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USA September patch discussion

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31 Aug 2019, 14:08 PM
#281
avatar of thedarkarmadillo

Posts: 5279

If creeping rak death is being removed we could experiment with lowering the Scott's health to 320 so that it's actually possible to catch it out of position and kill it.
31 Aug 2019, 16:09 PM
#282
avatar of mrgame2

Posts: 1794



Those words perfectly fit the panther, lol. Allies cant reliably kill it so OP :v


Unless panther have 65 range and 65 sight, so it is not the same thing.

If creeping rak death is being removed we could experiment with lowering the Scott's health to 320 so that it's actually possible to catch it out of position and kill it.


Wasnt it removed rak active camo?

320 health scott seems good.
But to be fair, we can try increasing its pop first, to make usf think twice of spamming in 2v2.
31 Aug 2019, 16:39 PM
#283
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post31 Aug 2019, 16:09 PMmrgame2


Unless panther have 65 range and 65 sight, so it is not the same thing.



It is the same case if you count "cant reliable kill" is an issue.
31 Aug 2019, 16:44 PM
#284
avatar of mrgame2

Posts: 1794

why usf cant reliably kill panther? Jacksons?
Scott can inflict damage from safe distance, panther cant, thats what im saying. It is incomparable here.
31 Aug 2019, 18:37 PM
#285
avatar of Mazianni

Posts: 785

Just remove Scott's tactical smoke. Done. No other changes necessary. The fact it got its autofire ROF nerfed so significantly and Grens get to shrug off explosive damage at vet 3 really shouldn't leave it such a pressing problem anyway.
31 Aug 2019, 18:47 PM
#286
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post31 Aug 2019, 16:44 PMmrgame2
why usf cant reliably kill panther? Jacksons?
Scott can inflict damage from safe distance, panther cant, thats what im saying. It is incomparable here.


Panther alway can get away with blitz and tactican(doc), it have HP, armor, speed, heavy crush, etc. Mean, getting out of danger is easy with panther.
31 Aug 2019, 19:04 PM
#287
avatar of LoopDloop

Posts: 3053

If creeping rak death is being removed we could experiment with lowering the Scott's health to 320 so that it's actually possible to catch it out of position and kill it.

Why not just get rid of the smoke instead? It's a sort of expensive vehicle that needs to be close-ish to the frontlines in order to work, and successful dives should be rewarded, but IMO removing smoke is the best way to do that, as it makes diving really hard. Removing smoke instead of nerfing health would make it so the scott doesn't die to a stiff breeze, but still gets punished when it gets caught out of position.
31 Aug 2019, 19:13 PM
#288
avatar of thedarkarmadillo

Posts: 5279


Why not just get rid of the smoke instead? It's a sort of expensive vehicle that needs to be close-ish to the frontlines in order to work, and successful dives should be rewarded, but IMO removing smoke is the best way to do that, as it makes diving really hard. Removing smoke instead of nerfing health would make it so the scott doesn't die to a stiff breeze, but still gets punished when it gets caught out of position.

Either or I guess. I disagree that it need to be close to the front as it's got great range, but the fact of the matter is you need to pretty well be hellen Keller to lose one as it is now between the health smoke and range. Something has to give
31 Aug 2019, 23:43 PM
#289
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Remove the Smoke.
Give it WP at Vet1.
LMAO
1 Sep 2019, 00:11 AM
#290
avatar of Mr.Flush

Posts: 450


Why not just get rid of the smoke instead? It's a sort of expensive vehicle that needs to be close-ish to the frontlines in order to work, and successful dives should be rewarded, but IMO removing smoke is the best way to do that, as it makes diving really hard. Removing smoke instead of nerfing health would make it so the scott doesn't die to a stiff breeze, but still gets punished when it gets caught out of position.


It just needs to be reworked instead of removed from the game. There were several options on other threads on how to do it.
1 Sep 2019, 12:52 PM
#291
avatar of Lago

Posts: 3260

Move the Vet 1 ninja smoke from the Scott to the Stuart.

The Scott can now be dived.
The Stuart can now actually use its utility abilities without getting blown up.
1 Sep 2019, 15:11 PM
#292
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post1 Sep 2019, 12:52 PMLago
Move the Vet 1 ninja smoke from the Scott to the Stuart.

