In Semois, It is really important to control mid and next side cutoff points - which is not difficult if you control the mid.
The common error is to try to cap 1 side in the first 2-4 minutes = you are losing a lot of time since the munition takes age to cap and a squad not engaged in the fight.
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Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch25 Nov 2014, 15:52 PM
In: COH2 Balance |
Thread: Blobbing25 Nov 2014, 08:58 AM
Empowering HMG wouldn't make much sense to counter blob. Because it also impact the usual game design. Instead of blobs we would see HMG spam covering all the map killing any infantry strategy. A single unit able to control 5 others brings the same issue as blobbing 5 units to control every aspect of the game. IMO, the solution doesn't lie in How do I fight a Blob. But what Relic thinks about Blob, do they want it as part if their game. Yes - and we can close the topic. No - so they have to correct it. The game + WFA is reaching is maturation after 6 months, regular players know the game, its mechanics, what works, what is useful, what is useless, which commanders are the best suited etc... And of course, that blobbing is much more rewarding / easy to manage that other tactics. We're going to see more and more strategy based on blobs in team game. Maybe 1vs1 will be kept apart for a while but I'm pretty sure we're going to see more blob strat in this format as well. It just requires a bit more time to reach it. In: COH2 Gameplay |
Thread: Blobbing25 Nov 2014, 08:11 AM
Back into vCoh, Rifles were more or less the same vs volks. But volks had a SMG upgrade making them deadly at close range and BARs was a universal upgrade for rifles. To me, it would make more sense to give LMG to grenadiers and not volks. Volks could have a SMG upgrade from T2 as in vcoh Unlike Romeo, I think a Blob should be treated, whatever unit you're blobbing. A blob of Rear Echelon should receive the same penalty than a LMG blob. But I feel it is really difficult to put in place this kind of modification. Because its need a strong definition of what is a blob, which spacing between units, what if the blob is composed of 4 different units from 4 different players, what about bottleneck and shock points where you need to concentrate your force to attack etc... So dealing with the concept of blob itself is probably not the easier way to tone down it. And yes, it is probably far easier to deal with what make people blob a lot: Powerful LMG and shreck. In: COH2 Gameplay |
Thread: Blobbing24 Nov 2014, 22:33 PM
From a USF player perceptive, the main issue is about LMG + shreck blobs. I meant if we take a blob as a tactical possibility, this particular way of blobbing is really powerful. 1st point 1- You can just A-move, you'll always be at your best distance. 2- It is a lot safer than SMG blobs since you do not need to close the distance with your target. 3- LMG (and I include 1919) are the most powerful light weapons in game, deadly accurate and focus 1 model per 1. 4- Shreck are the most powerful infantry anti tank weapon. So, why should people not blobbing? Both weapons have the same range more or less, no real need in microing anything. 2nd point The easier hard anti-infantry counter-blob are in Axis hand with the Lunch and the Ostwind. Heavy armor + deadly power vs everything that is on feet. Of course, do not expect to stop a blob alone with that but by the simple fact it kills fast any squad make it really resilient. 3nd point Addition of 1st and 2nd point make no match. Of course, it is not like any Axis player will succeed in having A-move blob + lunch/ostwind behind but it is clearly really a good step to the victory. I feel Relic made a wrong decision in allowing players to have LMG so early in the game, and this for every faction. LMG should remain something linked to T4 and behind a Munition sink wall. Because it simply reward defensive and non micro play style, it does not reward people taking risk in their strategy. Looking back into Vcoh, that was well balanced between vanilla faction, LMG weren't that spamed because really expensive and many other upgrade required munition before it. I feel like any faction should have more SMG and less LMG, it would make the game more dynamic, force people to attack and use micro, make blob less A-move like. In: COH2 Gameplay |
Thread: Blobbing23 Nov 2014, 15:58 PM
Allow friendly fire with small arms and insert a parameter of friendly fire % while a friendly unit is in front of you and you'll probably kill the blob by itself. In: COH2 Gameplay |
Thread: The imbalance between Allied and Axis Infantry Anti-tank 23 Nov 2014, 00:45 AM
Why would Relic do that, they don't give anything relevant for conscript to scale late game. Or you give them a Commander base upgrade. In: COH2 Balance |
Thread: Ambulance speed22 Nov 2014, 23:23 PM
If relic could simply improve it pathing, because I'm pretty sure to lose my ambulance not because of his inexistent acceleration and speed, but because the driver is drunk all the time. In: COH2 Balance |
Thread: The imbalance between Allied and Axis Infantry Anti-tank 22 Nov 2014, 23:12 PM
Why do you want to give them an upgrade? The problem with Volks is whatever upgrade you give them, they going to blob as hell with. Instead of a shreck blob you'll have a XX upgrade blob. They are the cheapest and most effective squad of the game, this is funny because Relic has probably nerf to hell conscripts for that reason, they were cheap and spamable and now they do the same with volks. Volk are: Cheap to build Cheap to reinforce Best vet in the game Can carry shreck The problem lie in a combination of those 4 factors. If you want to give them another upgrade, you must at least reduce one other characteristic. Or you nerf their vet, or you seriously increase their price. But that would completely change their gameplay. If Relic decide to give back shreck to sturmpio and wants to give a new upgrade to volk and keep this meta, the minimum to keep it balance is to link this upgrade to a commander ability, as for conscripts. In: COH2 Balance |
Thread: Epic Victory Strike22 Nov 2014, 13:59 PM
I have it since around a month now, it is just a waste of paper... when it could be use for utility stuff like toilet paper! In: Lobby |
Thread: Rifle grenade madness after last big patch21 Nov 2014, 13:32 PM
Decent players dodge RGs all day, sometimes during a hectic fight the animation and noises can get lost, but besides that other nades do similar damage from what I've seen. Decent players wipe squads with RG grenades all days, You don't? maybe because you're not that decent. ![]() Argumentation based on Decent players do or not do it is completly bullshit imo. During a hectic fight, if you're not already microing the squad targeted, when you heard "Grenade", it is already too late. Time to select the squad and click aways to move it to short to dodge it. Microing two squads, if you can determine what squad is going to be targeted and you probably be able to move it in time. Microing three or more squads vs a equal force -1 You don't have all that time to pay attention to that a little model on his knee -2 if the grenadier squad is in range of your 3 squads, you don't really know which one is targeted. So the only real option is to hit retreat button, which makes that grenade a bit overpowered for its cost. Two possibilities to make it more visible if we don't want to decrease his damage power. - A countdown at the moment the model is on his knee - red as any other so you are prepared - "Grenade" to be called a the moment the model is on his knee - so you have more time to move your squads. same mechanics as for any other grenades in the game. In: COH2 Balance |
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