
What I'm suggesting is that AOE damage should be capped per SQUAD.
Example : A Conscript has 6 models of 80 hp each, making it 480 hp. But if the models are clumped, a single 80 damage grenade will wipe it. Lets say we cap the grenade damage to 300. Even if the models are very close, at least 2 would survive. Or maybe 3 would survive with less hp on each model. Calculation can vary, but you get the idea.
If it was a grenadier squad, with effective health of 320, would probably leave a single model with 20 hp by the 80 damage grenade.
Of course this is capped by squad, so if a single shell/grenade hits multiple squads it should deal damage to both squads without being capped.
It might take a step back from realism but with appropriate numbers it shouldn't be that bad, and make the game less prone to RNG-induced stress without touching the anti-blobbing power of AOE weaponry.
Screw realism, what you say actually makes sense. |
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That's the point, Volks suck early game (they literally SUCK on their Kar98s) but when you give them schreks they become invincible. That's the broken thing IMO, you have to damage vehicles and gain vet for late game where they roam around crush everything in their path. They should be a bit more effective early game (more damage maybe), but not that hard to kill later on. A nerf for schreks long range accuracy is also needed, with vet 5 it's like they are firing a Javelin homing missile. |
Half-track reinforcements... That is all. Although I too have problems versus con/rifle spam builds early on, front line reinforcements is the luxury they don't have (HT is a combat unit compared to ambulance).
As other guys mentioned, sacrifice map control for unit preservation, and remember you don't necessarily have to hold a ful/muni point because normal strategic points also give you resources.
Try to count their units (This is a basic thing though not just regarding spamming). How many are on the field? how much fuel does he have? If he is capping 2 points at once does that mean you can break through his line? If he is attacking does that mean you can send pios to capture? These are thing to keep in mind (and I'm sure you know all these) but it's easier said than done. For the first few minutes I keep the track of everything, but as the game gets more tense my brain shuts down. |
I think they just need survivability in vet 3, maybe reduced received accuracy. |
What kind of bullshit is this man?
It's not "Especially OKW" You should say it's Especially Allies. Americans in particular blob 10x harder than Axis and are far more effective at it with BARs and M1919's that instagib Volksgrens, Sturms, Obersoldaten, and Grenadiers.
I'm tired of these boards seeking to just to punish Axis players for being Axis rather than achieve real balance! It's garbage man.
Chill dude. If you check my profile you that I play axis mostly (mostly 2v2s) so I'm not the kind of NERF AXIS BUFF ALLIES. But considering the vet system and allies lower HP on armored units, Volk blob do wonders late game. But Riflemen and shocks (DA MIGHTY SHOCKS) pwn mid game. |
Stuka, Flaktrack, Brummbar and even kubel.
Don't wanna go off-topic, but IMO Allies have more Anti-blobbing units.
Stuka is easy to dodge in most maps, flak track has no HP and armor, brummbar is T4 and you have to sacrifice a panther (who goes T4 these days anyway ?) and Kuble only works in the first 10 minutes.
On the other hand we have the mighty ISU (stil OP), IS2 (not that good after the changes but still), katyusha, Demo charges and WAIT THERE IS MORE. TBH it all goes back to the call-in meta. As allies-specially Soviets- you can count on saving resources for call-ins which do well against most targets. BTW I don't wanna argue about which faction can counter blobs effectively, just that I find it easier for me to counter blobs as allies.
Back to the topic, I think MP upkeep is a good idea, or some kind of Aura nerf for blobs of the same unit (receive more suppression). |
Also, blobbing is more of a tactical decision, so if the S being taken out of RTS, it's not directly from blobbing.
I'm not defending blobbing, I'm telling you to deal with it, because it's not going to change.
I agree that the blobbing is a tactic, and if you force them not to blob it's not appealing. "Forcing" players to do anything is not a good option, but the thing is the game at the current state is encouraging players to blob, specially OKW. Blobs are too damn effective, extremely rewarding and not very punishing if you lose units .I'm not going into details and I'm not arguing how to counter a blob, just that blobs are so viable and effective, specially for OKW. There have been many discussions about this and there were some good points (MP upkeep, increased suppression etc.). All I'm saying that this should change, and devs should come up with something to reduce the effectiveness and viability of blobs. Although, as you said, you can not fix the player problem and some people will still blob, but at least they will not be encouraged to do so. |
yuou know if their was a rifleman with a bar for each volks the result would be a horrific slaughter of all those volks.
Don't wanna go off-topic, but the answer is not Blob vs Blob. The blobbing issue (on both sides) needs to be fixed. |
A good and well written post, But I think the problem lies somewhere else. IMO the problem is the survivability of light and medium armor, specially light armor. Even if there was no RM mechanism, some units are doomed to die no matter what. For example, even for the best players, when you bring in a 222 or a M8 Greyhound, you know that you are gonna lose them at some point. So even without this system I still prefer to hold my ground, and wait for some real armor, specially when I know that I might not be able to micro these units very well. As allies I rarely build caches and try to use manpower in SHOCK AND AWE tactics.
On the other hand, I don't think the devs perform these kind of changes now. But I support increasing the cost of caches in 3v3+ games so if you want to rush for heavy armor, you have to sacrifice map control (like the MP increase in Opel blitz). Although, if you do not bleed MP, you are not gonna have a problem. |