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Can we adjust the Scott already?

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3 Mar 2019, 14:11 PM
#1
avatar of dk828315

Posts: 88

It's not fun when 2 of these pop up and shred your infantry out of nowhere, on AUTO-FIRE.
People screamed about the laser-guided leig and it got nerfed and adjusted, turning it into the balanced weapon it is today, why the same can't be done with the Scott? Or all indirect fire?
I know I opened a thread about this already, but it's so irritating to see it wiping your squads even though it doesn't show up often.
ddd
3 Mar 2019, 14:39 PM
#2
avatar of ddd

Posts: 528 | Subs: 1

Yes there was one thread about scott and nobody gave good arguments for nerfs. As an advice i suggest playing some usf in team games and going multiple scotts, then report back here.
3 Mar 2019, 14:39 PM
#3
avatar of SupremeStefan

Posts: 1220

Scott need micro, rocket arty dont, just click and wipe even idiots can use it. If scott is so op then pls replace it with caliope. Scott maybe is good versus blobs but thats it. Try counter pak43 with it.
3 Mar 2019, 14:50 PM
#5
avatar of dk828315

Posts: 88

I wasn't asking for direct nerfs, just change it into a barrage weapon so it doesn't perform like the old leig anymore.
3 Mar 2019, 14:52 PM
#6
avatar of Vipper

Posts: 13496 | Subs: 1

A the rocket artillery theory again. Rocket artillery is completely different than the scott that provides indirect fire support.

In addition the USF have a number of other indirect fire support weapons like the mortar, the pack and the major barrage.

Scott does not need to be this powerful especially with the new USF tech tree that allow both HMG and ATG.

The unit is very difficult to counter while it firepower is strong.
3 Mar 2019, 14:53 PM
#7
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

If it was made any worse there would be no reason to build one. You'd be better off with a mortar, or a mortar HT.

It's a budget Brummbar that dies to a stiff breeze. For 70 fuel it should - and does - preform acceptably against infantry.
3 Mar 2019, 14:56 PM
#8
avatar of dk828315

Posts: 88

If it was made any worse there would be no reason to build one. You'd be better off with a mortar, or a mortar HT.

It's a budget Brummbar that dies to a stiff breeze. For 70 fuel it should - and does - preform acceptably against infantry.

Except that it is extremely hard to counter, unlike the brumbar that always get its butt shot off by various 60 range tank destroyers on the Allied side.
3 Mar 2019, 15:06 PM
#9
avatar of blvckdream

Posts: 2458 | Subs: 1

If it was made any worse there would be no reason to build one. You'd be better off with a mortar, or a mortar HT.

It's a budget Brummbar that dies to a stiff breeze. For 70 fuel it should - and does - preform acceptably against infantry.



400 HP + smoke is pretty durable for a mobile indirect vehicle.
3 Mar 2019, 15:11 PM
#10
avatar of Sander93

Posts: 3166 | Subs: 6

I would nerf its autofire ROF and instead decrease the cooldown on the barrage ability. It can be powerful, but there should be a higher micro tax for it. Just like the Brummbär requires hold fire / attack ground micro tax to be truly effective.

Right now it can just fire away and demolish any approaching infantry while hiding behind its big brother Jackson. Ostheer can't really counter it at all. OKW has a bit more tools with the stealth Raketten and the JP4 at least.
3 Mar 2019, 15:12 PM
#11
avatar of Katitof

Posts: 17914 | Subs: 8

I wasn't asking for direct nerfs, just change it into a barrage weapon so it doesn't perform like the old leig anymore.

Its end of tech 70 fuel mortar on tracks.
It needs to perform for that cost and timing.

It being effective when spammed is irrelevant, everything is effective when spammed.
3 Mar 2019, 15:15 PM
#12
avatar of Vipper

Posts: 13496 | Subs: 1

Scott is not a mortar since the trajectory it uses and projectile speed allows the unit to hit even moving targets.
3 Mar 2019, 15:30 PM
#13
avatar of adamírcz

Posts: 957

Its damage and AoE arent really that strong
+ it misses very often especially on the move

A nerf to the projectile speed might be appropriate though (and perhaps for indirects all across the board) since its meant to be countered by movement
But other than that, it doeant deserve a nerf
3 Mar 2019, 15:31 PM
#14
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

The unit would had seen nerfs if it wasn't part of the major tech. The problem of been on the last tech building (reminds me of old P2 in Schwerer HQ).

If you nerf the direct fire mode, you would need to give it enough utility and firepower on barrage to make it worth using that late stage on the game. A mortar HT at the equivalent timing of rocket artillery is not gonna cut it down.

