M3A1 Scout car
Posts: 174
Edit for language: THINK OF THE CHILDREN!
Posts: 513
In the preview mod they are even more shitter since volks have fausts now so you cant even rush it to hope to get some map presence before they got shrecks.
Posts: 194
There is a player named dyc or something like that, he used M3A1 spam and this tactic only reached top 15.
Posts: 279
Posts: 1304 | Subs: 13
I've experimented in the CE mod where you pay munitions to give it an ambulance healing aura so Soviets can choose to pay munitions rather than MP for healing, but there are plenty of other ways. Maybe some sort of stationary camo for scouting, mobile repairs, maybe have Kubel mini-map hack, etc, etc.
Posts: 194
What about giving the M3A1 some ability to actually scale into the late-game through the support role? It's not going to be on the front-line after the first 5 minutes and it's not that strong in counter-harassment, so give it something else.
I've experimented in the CE mod where you pay munitions to give it an ambulance healing aura so Soviets can choose to pay munitions rather than MP for healing, but there are plenty of other ways. Maybe some sort of stationary camo for scouting, mobile repairs, maybe have Kubel mini-map hack, etc, etc.
Your idea of late-game customization is quite good.
T3 unlocked Ambulance upgrade for M3A1, 50 ammunation then it can heal nearby infantry
T4 unlocked support-fire upgrade for M3A1, 50 ammunation and it can transport Mortar infantry to become mobile-Mortar or transport MG to become mobile MG car(lower-suppression)
Posts: 673
1. M3A1 - out.
2. BA-64/BA-10 in.
T1 saved. USSR got good light car. Done.
Posts: 194
Here is another great plan:
1. M3A1 - out.
2. BA-64/BA-10 in.
T1 saved. USSR got good light car. Done.
BA-60 is a bit too op I think, it's better than 222 in every way
Posts: 673
BA-60 is a bit too op I think, it's better than 222 in every way
Well, soviet T1 has no AT at all, and that's kinda lame. BA-64 or BA-10 would be great for that I think. There are possibilites to make it good, without making it OP.
Posts: 3602 | Subs: 1
Maybe increase range so you can use better as support unit.
Posts: 2115 | Subs: 1
Well, soviet T1 has no AT at all, and that's kinda lame. BA-64 or BA-10 would be great for that I think. There are possibilites to make it good, without making it OP.
and who pays for the new unit design, animations and voice lines?
Posts: 766 | Subs: 2
Hopeful not to derail the topic, it is better the than the WC51 truck
HP:
M3A1:200
WC51:180
DPS far/near:
M3A1 front: 4.12 / 16.39
M3A1 rear: 6.97 / 18.17 (yes, the rear has more dps)
WC51: 2.87 / 11.74
Armor:
M3A1: 5.4
WC51: 5.2
Cost:
M3A1: 190, 15
WC51: 240, 20
source: http://www.stat.coh2.hu/
Posts: 505
I tried the CE mod and the penal blob cycling back to a healing scout car was a bit ridiculous IMO (although kudos for trying alternate approaches to it!)
I think it's responsiveness should be improved. If you issue some quick movement commands to it. It starts to derp out a bit, which means it can get killed as a result, so there's always that.
But personally I'd like to see it get a crew that can bail maybe like a squishy 2 man squad that can plant those light mines for muni. This would give T1 some kind of indirect AT (the mines could be purely AT with no AI to stop it being too OP in the early game I guess)
I do like the idea of a stationary cloak though as well. That could be pretty good.
Posts: 956
Posts: 199
15 fuel to be countered by baseline infantry without a fuel unlocked AT nades doesn't seem like the smart investment unless your a micro god.
Posts: 5279
It was a great vehicle against old OKW but the faust doesn't just mitigate the usefulness it almost completely negates it. I would only scout car against OKW for that reason.
15 fuel to be countered by baseline infantry without a fuel unlocked AT nades doesn't seem like the smart investment unless your a micro god.
using the m3a1 against faust wielding okw doesnt just cost you 15 fuel
it gifts the enemy 5 fuel!
Posts: 1072
What about making it garrisonable by the T2 mortar. Both of those units are sh@ite but together maybe...
15 fuel mortar halftrack? No thanks.
Posts: 1487
And non doc guards to use with. Now it becomes useless after 1st minute
Posts: 128
Posts: 578
What about giving the M3A1 some ability to actually scale into the late-game through the support role? It's not going to be on the front-line after the first 5 minutes and it's not that strong in counter-harassment, so give it something else.
I've experimented in the CE mod where you pay munitions to give it an ambulance healing aura so Soviets can choose to pay munitions rather than MP for healing, but there are plenty of other ways. Maybe some sort of stationary camo for scouting, mobile repairs, maybe have Kubel mini-map hack, etc, etc.
I'd rather have it be more useful as a late-game cutoff capper. But in order to do this role, it needs more speed and agility. Currently the Kubel is a lot better at capping cutoff points. The M3A should be able to do so, especially as you need a unit inside it to do the capping. It does get a speed boost at Vet1 but it's really not expected to survive that long.
So, perhaps a lategame camo option would be my preference?
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