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russian armor

Let's talk about the scott

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9 Dec 2018, 11:36 AM
#1
avatar of dk828315

Posts: 88

This thing hit like a leig, is greatly mobile, has nearly pin-point accuracy and fast reload, if used in pair and microed well will cause massive MP bleed, winning most infantry fights in favor of USF (as if rifles late game aren't strong enough).

With the recent changes to indirect-fire weapons (and also the sturmpanzer), why is this thing left out? I've seen it used to deadly effects by a certain USF player (don't know if I should post his name here), who always build 2 of these, 2 jacksons and blob his rifles and officers and win every time vs any opponent (2v2 or 3v3 team game).

If you complaint so much about the sturmpanzer then I'd like to see this thing nerfed too, it's so fast that makes it so hard to catch, and it's not so expensive for it's performance.
9 Dec 2018, 11:44 AM
#2
avatar of Katitof

Posts: 17884 | Subs: 8

Its a mortar that costs 70 fuel, is locked behind last tier and is supposed to serve similar role to rocket arty of other factions.

Oh, and if there is vehicle involved, its no longer infantry fight.

Why is this thing left out?
Because it doesn't nuke squads in 1-2 shots while being super durable.

Dive with puma and just kill it.
9 Dec 2018, 11:52 AM
#3
avatar of dk828315

Posts: 88

Its a mortar that costs 70 fuel, is locked behind last tier and is supposed to serve similar role to rocket arty of other factions.

Oh, and if there is vehicle involved, its no longer infantry fight.

Why is this thing left out?
Because it doesn't nuke squads in 1-2 shots while being super durable.

Dive with puma and just kill it.

Then why was the Ostheer mortar halftrack nerfed?

Dive with Puma, sounds good, doesn't work, he wouldn't have won so many games if it was that easy.
Rifles snare, Jacksons and other shenanigans prevent that.

It does its job well supporting his infantry advances while staying out of danger, OKW and Ostheer has nothing of the sort, while having elite infantry units that are super vunerable to explosives, like what this thing fires.
9 Dec 2018, 11:56 AM
#4
avatar of Katitof

Posts: 17884 | Subs: 8


Then why was the Ostheer mortar halftrack nerfed?

Dive with Puma, sounds good, doesn't work, he wouldn't have won so many games if it was that easy.
Rifles snare, Jacksons and other shenanigans prevent that.

It does its job well supporting his infantry advances while staying out of danger, OKW and Ostheer has nothing of the sort, while having elite infantry units that are super vunerable to explosives, like what this thing fires.

Is ost mortar ht a late game unit that costed 70 fuel?
And yes, they have nothing comparable, just like USF has nothing comparable to stuka zu fuss, panzerwerfer, brummbar, panther, tiger and so on.
Factions have different units, they are not comparable, they serve different roles within the armies.

And again, its a 70 fuel mortar, not brummbar, don't camp extensively against it and you'll be fine.

Lastly, do you speak of 3v3 here?
9 Dec 2018, 11:59 AM
#5
avatar of Sander93

Posts: 3166 | Subs: 6

Its combination of firepower, mobility and survivability is borderline OP and super annoying to fight against. Especially because it can hide behind the Jackson wall with its 60 range.

Ostheer is pretty much defenseless except for diving in with a Panther while OKW has a tiny chance to ambush it with stealthed Rakettens.


Anyway, I'd say its killing potential is the biggest problem. Especially at medium to close range where a pair of them just becomes super wipey. It needs a slight ROF nerf and then it should be fine.
9 Dec 2018, 12:06 PM
#6
avatar of dk828315

Posts: 88


Is ost mortar ht a late game unit that costed 70 fuel?
And yes, they have nothing comparable, just like USF has nothing comparable to stuka zu fuss, panzerwerfer, brummbar, panther, tiger and so on.
Factions have different units, they are not comparable, they serve different roles within the armies.

And again, its a 70 fuel mortar, not brummbar, don't camp extensively against it and you'll be fine.

Lastly, do you speak of 3v3 here?

2v2 and 3v3, yes.

It's not a 70-fuel mortar, as all mortars and howitzers are now only good for their barrage ability, except this thing, which snipes 1-2 man almost every time it auto fires from somewhere behind the lines. I am not even camping or turtling in any way, the point is it's so effective at killing infantry while staying out of harm's way.
9 Dec 2018, 12:13 PM
#7
avatar of blvckdream

Posts: 2458 | Subs: 1

Its a mortar that costs 70 fuel, is locked behind last tier and is supposed to serve similar role to rocket arty of other factions.

Oh, and if there is vehicle involved, its no longer infantry fight.

