Scout Cars
Posts: 951
Useless. Went down to a ridiculously long-range AT grenade.
Complete waste of time, it should be a proper hard counter to snipers but if they are screened with one unit of scripts then it's game over.
Posts: 236
Posts: 1585 | Subs: 1
I don't remember the scout car being as heavily played in the beta, mostly because FHT was so good.
Posts: 2779
Guards at 1cp = no scout car
I don't remember the scout car being as heavily played in the beta, mostly because FHT was so good.
Back in golden age of MG42 and SC(July/August 2013), I can spam 4 MG42 to 5 AC winning so many games
5 AC just laugh at T-34, like 5 Hotchkiss laughed at Pershing in 2.602
Posts: 44
Guards at 1cp = no scout car
I can run the scout car away from guards. I really cant run away from Ohh Rah'ed up cons plus at nades that you cant escape. If faust/at nade would break at distance, then the scout car would be much more useful...
Posts: 589
Posts: 503
Permanently BannedPosts: 117
One thing to consider is that there isn't any unit really filling the role of the American M8 from vCOH (maaaybe the T70). Perhaps the Scout Car could stay at 20 fuel cost, but cost more manpower (say 200) in exchange for greater durability and accuracy.
Posts: 208
Posts: 1701
Posts: 324 | Subs: 2
Increase the health, armor (smgs destroy scout cars in close quarters surprisingly fast) and manpower cost i say.
Posts: 4928
1 Question, why dont leave the scout car like in Coh1? In my opinion it was perfect.
Because these are different games, they have different purposes. The PE Scout Car was supposed to be the "jeep" vehicle (no fuel cost, good vs snipers) that could also go out and capture territory or lock it down like an OP, and the Armoured Car was a different unit with a meant for light combat and support.
In CoH2, it's one unit instead of 2, and it's role is more combat oriented even without the upgrade. The problem is, that role is nullified partially by AT Grenades and nullified completely by Guard Rifles.
Posts: 1003
Posts: 952 | Subs: 1
Also it would be nice if the scout cars got a tiny HP buff at vet 2, maybe +10HP to 170HP, so AT guns and tanks don't one-shot them.
Posts: 2779
Posts: 17914 | Subs: 8
1 Question, why dont leave the scout car like in Coh1? In my opinion it was perfect.
Which one? Schwimmwagen, 221, 222, puma, M8, T-17, arguably Bren carrier?
Posts: 1701
Because these are different games, they have different purposes. The PE Scout Car was supposed to be the "jeep" vehicle (no fuel cost, good vs snipers) that could also go out and capture territory or lock it down like an OP, and the Armoured Car was a different unit with a meant for light combat and support.
In CoH2, it's one unit instead of 2, and it's role is more combat oriented even without the upgrade. The problem is, that role is nullified partially by AT Grenades and nullified completely by Guard Rifles.
That is one good answer, sir.
Posts: 22
Posts: 117
Because these are different games, they have different purposes. The PE Scout Car was supposed to be the "jeep" vehicle (no fuel cost, good vs snipers) that could also go out and capture territory or lock it down like an OP, and the Armoured Car was a different unit with a meant for light combat and support.
In CoH2, it's one unit instead of 2, and it's role is more combat oriented even without the upgrade. The problem is, that role is nullified partially by AT Grenades and nullified completely by Guard Rifles.
Well it's also that the Scout Car costs fuel. I get that the M3 also costs fuel, however the M3 is T1 and can carry units around. Also, Soviets can (and often do) tech to T3 without building T1. Germans will almost always build both T1 and T2, so you have to tech twice and build two structures before you're even thinking about armor. Which is just to say that, unless the Soviet player is going for a REALLY fast T70, the fuel cost of the Scout Car is not really commensurable with the fuel cost of the M3.
It doesn't bother me that Guard Rifles can nullify the SC, they are dedicated light AT, of course they should be able to nullify the SC. The problem is that you don't even need AT nades as things currently stand, in a prolonged engagement from behind light cover a vanilla conscript squad WILL take out the scout car (whether it has been upgunned or not). That's simply unacceptable. Either remove the fuel cost and keep them as is, or bump up the MP cost and make conscripts pay for sticking around without AT nades.
Posts: 101
The "ridiculous" 45% damage received at vet 2 from previous patches was the only thing that made the scout car worthwhile. Nowadays it just... dies.
Increase the health, armor (smgs destroy scout cars in close quarters surprisingly fast) and manpower cost i say.
I don't know why the devs would get rid of damage gained with vet in a unit as weak as the scout car.
I'd like scout cars to move faster with engine damage, If they get hit by an AT grenade it only takes a second one to destroy them, this would at least give them a chance to retreat.
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