Quant wrote:
I think that many teamgames are played on maps that are far too small for the playercount, and this makes static structures much better than they should be.
Statics trade mobility in exchange for very nice stats/mass. A lack of mobility doesn't matter when players are packed into a tiny map, so they supreme cost efficiency of statics ends up dominating.
This isn't a balance problems, this is a people-refuse-to-play-on-proper-map-sizes problem.
Yea this is one of the biggest problems. Everywhere you want to send your units, there is an acu, and later in the game, if each person on a team makes 3 t2 pd in their respective area, that is basically the entire map covered in t2 pd. Increasing map size does alleviate the issue of a strong enemy presence being in every possible place to attack, but people do not want to play the big maps.
For the main post topic, t2 arty really is not that big of a deal. If they are building it at a stage when you cannot make lots of MMLs or a good amount of t3 arty, chances are they are building it on t2 mexes, which is basically ruining their income. For every arty they make, you can make 2 t2 mexes, or for every 2 arty they make, thats nearly a t3 mex you can make. Of course, if the arty can just kill the mexes you are making, then you probably should not even be in that situation in the first place. Just scout constantly, and as soon as you see the first t2 arty, save up some units, let them build a couple more arty, then attack, and most likely they wont be able to defend considering you have 8k mass in t2 units (that is like 40 pillars), and they have only 4 t2 arty to kill your mass amount of t2.Statistics: Posted by UnorthodoxBox — 14 Oct 2019, 06:39
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