The Scott can now be dived.
The Stuart can now actually use its utility abilities without getting blown up.


That would require it's other abilities to be looked at, as its crit ability is quite powerful.
1 Sep 2019, 17:45 PM
#293
avatar of Lago

Posts: 3260

That would require it's other abilities to be looked at, as its crit ability is quite powerful.


It's powerful in theory.

In practice, it's so janky and slow that it's a good way to get rid of an unwanted Stuart.

Stuarts are all but useless against anything larger than a Puma because they only do 80 damage. The game's description text and tooltips hints the original vision for them was to be support tanks that did pretty minimal damage but had powerful utility abilities they could use on larger units.

With the Scott's smoke, they could actually do that.
1 Sep 2019, 18:01 PM
#294
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post1 Sep 2019, 17:45 PMLago


It's powerful in theory.

In practice, it's so janky and slow that it's a good way to get rid of an unwanted Stuart.

Stuarts are all but useless against anything larger than a Puma because they only do 80 damage. The game's description text and tooltips hints the original vision for them was to be support tanks that did pretty minimal damage but had powerful utility abilities they could use on larger units.

With the Scott's smoke, they could actually do that.


Right. They can't stun heavy tanks then? They can't stay relavent until late game by this crit ability whilst being a good flanker and harassing infantry? They can't decrew and reduce pop cap whilst hopping back in and supporting the other vehicles again?
1 Sep 2019, 18:14 PM
#295
avatar of Lago

Posts: 3260

Right. They can't stun heavy tanks then? They can't stay relavent until late game by this crit ability whilst being a good flanker and harassing infantry? They can't decrew and reduce pop cap whilst hopping back in and supporting the other vehicles again?


They can, much like a T-70 can kill a King Tiger.

Like I said, strong in theory. In practice, dead Stuart.
1 Sep 2019, 18:39 PM
#296
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post1 Sep 2019, 18:14 PMLago


They can, much like a T-70 can kill a King Tiger.

Like I said, strong in theory. In practice, dead Stuart.


Rigth, and why should this very effective little fucker, like its brother of crime, the T70, need anything extra? Why not give it HVAP while we are at it lol.
2 Sep 2019, 18:46 PM
#297
avatar of RoastinGhost

Posts: 416 | Subs: 1

Could the greyhound be moved sooner as well?
2/4 sidetech requirement like major, 4cp?

Not sure if that's actually a good idea, just wanted to bring it up since it now has the cp reqs of a stug.
2 Sep 2019, 20:03 PM
#298
avatar of Katitof

Posts: 17914 | Subs: 8

Could the greyhound be moved sooner as well?
2/4 sidetech requirement like major, 4cp?

Not sure if that's actually a good idea, just wanted to bring it up since it now has the cp reqs of a stug.

Not sure its such a great idea, its pretty great in terms of performance, but then again, all the counters are already present at 4CP.
5 Sep 2019, 05:27 AM
#299
avatar of CODGUY

Posts: 888

USF already sucks I don't understand the desire to nerf more of their stuff...are OKW players looking for an auto-win button for their faction?

Here is my question for USF:

Why the hell is the worst engineer unit in the game AND worst starting unit in the game a 200 MP unit? Ostruppen are like 180 MP for a 6 man T0 combat unit, Royal Engineers are 210 for a 5 man unit, Grenadiers are only 40 MP more and are like 10x better. Can we maybe adjust the price to reflect it's crap preformance just a little bit since nobody wants to make it worth its 200 MP cost by maybe adding a 5th man? Maybe we can look at USF infantry as a whole. Why are Pathfinders 290 MP when their preformance doesn't match their price? Why are Combat Engineers 280 MP when their preformance doesn't match their price? Why is there some innate desire to make sure USF's infantry are consistently overpriced and underperforming? I am glad about the Riflemen buff but like I said I'll have to wait and see how that plays out.
5 Sep 2019, 05:55 AM
#300
avatar of CODGUY

Posts: 888


Not sure its such a great idea, its pretty great in terms of performance, but then again, all the counters are already present at 4CP.


I've never understood the point of the Greyhound. Friggen 60 fuel and it sucks against a Luchs.
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