For a specialist squad, the AT Gunner squad is made obsolescent by the more flexible and just as capable engineer squad.
The AT gunner squad can only offer more firepower if you get rid of its engineers. In the first place, AT gunners are situational unless the enemy keeps spamming tanks. The other conventional squads, Rifle, Gunner, Assaulter. Flamer, can already incorporate AT gunners into their squad.
If the purpose of the recent AT gunner squad is to increase the number of people running that squad, measly being able to construct the same AT gun that an engineer squad already can is hardly a buff.
Ask yourself what an AT gunner squad can do that an engineer already can’t, and if it’s worth bringing along to rosters with limited squad counts.
So you prefer they add nothing? It is very unlikely to add new stuff on a non major update, so you shouldn’t expect much in the first place. Anyway, a buff is still a buff, they had take their first step on adding at gun to at squad, not waiting for few month/year to implement bigger at gun and at squad get nothing during this period.
It’s a step in the right direction, but it is insufficient if their goal is to increase the number of people using an AT gunner squad.
The entire reason why people consider some squads more meta than others is because players generally only have a limited number of squads they can bring, unless they pay for additional squad slots.
Please remember this is not a major update that could solve such problem.
This is just a small change that give small buff to at squad.
So you prefer they don’t release anything so you will not blame them?
For example, I use 4-5 slots for Rifleman and Assault. If I had to decide whether to put an engineer or ATteam in the remaining 1 slot, I would put an engineer. Because they can build flak and amok rates while having two bazookas. It is the engineer team that I would consider to be more versatile in its use of the one remaining slot. But that is a theory based on my playstyle.
Some people might use 2 slots to put AT and engineers. Even if there is only one slot left, some may say, "I will use my aircraft to defend against enemy aircraft, so I will not use the engineers’ anti-aircraft guns, and I will choose an AT team that can bring more bazookas.
I don’t think this change to ATteam is a buff to “make them more valuable than engineer teams”.
I thought it was a “change to make up for a deficiency” to give ATteam an ability that they deserved to have but did not have in the past.
In my opinion, the ATteam is now fully capable with this change. If you give them an ATgun that can one-hit-kill a tank, such as an 88mm gun, it will make it significantly more difficult to play with tanks.
From an overall perspective, I feel this update is well balanced.
Whatever deficiencies it is intended to fix, it’s over 2 years overdue, and still insufficient reason to run them over conventional, more flexible engineer squads.
No one mentioned an 88mm gun. And frankly, tanks are already very powerful enough to wipe multiple squads on their own. I don’t see how making it harder to play tanks is a bad thing.
True, expecially there’s is no need to give AT gunner squad heavy AT-gun if the map/BR where they play only let spawn panzer 3 and bt7, i repost this
Im ok with giving them heavy AT gun only if there is a necessity, otherwise is only a plus they can build AT-GUN
Well. Big calibre AT/ AA guns were used since Poland so it would make sense. But I see your point in terms of BR (though the 88 could have helped a lot in Moscow).
I think it depends a lot on player skill as to how successful you can be with tanks.
In the current map, Tunisia is the only place where tanks can move around unimpeded. Every map has obstacles and narrow roads that are impossible to remove, and tanks are very limited in their movements.
Unless you know the map well and can move in coordination with friendly infantry units, you will either be nothing more than a shell from the gray zone, or you will be snuck up on by enemy infantry from out of sight while slogging around in a steel box with poor visibility, and be destroyed in no time. And that’s what happens to most tank riders at the moment. I have played with infantry and destroyed quite a few tanks without difficulty.
I feel that the performance of the weapons should be adjusted to the average of the players to make the whole group happier and not give infantry any more effective anti-tank means, the current situation is good enough. Even if there were a proficient tanker who was completely outmatched by infantry, he would still be a one-sided predator by players proficient in aircraft.
In many cases tanks outnumber infantry, and aircraft hunt tanks. Infantry will have to work hard to compete with tanks. This is the correct food chain.
Yes. Overflowing with powerful gadgets would break the balance of the game, but I think it would be very cool if they could be used under the proper rules. The more toys the merrier.
Yep the BR something to take in account for give new buildable expecially in case of Heavy AA and AT, otherwise was simple add them in the tier 2/3 engi/AT perk tree
At this point, just tie what is considered a big gun to whatever matchmaking system they have.
If it’s:
Normandy- AT gunner squad gets pak 40s, engineer squad gets pak 38
Moscow - AT gunner squad gets pak 38, engineer squad gets pak 36
Berlin - AT gunner squad gets pak 42, engineer squad gets pak 40
I have binoculars in the hands of every squad leader (and who I fantasize is a soldier) and every tanker, but I certainly rarely use them.
But shovels do help, on maps like D-Day where there are limited places for tanks to pass, you can seal off their tanks by simply digging a hole there…