Why is this thing left out?
Because it doesn't nuke squads in 1-2 shots while being super durable.

Dive with puma and just kill it.


Wow what? You can´t just dive for Scotts unless your opponent is braindead. They don´t die in one hit like rocket arty either. They actually have 400 HP which means you need 3 tank/at gun hits. In case of the Puma even 4. Plus they have smoke. All that makes Scotts really hard to kill if the USF player is somewhat competent and has a decent army that includes good enough TD options.

They also do wipe squads frequently. Considering the Brummbär was nerfed I don´t think toning down Scotts a bit would be a terrible idea. Double Scott is absolute cancer to fight against.
9 Dec 2018, 12:41 PM
#8
avatar of Vipper

Posts: 13476 | Subs: 1

scott and mortars are completely different units, with different mechanics.

Scott uses low trajectory while mortars high.

Their AOE is also different:
A Mortar kills entities only if the shot land on top of model since it has a kill radius of 0.

Scott on the other hand has 1.27 kill radius.

If USF tech changes go thru allot of USF units will have to be look at and scott is one of them.
9 Dec 2018, 12:51 PM
#9
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1

Scott might warrant a accuracy nerf. Thing feels like it hits almost every shot even on the move.
9 Dec 2018, 13:05 PM
#10
avatar of Fire and Terror

Posts: 306

autofire feels odd on this unit, i would suggest a ROF nerf to it, while buffing barrage cooldown. The cooldown is insane on it so i dont really get the Point, it shoud basdically get a Treatment similar to pack howi/leig. And Maybe Change vet 1 since smoke is Kind of odd since it has 400HP
9 Dec 2018, 13:21 PM
#11
avatar of blvckdream

Posts: 2458 | Subs: 1

Scott might warrant a accuracy nerf. Thing feels like it hits almost every shot even on the move.


Only when ground attack is used. Without ground attack it´s not really accurate enough to do well, basically like a mini Brummbär.

The barrage is pretty accurate though, but obviously can´t be fired on the move.
9 Dec 2018, 13:24 PM
#12
avatar of Fire and Terror

Posts: 306

The barrage is pretty accurate though, but obviously can´t be fired on the move.


it can be, it works like sherman smoke shells
9 Dec 2018, 13:34 PM
#13
avatar of NaOCl

Posts: 369

microed well


That's the reward for good micro.
9 Dec 2018, 13:35 PM
#14
avatar of NaOCl

Posts: 369

Is locked behind last tier and is supposed to serve similar role to rocket arty of other factions.


Exactly this.
9 Dec 2018, 13:37 PM
#15
avatar of Lago

Posts: 3260

The funny thing is everyone used to call them trash before HelpingHans started using them in GCS 2.
9 Dec 2018, 13:37 PM
#16
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post9 Dec 2018, 13:37 PMLago
The funny thing is everyone used to call them trash before HelpingHans started using them in GCS 2.



That´s completly wrong. They were used way before GCS2.
9 Dec 2018, 13:44 PM
#17
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post9 Dec 2018, 13:37 PMLago
The funny thing is everyone used to call them trash before HelpingHans started using them in GCS 2.

Regardless whether or not this is true, there's more modes than 1v1s. In team games a pair of Scotts can be absolutely devastating and nearly impossible to counter. Especially for Ostheer.


Its supposed to serve similar role to rocket arty of other factions.

How is it even remotely comparable to rocket arty? Its role is simply motorized indirect fire. If there's anything it can be compared to, it's the Brummbär or to some extend the mortar halftracks. The problem is that compared to the latter, it's too effective at direct fire.
9 Dec 2018, 13:46 PM
#18
avatar of Vipper

Posts: 13476 | Subs: 1



Only when ground attack is used. Without ground attack it´s not really accurate enough to do well, basically like a mini Brummbär.

The barrage is pretty accurate though, but obviously can´t be fired on the move.

Actually that is incorrect, the scott can fire both HE and smoke barrage on the move (probably the only unit that can do that).
9 Dec 2018, 13:58 PM
#19
avatar of Lago

Posts: 3260

jump backJump back to quoted post9 Dec 2018, 13:46 PMVipper

Actually that is incorrect, the scott can fire both HE and smoke barrage on the move (probably the only unit that can do that).


All the smoke firing vehicles I can think of can. Issuing the order makes them stop, but if you issue another move command they'll still fire it.
9 Dec 2018, 14:11 PM
#20
avatar of Lago

Posts: 3260

That´s completly wrong. They were used way before GCS2.


I didn't say they weren't used. I said people referred to them as trash units.

Makes you wonder how many other units are hiding out there with an incorrect common perception.
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