Shock troopers, particularly in pairs, can be very effective vs infantry blobs. Smoke, charge in, and watch the carnage. Don't expect a single shock squad to beast the entire blob though, as the number of opposing infantry always has to be accounted for.
If you are OK with less mobility then multiple maxim teams can shut down blobs. Just watch out for a stuka if you go this rout.
Also, as Mr. Someguy stated the ISU-152 is quite effective vs blobs as is the IS2.
Lastly, demo charges are invaluable against blobs. Build them on retreat paths, cover, or attack routs you expect the blob to take and enjoy.
Profile of Cabreza
Post History of Cabreza
Thread: OKW death blob9 Aug 2014, 00:02 AM
In: COH2 Gameplay |
Thread: Rear Echelon Squads8 Aug 2014, 23:48 PM
I too would like to see RE given at least some degree of combat effectiveness. One thing that should be kept in mind though is that the American starting manpower takes into account the cheap cost of the initial RE squad. This means that if RE received a cost and combat effectiveness increase American starting manpower might need to be correspondingly reduced. In: COH2 Balance |
Thread: The worst enemy in the game: Pathfinding8 Aug 2014, 02:51 AM
please make capture points invisible so tanks can drive through them Now that is an interesting idea. When you think about the way capture points were designed it seems as though they are bit of a hold over from vCoH when squads had to physically touch the CP to cap it. The expanded capture radius of CPs in CoH2 means there is no need for the CP flag to physically exist in game. The CP flag could be made visible but intangible to improve vehicle pathing while producing no real detrimental effect on gameplay. In: COH2 Balance |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.8 Aug 2014, 02:49 AM
While some units are definitely under performing (SU-76 why you fail so bad) and need to be looked at they at least will be on the same price level as call-in units. Right now teching and buying a single T34/76 costs only 30 fuel less than not teching and calling in two T34/85s. If 85s were tied to T3/T4 a player could have two 76s earlier and for 40 fuel less than two 85s. I agree that attaching call-ins to tiers isn't going to solve all of the balance issues with the game but I hope you would agree it is at least a step in the right direction. In: COH2 Balance |
Thread: Cruzz's Fantasy Patch Thread 2: WTFWFA Edition8 Aug 2014, 01:11 AM
Back on topic, someone needs to email this to relic. I would totally play this patch. In: COH2 Balance |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.7 Aug 2014, 02:58 AM
Better yet, bring back the whole "Doctirne units have to be produced at a structure". Limiting infantry call-ins to specific buildings would be unnecessarily harmful to the soviets. They aren't designed to build both T1 and T2 so any doctrine with guards rifle or shocks is meant to provide call-ins that can substitute for the tech tier that wasn't built instead of supplement it. In: COH2 Balance |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.6 Aug 2014, 21:29 PM
If I go Rifle Company in a 1vs1, it's just pure Easy Eight spam when I hit 9 CPs. Why would you invest 90 fuel for T4 when all you really need are Easy Eights? +1 Spot on. In: COH2 Balance |
Thread: Flow Charts / Tech Trees for All Factions6 Aug 2014, 20:06 PM
Thanks! In: Lobby |
Thread: WFA Veterancy Guide6 Aug 2014, 19:56 PM
Thanks, awesome work! In: COH2 Gameplay |
Thread: Suggestion: Attach Call-ins to Buildings/Tier again.6 Aug 2014, 09:18 AM
What exactly qualifies as a "super" vehicle here? Do medium tanks such as the T34/85 qualify or is it limited to the big beasts like the ISU-152? Instead of a specific building requirement I think a general tier requirement would be the most effective way at gating vehicle call-ins while still maintaining a lot of teching flexibility. For example, to access heavy tank call-ins a soviet or ost player would need T3 OR T4 built. This way strats such as going T4 as soviets and using the KV-1 call-in for a front line tank would still be viable. The largest issue with call-ins right now is that by not teching a player can stockpile a large amount of fuel before they hit 10 or 11 CP then spend it all on call-in tanks. If you watch the recent Barton vs Cruzz replay Barton is able to call in 3 ISU-152 in a relatively short time span because he only builds T1 the entire game. Forcing construction of later tier buildings would put an end to these strategies and make the units these tiers produce more competitive with call ins from a total fuel expenditure point of view. In: COH2 Balance |
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