How do you make USF atgun more relevant on late game? This is a real question.
On 1vs1 and 2vs2 I already rely a lot on atgun in my games, I think I'm already taking the best from them and I can tell you they are quite powerful when you use them right. The problem is they get OS by anything shooting at them on the late game like any other support weapons. So the only reliable way to make "the rest of the USF AT arsenla" relevant is to make them more durable which is, in my opinion, not really possible unless you decide to use a damage table to nerf any damage they take from any sources.
Mr. Smith has already made comments about changing squad spacing for team weapons which would fix the one shots. For raw performance, maybe a tweak to the AP shell's duration or cost so you're more likely to have it when needed and it would be all good. 'Zooks could probably also use a speed/pen rebalancing and hopefully the M20's cost comes down or REs get mines so they have those as well.
Should I also remember that USF doesn't have stock rocket arty. The way Sov/Ost/OKW can clean an area from support weapons isn't available for USF.
Ideally, that would have been the major's job. He's actually not half bad at it now, but the short range makes it really risky to use. Hopefully he'll get a look at in the future, +5-10 range would be absolutely amazing on his arty.
But I'm interested in how the modders will do, and hope they will success in their entreprise.
For sure, they've done so much for the game. If it weren't for them, I doubt I'd be playing now. A big thanks to you guys!