Astro Crater and Commander Gun

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In a 1v1, gun with supporting tanks tend to be far better, because T2 is kinda slow : you need to build the PD, and once it's up, it can't kill a gun ACU, and it quickly dies to overcharge/arty/tanks.

Once there are 2 pds and more, the gun acu can be repelled, bu if the opponent chooses to run in, you won't have time to build so many !
Now on astro, players can assist each other, and multiple ACU can go gun or t2. Usually, people don't like to charge in with multiple gun so it oftens end up in a PD base war. But if you spot only one ennemy ACU forward, you can make gun to force him back and take few mexes.

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ACUs can "body block" to protect the PD (stand between friendly PD and the enemy gun comm). This can keep the PD alive longer and I think it can even block overcharges. If you have a brave team, you can get PD up and you can protect it which will force enemy gun comms back. You only need 1 ACU with T2 to make the PD, especially if there are engineers or other ACUs to assist them at the front.

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Me and my friend both got the Gun upgrade both UEF and charged forward
We got in a 2v2 fight against 2 COMs, we had gun upgrade they didint
I overcharged the tech 2PDs they were building and we killed 1 commander

My Com was 50% hp, i sent 2 tech 2 engi forward and started building forward base taking all mexes in their part of the
map

After a while a SOLO seraphin ACU comes forward i had 1 tech2 shield 1 tech2 PD, some anti-air and some anti-missile

He killed all my base and both COMS while solo no suport

He ended up dying cause my friend T1 bombers had free shoots on him and it was share unit cap on death

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@Rezy-Noob there is your lovely topic kappa xD

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a lot of the people in this thread don't remember the king of astro tourney apparently

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@lliiliilliiinoob can you elaborate further?

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On Astro the best strategy is to eco as hard as possible. Multiple gun ACUs might be able to get in but it will put you at a disadvantage if they don't do enough damage.

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In my experience gun sucks on astro as in the end even if u get into the other base its almost certain there will be t2 pd there to counter it.

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The main reason to get gun is to cause trouble at the front, get 1-2 extra mexes (or more on "rich" versions of Astro) and if you win a fight at the front, you can get some reclaim. A t2 fire base can have thousands of mass in reclaim. You're generally not going to walk your ACU all the way in to enemy base to get a kill or to destroy core mexes. You just mess around to get an economic lead and annoy the other team. They have to make more defenses so your team doesn't just walk artillery into their base. So you shift things into your favor by a few thousand mass.

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Actually it's very viable if you can reclaim t2 pd or you can force enemy to run.
t2 pd + t2 com tech = 1200 mass, t2 pd reclaim = ~400 mass.
You need ~3 mins(180 secs) to run from mid to your base, so in that time team with gun can get your t2 pd reclaim(400mass) OR ~2 t1 extractors (4 mass/sec)=4*180=720 mass.
So overall team with 1 gun com(500-800) investment will pay for itself and get 500-1000 more mass than enemy.