what about put T2 static arty into Tech 3? why? I tell you
right now there is meta, front guy go into mid map and start build this cancer, that can shot cross like half map, really terrible in land warfare
When I was asking in FAF chat how to counter T2 static arty, I was told that T3 mobile arty not counter T2 static arty, and if I let other guy go in mid map build it I am noob...well....
I just watched Gyle's video ZLO (2189) vs Swkoll (1832) and imagine that, ZLO went in mid map and start build turtle with T2 static
arties and Swkoll lost the game....ladder game...hm..."T2 arty is too expensive" they say....hm... is it?? 50 mass/s was enought to ZLO (no offence to you)
please stop denying this, or other nonsence, this is problem that makes this game turtle fest and boring, in team games do this is even easier
so I am suggesting put the arty to tech 3 (ok ok I know it will never happen, people in FAF love turtling too much, but I can dream)
upgrade to T2 on ACU is fast, cheap, hard to scout, before you notice, he already has T2 PDs and before you have T2 land he might have first arty up and MML are useless, many times I tried counter it by T3 mobile arty, but they come up so late, it is very annoying to use them and the range difference is huge (compare to T2 PD vs MMM, or T3 PD vs T3 mArty)
on tech 3 would not change anything in fight T2 arty vs Fatboy and navy
to prove my point here is link to that video
https://www.youtube.com/watch?v=RtaK-nYnYlw