The Calliope is the biggest offender, Something that doesn't hit anything and cost 140 fuel is a no-go.
Then the M5 is too slow, too clunky, it is not valuable without upgrade. I tried it with 2xRE/M1919 inside, the dps is good but too subject at being snare to death. In comparison, the M3 let you do the same thing but is way faster which is essential when you need to disengage.
The Strafing run is too situational and does too little to be an ability you really need in your roaster.
The reco loiter is nice and helps a lot with the Calliope to increase its poor damage output.
At the moment, infantry company is better in any aspect.
Priest > Calliope
M5 HT > M5
Arty barrage > Straf run
Only saving grace is the reco loiter but I think Field defense is equally nice...
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The number of my game with USF is irrelevant to the Performance of the Scott and especially it defensive properties. I also happen to have around 800 games as USF.
Turning balance issues into personal issues is non constructive and I would suggest you avoid it.
You're the one turning balance issues into your personal issue to understand the basic of each faction.
If you say something stupid, I'll not blame the balance or the game, but say you said something stupid.
In this case I've been kind enough to tell you to play more with USF instead and not being so affirmative with your opinion. Because if your 800 games with USF would have been enough for you to understand the game mechanisms, you'll have see that USF isn't design around having AT capability every time available and thus USF units need to be design with this aspect, especially when they are only available late game.
This may change with the new patch but at the moment, there is nothing evident that shows the Scott over value a Pz4 that comes a couple of minutes later with the same AI potential once upgraded with in addition strong AT capability.
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Now if you are talking about a situation where one's opponent has tanks and one does not have any AT to counter that is actually bad play and not an issue with Scott.
Play more USF then. |
Can anybody suggest a way to win this?
There is no rules that say you must rush your fuel with RE at the start of the game, specially with USF I'd say munition is as much as important or even more interesting early game to get fast bar.
Second point is to know that capping 4 neutral points gives you as much fuel as 1 fuel point + 1 munition point. So if your fuel is going to be contested, don't focus too much on it, cap everything else, cap your munition, cap the center VP, you'll be late on fuel but you'll have enough to tech captain and have ATG or lieutenant + zooks.
I can't help you a lot on Rail&Metal cuz I veto the map for being a corridor map but instead of rushing the fuel take the house with your first RE so the Sturm isn't going to take it and wait to have at least 3 RM to start moving around, make sure you cap your points.
You can build an early Position to defend the fuel point, the ground elevation make it difficult for ATgun to take it down. |
I will put it simply for you too, the proposed nerf(s) do not touch the Scott's INDIRECT fire ability but aim to tone down it's DIRECT auto fire that is overperforming. Most even suggest to buff the barrage ability in return, something I would agree with.
So I'm sorry but your argument is completely invalid and irrelevant.
That's semantic, scott is considerate as indirect fire (wrongly) but that's isn't an argument here. Buffing the barrage in exchange of direct fire nerf is just a straight nerf at the end. |
So I guess the fact that (double) OKW was picked a lot in the tourney would indicate the Brummbär was fine and didn't need any nerfs? Besides, with top tier Axis tank micro being so deadly the USF late game simply can't do without Jacksons or the Pershing. In slower paced games (i.e. 95% of the games) ATGs and maybe one Jackson is sufficient AT and Scotts see a lot more usage there.
Not sure if you can compare the pick rate of USF with Ostheer/OKW picking strategy.
Dual scott don't have real push power, scott isn't a shock unit that can turn tides when it hits the field unlike the brumbar, the sherman HE, the Pz4 or whatever with a bit of armor and good AI power. You can't and don't push with a Scott, you bleed your opponent from range like a mortar does.
It is true the scott has a great survivability but it is also true that any AT unit can counter it minus infantry AT units, you also need vet1 to get extra barrage range to shot at atgun from safety... |
Does anybody have any replays/casts that can support argument that Scott overperforming?
I've used them and they felt okayish, but nothing special. Just highly mobile mortar that comes in latest tier with 70 fuel price.
