Scott shouldn't survive more than 2 shots.
Posts: 2
Posts: 1323 | Subs: 1
Posts: 987
And don't say "use a panther", diving with tanks through a USF blob is not a viable tactic.
Posts: 2635 | Subs: 4
Permanently BannedIn general you can counter this unit even with 222 or luchs.
Posts: 2066
It isn't anything special and is a very niche unit to begin with, hampering it with such low hp would make it a very bad investment.
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(C) Dusty
Posts: 2243
cause:
- to slow
- no turrent (city maps are horrvbily)
- to slow projectiles
- no big range
- no big wiping potencial
all this have the M8 scott!
it is very fast, have turrent, super accuracy, super wide shot range, huge wiping potencial...and on top of it: it doesnt need a special commander.
Posts: 1890 | Subs: 1
Fun fact - it's moving accuracy is 50% and it's auto fire range is 60 (the same as an AT gun). When it's barrage timer is so long it NEEDs extra HP or else its a useless fuel sink to counter support weapons that can fire back. Yes it's projectile speed is kind of silly but that's about it really.
Posts: 728
I am pretty sure You got rekt by Scott while you tryed to survive till heaviest in team games
Now you have learnt that you cant destroy it with you PAK wall or Pgren Blob or if you play OKW anhthing on foot.
Find a way
Build stug
Or Puma
Or Jpz4
Pure l2P issue
Oh yeah babe You did it again "OKW back to stone age?"
You are one of those jucy OKW blober thats Scotts are really like to rekt
lmao +1
Posts: 4183 | Subs: 4
Posts: 315
Posts: 3602 | Subs: 1
This unit isn't really a 1v1 issue. It's more of a team game issue where the USF player typically spams infantry becaues USF lategame isn't effective enough as SU or UKF. A single scott is more of an annoyance, but 2+ decimates any infantry push by the axis due to the extremly fast projectile. You can pull this off in team games as well because your ally will have AT while the USF player builds scotts. I don't think it needs its HP lowered to 2 shot kill, but smoke dispenser is a bit much. If it takes 3 shots to kill why should you have a non doctrinal get out of jail free card AND massive range and projectile speed. People have difficulty killing the calliOPe because it's powerful indirect rocket arty on a sherman chassis. 4 shots to kill and the scott serves a similar purpose except it takes 3 and has smoke.
It doesn't have massing range, actually it has the lowest range possible for a support unit, 60. It doesn't outrange a pak on auto-attack.
Its vet0 barrage is also 60, you can't use your barrage on a OKW T3 at vet0 without being shot yourself by the auto-canon for some reasons...
Posts: 62
doesn't this unit shoot through shot blockers? i think thats the problem and why it can be so annoying to counterYes, that is likely the core issue.
Posts: 3053
Posts: 212
I don't really feel it's too hard to counter given the time it comes out. I like the damage/hp/range it has.
It seems to be a good risk/reward unit regarding its purchase and micro requirements, just like all well designed units should.
*Edit: Typos, never type posts after Espresso!
Posts: 1158
Posts: 3053
The only thing I compare the scott with is the brumbar. Scott has a higher range, but the brumbar can be used in tank fights, has more health, and more armor. Plus, you can get the pintle gunner. Sometimes I feel like some of the players on here just want defenseless opponents. That's what I think when reading someone calling for nerfs on what is generally accepted as the weakest faction in the game.
Brummbar also has pinpoint accurate attack ground.
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