It's a 20 fuel soft skin light vehicle that can't fight light tanks and won't stand up to the allies handheld AT. It will seriously slow down your Luchs or puma. Thus, it's mostly useful only as a fuel cache.
The problem with that is that it actually works like Opel that is actually cheaper and one has to spend 30 (not 20)fuel to get it.
That means that even if one place it on the fuel one will have to wait over 4 minutes before he can start getting more fuel than he has invested in 223. |
Support weapons can't be target by the commissar buffs
that is not a bug it is intended. |
Do you think the Scott needs to be nerfed? Cause I said it was fine, so I really don't care if you disagree. It's not "simply incorrect", you disagree. Congratulations.
Yes I do.
And you have the right to have different opinion, which I respect and yes we disagree and that is fine.
What is incorrect (imo) is the phrase I have turned Bold in you post:
"They can be hard to keep alive if you don't have any real tanks to keep it protected."
Some of the best? First of all, why did you list 400 hp? Being a t4 vehicle with 400 health is not a positive, and it needs all the other things you mentioned specifically because its health and armor are so low...
Because 400 point mean 3 shot from most tanks and 4 from a puma, the number of shot combined with small size greatly reduce the chance that a scott will be killed before it can escape. Both armor and HP is allot more than 160HP that other T4 units like kayusha and Wefer have.
And yes its the combination of all above the stat above that make it difficult to counter.
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There is one another thing that is quite important, but completely ignored, especially by Vipper here.
Yes, DPS was insignificantly increased, but another thing that happened is, cons now do overkill damage, inflicting more damage then is needed to kill a model, which effectively decreases raw dps.
I never understood why they went with odd 12 dmg number instead of 10 voks have. Sure, it would have made TTK at CQC longer, but that's what PPSHs are for and the unit would be even more reliable without DPS loss on overkill damage.
If someone feels like it, feel free to do the math accounting for overkill damage to readjust their actual DPS and compare that with old one to see if that DPS buff vipper clings to so hard even exists, because with 12 damage, TTK is simply not just HP/DPS as it is the case with literally every other rifle squad in game.
PLS stop putting word is my mouth. I have provided the stat the buff was in long range and mid to close as Kirrik claimed. Anything else is irrelevant to what I written.
Cool, not stop ignoring the damage went from 16 to 12 and post real number instead of manipulative one once again, trying to invoke bias that they are stronger then they actually are.
Actually no stop being lazy and find it yourself. After years of rude behavior don't expect any favors from me.
Pls stop you silly crusade of trying to prove me wrong. |
Very nice of you to point out accuracy increase while omitting damage decrease that came along with it. In any case
I'm done wasting my time with you since its obvious you're just provoking people into insulting you by wasting their with false information like this one.
That simply show that you do not understand the mechanics.
Damage is the same at all ranges and thus the DPS is only depended in accuracy.
That stat I provided you with are enough and undisputed proof that it was not the close-mid ranges that got most of the buff as you claim but the long range. |
Nothing I posted is incorrect, DPS increase only happened at mid-close ranges and in reality Cons became worse at those range because 12 damage requires 7 shots while 16 requires 5. DPS increase was miniscule did not make up for loss of damage at ranges Cons supposed to be used at. Patch made them reliable, it didnt change the fact they were and are still bad.
Perhaps if you read my posts again my point would be more obvious to you.
PLS check stat before posting:
Accuracy from 0.541/0.495/0.334 to 0.757/0.659/0.556
percentage of change: 139% / 133% / 166%
Most gain is AT LONG range
Now if you want to argue that High Damage low accuracy is better, you will probably have to argue that with people like darkarmadillo and katitof who bring the subject up many times about C.E. who did not received the same treatment of making their weapons more consistent as the conscript's mosin.
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You got no point in first place, you're just wasting everyones time by being contrarian here. What are you even arguing for? Conscripts being fine and/or useful in current state?
My point is that the stats you brought are incorrect ans so is your analysis about the specific patch.
I have explained my opinion on conscripts many times, they match up with Grenadiers is one of the most balanced in the game. It is penal Guards and VG that are op and if they get fixed one can take a look if conscripts need something extra. |
That has hardly anything to do with penals.
Soviets do have reliable infantry that aren't cons.
Soviets do have early game light vehicle, indirect fire, mobile army, good elite infantry in form of guards to replace any previous squad loses, light handheld AT reliable enough to fend off lights(except FHT) and deter rushing in with tanks, reliable med tank, reliable TD.
USF doesn't mix well with soviets, because soviets have all the tools USF brings in and more.
Duel soviets have better synergy then USF+soviets as USF is per unit stronger, but overall more limited soviets.
USF mainline infantry might be strongest with upgrades and weapons, but other then mainline infantry excelent scaling, USF doesn't bring anything to soviet team mate. Maybe team weapon drops through paratrooper doctrine, but UKF can do that too and offers what soviets do not have, complimenting them well.
USF was designed around strong shock units to take early game map presence and all of that shock potential was castrated over last 2 years with constant nerfs to the point their tech structure redesign became mandatory, so I'd be very surprised if they were any popular in 2v2 - they just don't bring anything to the table compared to other 2 factions.
Once patch drops we might see them more, but until then we can only speculate. What is sure is that tech revamp and commander revamp might help then enough in team games for them to become relevant again.
Pls provide a list of the "castrating" nerfs the USF units got that took place in the last 2 years.
USF might not bring much to Soviet faction because Soviet are already very strong they do seem to work well with UKF thou. |
Yeah, I get your point. Conscripts were bad and after that patch they became reliably bad.
If you actually got my point you would start actually checking facts and stat before posting and save us all allot time. |
Yeah, by 0.1-0.5 around at mid-close ranges. It's a joke and Conscripts lose ability to snap off models at close range due to 16 damage becoming > 12 making them actually worse at close ranges.
It was never meant to be buff in any meaningful way, in fact inrease of munitions of basic abilities and PPSh upgrade ended up making Cons borderline worse than they were before "buff"
Once more your stats are wrong. Conscript's DPS mostly benefited at long range and also got 10% more accuracy at vet 3.
You conclusion are also wrong the DECEMBER 19th patch made conscript perform allot more consistent and lot less RNG, while performing better, getting vet bonuses faster and having a cheaper molotov .
In exchange they paid more munition for ourah and molotov, and the reason for that was actually to nerf PPsh conscripts. |