12 Aug 2020, 21:51 PMelchino7
I don't agree it's a problem of penetration. It's a problem of unit volume per size of map and focus fire due to volume of units.
A double AT gun wall in 1v1 means a certain sacrifice in map presence and popcap. On teamgames, you are for certain sure that you will have targets and you can depend on your allies for capping or providing vision. Against a 2x AT gun wall, you have 5s to react before your tank dies (If they hit)
That's the source of 90% of the problems in 2v2.
2v2 engagements are full army engagements that result in the complete rout of the defeated player. There is no room for manouvers or skirmishes. Its full force, all the time. There are limits to what mapmakers can do with the given map size, most of it is creating encased areas (the most glaring examples are the factory in Alliance of Defiance and the castle at Eindhoven Country). Imho, we should experiment with bigger map sizes so there is more room to fight, maybe adapt 3v3 maps instead of forcing 1v1 maps into the 2v2 pool