Someone mentioned CPU-Standard, I've played with him some games on 2vs2, the guy has a really aggressive playstyle, so if you're not prepared he can roll over you easily but that's definitively not because of the scott. |
All faction get "free" (no tech) stuff.
Examples
USF "free" officer with "free" BAR/Bazookas
UKF "free" 25p guns and soon "free" AT grenades, free Hammer/anvil abilities.
Soviet "free" PTRS "free" AT satchel charges, free grenades in their elite call in infantry.
In addition some faction have the option to side tech and buy want they need, at the time they need if they need it.
Lul, Soviet is the only faction not getting anything for free. Or should we say Para get free M1919 or zooks or Thompson or free nade, Rangers free nade and thompson, Pzgren free shreks and bundle nade, Obers free LMG, falls free nade and free pfaust etc... |
An idea of what I would change before throwing it to testing.
- Near AOE distance from 1 to 0.25
- Near AOE damage from 1 to 0.8
- Mid AOE from 0.25 to 0.3
- Far AOE distance from 3 to 4.
- Far AOE damage from 0.1 to 0.15
- HE barrage cooldown from 75 to 45.
- Smoke barrage cooldown from 60 to 35.
- Auto-Attack reload from 2.75/2.9 to 3.75/4
- Auto-Attack ready-aim time from 1.25 to 0.375
Damage drop-off would be 0.25/2/4 is 80/30/15
Damage drop-off previously at 1/2/3 was 100/25/10
Another AOE change to increase damage at distance and reduce drop-off in exchange for a much lower OHK radius. Buffing the barrage while nerfing the auto-fire is meant to make the M8 less effective at attrition when left to its own devices, but can support more readily. Also auto-attack is made more responsive on the first shot to compensate.
I always thought scott's design wasn't to be a mobile arty such as the Priest but more a mix between rocket arty function such as Kat/Pzf/Stuka and the brumbar.
If really its function was to take down strucures with a Barrage it would had at least the pakHowizer vet barrage.
Scott's function is to bleed your opponent as much as a Kat or Brumbar but with its own gameplay, if you look at their end game stats, you don't see much difference if all are correctly used, and all are difficult to take down if properly defended.
And about this last point, scott high survivability is to put in line with the fact USF doesn't get stock mines, the unit need to have a chance to escape.
Last, if it is to make the scott what it is not supposed to be, just swap it with the Calliope. Make the Calliope stock and scott to the tactical commander. |
If you nerfed Ost P4 then Mobile Defence into T4 becomes the only viable playstyle.
The Ostwind is simply terrible right now. Decent anti-infantry but low armour, high scatter on the move, and can't do anything vs even a Stuart or T70. It's horribly expensive for what it does, and it's vastly inferior to the Centaur. Centaur has vet 1 strafe, better damage profile, and higher armour for a similar cost. Centaur is also able to rip through Axis light armour.
Wehrmacht is strong right now but the Ostwind is definitely not in a good spot.
I think he mentioned nerfing Pz4 AI, not AT. Ostwind is overshadowed by the Pz4 but the Stug still has its use meaning Pz4 AT is on the good spot.
Ostwind need to stop to deal good damage and we can compare its damage as a dot damage, it rarely kill models in one shot except if they are on the wrong side of a shotblocker.
On the other hand Pz4 doesn't need to stop to deal damage, it has the MG and the gun has enough splash damage to deal consistently even when moving. On top of that you can stop/fire/move/stop/fire/move etc... with a bit of experience. As I mentioned Ostwind damage profile is closer to dot damage than direct damage, the exact opposite with the Pz4 which will regularly kill models with one hit even on the open.
Last, Ostwind can't follow retreating squad. Well to be exact it can but has horrible moving accuracy... unlike the Pz4 AI.
Reducing Pz4 AI damage from main gun would force the Ostheer player to use Ostwind to get the AI damage. This in conjecture with a Ostwind buff could do the trick. |