The key is the qualifying statement, "especially if your rifles are supporting it". |
Puma. That is all. One Puma. Go ahead build 10 Scotts...There are more units to the OKW other than the Panther and the KT you know. Also I would LOVE to see a replay of you in a 1v1 Microing dual Scotts. Go ahead and post it up and let me know exactly how long they live. One single Pathing error (WHICH NEVER HAPPENS ON THIS GAME) and one of those two Scotts is dead. One single second of forgetting to reverse one while doing something else and one Scott is dead.
Scotts really just have range on the Sherman. What they lack is HPs. A Scott only does better because it can kite them. And its not a necessary unit in that role IMHO that should be the Job of Shermans with HE rounds. Yes Shermans SHOULD counter Shreks. They dont but thats another topic.
Scotts SHOULD be indirect fire. But they are pretty terrible at it. I wouldnt build one for that purpose. So as I said before they should greatly reduce the power of its direct fire ability by say Nerfing the AOE substantially and in return make its Bombard ability POWERFUL like Walking Stuka Powerful in a smaller area of course. Or hell just make the shells have low AOE but MASSIVE damage per shot to take out trucks.
Scotts can easily kill a Puma, especially if your actually backing your Scotss up with rifleman like you are supposed to. Puma is 70 fuel, in a fuel starved faction, and you need to make a truck to use it. So that's 110 fuel to counter a Scott with a Puma, a armored car that becomes almost total garbage against mediums in mid to late game.
I am 100% in favor of making Scotts more of an indirect fire tank to be used as mobile light artillery except the part of making it have shells as powerful as the Stuka, as that would make zero sense as the stuka is a 140 fuel half track that fires large caliber rockets. The Scott is a mobile light howitzer platform. |
Agree, a major fault of OKW's design was a resource penalty and no cheap armour like Panzer IV Ausf. J's or StuG III Ausf. G's. Instead you get a faction who's meta is to blob AT and grab a Panther then go for a King Tiger. But somehow expensive vehicles, resource penalty, and very blobbable infantry sounded good on the drawing board, and we got OKW.
Not even a Panther is worth it in any game mode higher than 1's. 175 fuel for a tank that's only good against other thanks with a horrendous reload time. Far better off getting a Jadgpanzer for AT and a luchs for AI. Or you know just keep spamming infantry because that works to.
In a dream world I would give the OKW the PIV Ausf J as a non-doc, with elite armored having Panzer IV aces (vet 5). I would put it on the mechanized HQ, with the StuG going on the medic HQ. |
Why medium? OKW have Puma (better then any ally medium) and Luchs (AI Lux). If you want medium, you can chose Elite tanks commander and you get two medium tanks.
Because it's not OKW late game or early game that's weird, it's mid game. Early game plenty of people will drop fuel on a Puma, Stuka, or Flak Trak. But after that your options at what get are very limited and mediums would encourage OKW players to spend fuel mid game.
And the Elite Armored doctrine is the worst OKW doctrine, yeah PIV's are cool, just not for 210 fuel and at such a higher CP. |
Maybe if OKW had more tanks worth getting than Heavies? Give a faction very little fuel and they are going to spend in a game changer, not just a unit that will still leave things balanced on a razor edge. Give OKW some medium/mid cost tanks and trust me you will see players expending more manpower on tanks rather than just saving and blobing infantry.
The counters to OKW out there are insane, 120 mm mortar, priest, Scott, HE Sherman, Bulldozer, maxim spam, AT gun spam, B4, 152 mm howitzer, ect. Just because it's hard to kill a KT doesn't mean the faction is unbeatable. |
Similar to having to counter Shrek/Ober blobs for USF. There is one direct counter the Bulldozer in a single doctrine that costs a ton and you will be needing a Jackson too. So more or less the cost of a KT (without tech).
I think the Scott and anything that one shots is bullshit myself. This goes for the Greyhound, ISU, Jagdtiger, Rifle Grenades etc etc.
And as noted the Overlap with the Sherman HE is there. I would much prefer the Scott to be an Indirect fire unit thats good at THAT. Right now its piss poor at indirect fire but a murder machine when kiting with direct fire. Why? Why not turn it to something the USF needs and allow the Sherman to do its thing with HE and the Scott to bombard the Flaktruck into oblivion like the 120MM can.
Duel Scotts right now can utterly destroy OKW blobs, USF has a fair amount of good blobbing counters. A Scott can very easily kite a shrek blob, just like a AA HT can as well. Right now all OKW has to counter that is A. Tanks that cost vastly more fuel than the unit its intended to counter. B. Hoping and praying the player fucks up and doesn't move for a few seconds so you shreks can hopefully hit it instead of not firing or shooting at passing seagulls. |
I think the irritation comes from the fact OKW has very little counters to kiting Scott other than getting a panther or Jadgpanzer, which cost far more fuel than the little Scott does. Personally I find OKW to be in a awkward spot were it really only comes into it's own when supported by Ostheer. |
The major was still in construction.
My point still stands, personally I would have not engaged until I had a major out or a mobile howitzer to push his blob. Or at the very least a AA HT to suppress the blob. Personally you would have been even more fucked if the OKW player had decided to make Obers or Jaegar. |
Thread: KV1?4 Jan 2015, 18:22 PM
KV1 would make more sense in t4, give Counterattack tactics the T-76, or KV2. |
Fallsch are far worse than Obers and blow over in a harsh wind, if you want to punish the OKW blob get a mobile howitzer and scott. Don't expect to beat OKW in an infantry battle when OKW's entire gimmick is elite infantry/light armor and heavy tanks. |