Something should be done about the dual atgun meta
Posts: 3602 | Subs: 1
-----
In my opinion, more generically the dual support weapon strategy on 1vs1 and 2vs2 (HMG and Atgun) are too well established in the meta, consequences of too few downsides until late game and rocket arty availability to counter them.
I think the problem with it rely more on the opportunity side, players tend to always have 300-500 manpower available on the early-mid game after having unlocking their T2 (or equivalent) and units associated.
So with all that manpower available and usually still 3-5 minutes to wait until T3/first tank, building a second atgun, even if there are no medium tank on the field is never a bad decision because it doesn't impact the player economy.
To me being able to dual your proper hard counter to medium tank before they even hit the field without impact on your own economy/play is a balance issue. Building a second ATgun should be a investment that cut the player from getting something else, a process going through tactical decision made by the player and not just a part of his build order.
I think atgun are currently correctly priced for what they bring individually, but the windows of opportunity to get two of them should be reduce to become part of a strategy decided by the player and not a simple usual build order because resources are here to allow it anyway.
Posts: 1954
Posts: 321
Posts: 13496 | Subs: 1
...
I think atgun are currently correctly priced for what they bring individually, but the windows of opportunity to get two of them should be reduce to become part of a strategy decided by the player and not a simple usual build order because resources are here to allow it anyway.
If you are suggesting that medium tank should arrive earlier that is suggestion in the wrong direction.
If ones opponent invest to much in ATG gun one can simply invest in infatry and gain the advantage.
If there an issue here that would would be case with Zis that not provide AT but also AI and thus it is easier for a player to invest into two zis guns.
Posts: 17914 | Subs: 8
Posts: 1515
I thought AT guns use population. Wasn't aware that they are completely free. So if you go one AT gun, you spend 7 pop, but if you go 2, it's 0 pop?
Posts: 1116 | Subs: 1
Hmmm, the enemy is using double AT guns. OP!!!!
I thought AT guns use population. Wasn't aware that they are completely free. So if you go one AT gun, you spend 7 pop, but if you go 2, it's 0 pop?
2 AT guns are acceptable even in 1v1. They cost 7 pop-cap which is pretty much 1 mainline squad. Even if you go for staring engi (5), 4 mainlines (28 pop), 2 elites (18 pop), 1 MG (6 pop) and 2 AT guns (14) you are using in total 71 pop-cap. And you still have pop-cap for 2-3 armored units.
Tecnically if game is 50\50 there is no reason not to do AT gun walls, since they litterty can 2 shot any 640HP tank.
Posts: 1563
Posts: 268
I have an unpopular opinion have a small 15 fuel cost for all allied atgs+rekt and 20 fuel for pak 40's. Also callin atg can have small cost like 10.[/quote
I somehow like this idea. Not sure on the numbers though
Posts: 1660
Posts: 956
Posts: 3602 | Subs: 1
If you are suggesting that medium tank should arrive earlier that is suggestion in the wrong direction.
If ones opponent invest to much in ATG gun one can simply invest in infatry and gain the advantage.
If there an issue here that would would be case with Zis that not provide AT but also AI and thus it is easier for a player to invest into two zis guns.
I don't know how you understand that, but nan everything wrong.
Have you tried using infantry instead of tanks against them yet?
Sarcasm isn't a valid argument.
Hmmm, the enemy is using double AT guns. OP!!!!
I thought AT guns use population. Wasn't aware that they are completely free. So if you go one AT gun, you spend 7 pop, but if you go 2, it's 0 pop?
you're missing the point, the cost efficiency of 2 atgun is too great vs medium tanks because their impact on the player economy is simply too low. If you have the manpower, there is no decision making about building a second one.
2 AT guns are acceptable even in 1v1. They cost 7 pop-cap which is pretty much 1 mainline squad. Even if you go for staring engi (5), 4 mainlines (28 pop), 2 elites (18 pop), 1 MG (6 pop) and 2 AT guns (14) you are using in total 71 pop-cap. And you still have pop-cap for 2-3 armored units.
Tecnically if game is 50\50 there is no reason not to do AT gun walls, since they litterty can 2 shot any 640HP tank.
pretty much this.
If all medium tanks had 720hp, that wouldn't be much of a problem imo but with the current values, 2 atgun are simply too cost effective vs medium tanks because the manpower flow around min 10 allow players to bank 300-500 manpower easily.
Posts: 951
Posts: 13496 | Subs: 1
I don't know how you understand that, but nan everything wrong.
...
Reading this part of OP
"I think atgun are currently correctly priced for what they bring individually, but the windows of opportunity to get two of them should be reduce to become part of a strategy decided by the player and not a simple usual build order because resources are here to allow it anyway."
I assume that you meant that a medium tank should be available before one can produced 2 ATG.
If that is not what you meant please elaborate what you mean when you write that "the windows of opportunity to get two of them should be reduce".
Posts: 1890 | Subs: 1
I know it can be a struggle on some maps or factions (looking at you USF LT build with no Calli) but the AT guns themselves aren't the problem IMO.
Posts: 3114 | Subs: 2
Posts: 1660
IF something has to be done, increasing soft factors such as reinforcement cost and reinforcement time are also possible.
Isn't it dependant on what squad crewed the at gun?
Posts: 3114 | Subs: 2
Isn't it dependant on what squad crewed the at gun?
Reinforcement cost yes, reinforcement time I don't know, I assumed this stat belongs to the ATG squad itself. But still, even if the normal ATGs get nerfed, it would also be helpful. No one is going to decrew them first themselves.
Posts: 1116 | Subs: 1
Maybe also aplied damage reductions, so they wont take full dagame but still would take it non the less.
Problem is, that AT guns are relatively safe to use most of the time and are very forgiving in terms of keeping the gun itself alive. Unless you are being pushed really badly, there is no way you gonna lose an AT gun. Other support weapons at least can be stolen and retreated.
Not to mention that in early game there is pretty much no way to destoy decrewed AT gun (only OKW and Penals can pretty much without much of an efford).
Posts: 3602 | Subs: 1
The last couple of patches have addressed this by decreasing Medium tank target size and increasing Racc of AT Guns. Not much else can be done without breaking balance. IE you can't lower AT gun accuracy without making LVs super oppressive. I don't know what to say beyond "build better counters" and "don't attack straight into support weapon walls".
I know it can be a struggle on some maps or factions (looking at you USF LT build with no Calli) but the AT guns themselves aren't the problem IMO.
I had more in mind to increase their popcap by +2 so building 2 atgum become a decision unlike today.
Livestreams
32 | |||||
1 | |||||
17 | |||||
4 | |||||
4 | |||||
3 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.939410.696+5
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
aerafield
10 posts in the last week
27 posts in the last month
Welcome our newest member, Abtik Services
Most online: 2043 users on 29 Oct 2023, 01:04 AM