One way to change it is reducing the range on auto attack, while keeping it's AI performance, but improving barrage mode to compensate. What about HE delayed fuse barrage ?



3 Mar 2019, 15:41 PM
#15
avatar of dk828315

Posts: 88

The unit would had seen nerfs if it wasn't part of the major tech. The problem of been on the last tech building (reminds me of old P2 in Schwerer HQ).

If you nerf the direct fire mode, you would need to give it enough utility and firepower on barrage to make it worth using that late stage on the game. A mortar HT at the equivalent timing of rocket artillery is not gonna cut it down.

One way to change it is reducing the range on auto attack, while keeping it's AI performance, but improving barrage mode to compensate. What about HE delayed fuse barrage ?




Or put it in the captain tech and tone it down a bit so I can actually counter it with 222 or puma, when the uber jackson isn’t on the field yet.
Buff it anyway you want, just don’t make it an old leig on tracks like it currently is.
If all fails then I’m cool with swapping it with the calliope, just balance their prices accordingly.
3 Mar 2019, 15:55 PM
#16
avatar of SupremeStefan

Posts: 1220

jump backJump back to quoted post3 Mar 2019, 14:52 PMVipper
A the rocket artillery theory again. Rocket artillery is completely different than the scott that provides indirect fire support.

In addition the USF have a number of other indirect fire support weapons like the mortar, the pack and the major barrage.

Scott does not need to be this powerful especially with the new USF tech tree that allow both HMG and ATG.

The unit is very difficult to counter while it firepower is strong.
The biggest bullshit is that u can have stuka zu fuzz in your first bulding which is much much better especially in team games meantime scott is just better mobile mortar AND its last tier unit. Its gardening annoying that people only talk about how hard is to counter brits with stuka. Seriously? Try counter okw sim city with scott.
3 Mar 2019, 15:56 PM
#17
avatar of Vipper

Posts: 13496 | Subs: 1

The unit would had seen nerfs if it wasn't part of the major tech. The problem of been on the last tech building (reminds me of old P2 in Schwerer HQ).

If you nerf the direct fire mode, you would need to give it enough utility and firepower on barrage to make it worth using that late stage on the game. A mortar HT at the equivalent timing of rocket artillery is not gonna cut it down.

One way to change it is reducing the range on auto attack, while keeping it's AI performance, but improving barrage mode to compensate. What about HE delayed fuse barrage ?

Again it is not mortar HT it far better vs moving targets and it allot tougher. The combination of of good damage output and tenacity is simply too high.
3 Mar 2019, 15:58 PM
#18
avatar of Vipper

Posts: 13496 | Subs: 1

The biggest bullshit is that u can have stuka zu fuzz in your first bulding which is much much better especially in team games meantime scott is just better mobile mortar AND its last tier unit. Its gardening annoying that people only talk about how hard is to counter brits with stuka. Seriously? Try counter okw sim city with scott.

And that is why I have suggested replacing the Stuka with the Mortar HT.

That fact that OKW have an early rocket launcher does not mean that USF need to have a OP indirect fire support unit especially since the Ostheer should be the benchmark. The already have an almost equal mortar, the pak howitzer the major barrage and the doctrinal superior mortar HT.
3 Mar 2019, 16:07 PM
#19
avatar of dk828315

Posts: 88

And what’s all the fuss about the fuss (puns intended)? It is a super expensive rocket arty that dies in 1 tank shot and is only reliable in countering emplacements or static weapon teams, you have to be deaf to not hear its firing sound. Seriously, just move your infantry a bit and most often it will end up creating cover, not wiping your men.
3 Mar 2019, 16:18 PM
#20
avatar of ferwiner
Donator 11

Posts: 2885

And what’s all the fuss about the fuss (puns intended)? It is a super expensive rocket arty that dies in 1 tank shot and is only reliable in countering emplacements or static weapon teams, you have to be deaf to not hear its firing sound. Seriously, just move your infantry a bit and most often it will end up creating cover, not wiping your men.


Stuka zu fuss is the ultimate counter to team weapons, because you never can move them in time. What is more, other types of rocket artillery have to shoot at minimal range to be sure they score a wipe against even a single team weapon. Stuka can and will score two at full range, even if your units are spaced out properly just because the line of fire is so long. That makes it the perfect counter to AT guns.

On the other hand mortrars, ISGs and scott can only damage team weapons, but not wipe them, because even if the owner of the weapon reacts after being hit for the first time, he still is going to easily pack up and save the squad. That makes a huge difference for veterancy and manpower cost of being shot at. What is more, the scott can't really engage AT guns, as it will be in their range when firing.
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