With this unit you don't need shermans, you can just spam your opponent to death, untill you have no infantry left. If 2 scotts are covering a VP, for example mid on "Alliance of Defience" behind a sight blocker, you have no way to cap it.
You dive, you get zooked.
You dive more you get skill planed.
You do skill planes, the guy just does GTFO and zook you while you diving. Extremely annoying.
Elpern once suggested to remove autoattack from Scott all together.
Scott auto-attack is already bad and you can definitively cap under a Scott auto-attack just by running in circle. Even Attack-ground will not works for the Scott.
Now as for any similar situation involving a saturation in defense, just attack somewhere else.
Otherwise, removing the auto-attack on scott would requires compensations to keep the unit viable, not sure people asking for it would like it.
Soviet sniper requires a special tech structure to be built, there is not going to have a HMG to support it.
Means usually 1 less squad due to the building price
No Pioneer with superior vision range
No automatic snares with mainline infantry with superior range
Then the soviet sniper effectively fight 4men squad vs Ostheer but Ostheer get the fast 222 and possibility to counter snipe with its own sniper.
I believe at the moment Soviet sniper build is about sniper + M3 to protect it which requires a lot of micro to be effective.
Aside from that USF still cry in the corner with 0 effective counter other than a M20 that is not going to cut it with the quantity of snares available around. But since the Ostheer / Soviet match is balanced I guess it's fine.
Sander is someone who 'actually' plays the game too. And he does it at a higher level than you do. He even went on an unnoticed crusade playing USF with nothing but the Pershing doc.
He'd probably play more if he wasn't busy helping ungrateful turds.
On 3vs3 which is the least relevant game mode.
And as Kurobane says, Sander's is maybe a good player but USF remains completely utterly trash if you're not good at the game.
Back to the JP4, the unit sit on top of Allied ultimate TDs which is problematic because late game should be equal between heavy tanks from OKW vs TDs from allied factions.
Other tanks just use the same shell for every target, which is why they're not as good as the shermans' specific-use shells. The ISU-152 has a similar shell switching mechanic, incidentally.
Being free without constraint is what always bothered me. Imo since the revamp of OKW it should have been made as an active ability costing munition. USF officers may be free to deploy they still cost popcap, manpower to reinforce and munition to equip.
The bare minimum tweek it should receive is a reduction in lethality vs infantry at exchange of increasing the suppression because as you mentioned it sometime it just wipes squad in a matter of seconds and reducing its penetration vs medium. So the player has to defend it and not just build it upgrade it and pump obers because a single rak with the cannon will anyway wreck any medium entering the radius.
The Scott (a backline artillery unit that take three shots from the Panther to kill) needs smoke because a Jackson can't kill the Panther in three shots?
Does the Panzerwerfer, Katyusha, Stuka, etc need smoke and enough health to survive three shots from an opposing tank, just in case an enemy tank tries to dive it? We wouldn't want there to be any way for someone to kill a backline unit, after all, even if you leave it out of position.
Update your game, Scott isn't anymore a backline unit, it has standard range and only the barrage is set to 80.
Maybe because the Scott Needs its mobility and range because it doesn't have any armor. Maybe it needs its smoke because a Jackson is never going to kill a Panther in less than 3 shots. maybe... you should stop diminishing Brumbar peak and capability and overall Axis capacity to respond to it.
If Smoke is so good for the scott, then what it is for every single vehicle you can field as Ostheer just picking the right doctrine the same way USF pick the right doctrine to support Scott.
Well if we ignore that it cant shoot over obstacles, it has slower rate of fire, it have to exlose itself to ATguns\TDs, that enemy inf always can see it unless pre-fired and that it dosnt have turret ... then you would be right.
Why would we ignore the armor? why would we ignore that if it fire so slowly its because it 2 shots any squad in game?
The unit has its Cons, as much as the Scott but their goal are similar, bleeding opponents. Scott needs the barrage to take on an atgun, Brumbar can simply sit in front of it, Scott can shot over obstacles, Brumbar can't, you need 2 Scotts to be effective, one brumbar is enough etc...