The only difference here is shell flight time. Low trajectory gives Scott posibility to hit moving targets if you use attack ground. Besides, if you try to do barrage from behind shot blocker, Scott uses high trajectory.
That is one difference, Scott will not autofire behind shot blockers
Still both units are single shot indirect fire with low AoE, low range and high rate of fire (distinctive from MLRS and howitzers/field guns, but still both fall under same category of gun performance). Both capable of performing HE and smoke barrage.
Yes but that does not make them the same the same way Leig or pack Howizter is not the same as mortar.
Don't know why you try to argue about semantics so much. Looks like kinda waste of time to me because it doesn't add anything to actual argument.
Well I don't know why you try to down play Scott by comparing with a mortar it is not a mortar or mortar half-truck. Mortars got a heavy nerfs in the recent patch and scott has not.
Bottom line is does not fire like mortar, it does more damage than mortar, typical counters vs mortar do not work against it, in sort it has nothing to with a mortar other that it provides support fire/smoke.
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...
It really depends on your definition of "free".
In reality Soviet have actually a very good tech tree.
It is not linear as Ostheer/UKF.
It is not restringing as USF.
It allows early access to a very strong Shock unit in the T-70.
The tech tree is combined with commanders with plethora of doctrinal option to improve it.
Soviet are a very strong faction and there is no real need to buff them more.
If the objective is to increase the meta option one should simply start nerfing the alternatives like Penal and Guards. One should probably also nerf the VG.
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.
That would allow a vet 2 scott to barrage every 27 second while moving at the same time. Unit should be balanced at all vet level.
Lowering it damage out put is simply not enough.
The unit it simply to difficult to counter since it combines to many defensive properties like target size 19 too small to be hit by moving vehicles, speed 7 too fast for most vehicles to keep up, 400 HP and smoke.
After some testing:
UKF
Tactical support regiment.
Field recovery squad (CP 1)
cost 230 5 pop
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Rec. Squad is simply way to cost efficient and comes way to early. The CD of the ability is also too long. Rec. squad allow UKF to unlock 5 men/weapons even grenade early since the provide an AT units with snare that can counter enemy vehicles. The unit can also equip double bren.
Forward assembly can call artillery even if no 25p having being unlocked.
Suggestions:
Lower CD of ability
Move to CP or lock abilities like AT grenade and Smoke grenades behind tech (maybe CPP).
Barrage from forward assembly should be locked until 25p are unlocked.
Destroy cover is an extremely powerful ability its CD should be increased and add a small cost like 5-10.
Salvage seem to need to be looked at since it does not seem to return enough resources. Maybe replace it with OKW salvage(?)
Bren should limited to 1.
Command vehicles (CP 2)
cost 75 mu
Description need fixing since it indicates that command vehicle suffers movement penalty.
Air Resupply Operation (CP 4)
100 MP/75 MU
1 mortar + 1 6 pounder ATG 1 medical supply. Infantry units move and reinforce faster in targeted sector. 40 secs duration.
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Ability is why too cost efficient and the combination of FOP or FA heal combined with the mortar can be problematic.
Forward Observation Post (CP 10)
Can upgrade ambient building to FOP that can reinforce troops.
Abilities:
"Artillery Cover" cost 180 mu
"High Explosive Artillery Support" cost 150 mu
"Smoke Artillery Barrage" cost 50 mu
"Recon Air support" cost 60 mu
"Strafing Run Air Support" cost 150 mu
Can upgrade Froward Assembly to Observation Post
Cost 100 MP/ 10FU.
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CP is simply way too high for this ability to be useful, most ambient building are already gone by CP 10.
Suggestions:
Lower CP and cost remove or redesign offensive abilities to be weaker and cost less (and probably they do not need to be so many).
Reckon play should cost less or even be free since there is also one available from command vehicle.
Vanguard Operation "Crocodile" (CP 13)
640 MP/230 FU pop 20
Abilities:
Fire smoke shell cost 20 MU.
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There is no need for this unit in the commander since it already available in 2 commanders, Valentine would fit the commander better since it would make a great command vehicle.
Suggestions:
Remove the spotting ability when the unit enter the battlefield, there is no reason for it.
Replace smoke rounds with standard Churchill smoke.
Remove DOT flame damage but add it an active ability.
Do a vet bonus overhaul (and stat overhaul) these heavy units should gain durability bonuses and not movement bonuses. Their rotation should also go down since they are too mobile.
Well i can only test what is already in the MOD. Thanks for pointing out thou.
If the "Armour is going down to 4 from 9 and health from 320 to 240. Build time will be moved to 40 seconds." then it should also have a cost reduction since OKW start with low Fuel and number are slightly better than a kubel.
Forward head quartets (CP 2)
cost 250MP/40FU and 200MP/25FU
M-42 45 mm AT gun (CP 2)
cost 200MP/6 Pop
Shock troops (CP 2)
cost 360MP/8 Pop
Booby Trap territory (CP 4)
cost 45MU
KV-2 Heavy assault tank (CP 14)
cost 630MP/230FU 19 Pop limited to 1
Removed abilities
NKVD disruption tactics
KV-8 Heavy Flamethrower Tank (CP 0)
cost 390MP/145FU 14 Pop
Radio intercept (CP 0)
(passive)
Commissar squad (CP 2)
cost 260MP/7 Pop limited to 1
Scorched earth Policy (CP 3)
Cost 35
Anti Tank Overwatch (CP 12)
costs 200 munitions
Removed abilities
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UKF
Tactical support regiment.
Field recovery squad (CP 1)
cost 230 5 pop
abilities:
Minesweepers
smoke grenade 15 MU
Repair (advance rep speed 1.85)
destroy Cover free 4 sec CD
Salvage
Throw heat grenade 25 MU
Build emplacements
Command vehicles (CP 2)
cost 75 mu
Abilities:
command vehicles Air support cost 50 mu
-50% accuracy and +100% reload penalty
Aura:
Range 40
Infantry: +20% accuracy, -20% cooldown, -20% reload
Vehicles: -30% reload, -30% cooldown, +30% accuracy, +15% penetration
Air Resupply Operation (CP 4)
100 MP/75 MU
1 mortar + 1 6 pounder ATG 1 medical supply. Infantry units move and reinforce faster in targeted sector. 40 secs duration.
Forward Observation Post (CP 10)
Can upgrade ambient building to FOP that can reinforce troops.
Abilities:
"Artillery Cover" cost 180 mu
"High Explosive Artillery Support" cost 150 mu
"Smoke Artillery Barrage" cost 50 mu
"Recon Air support" cost 60 mu
"Strafing Run Air Support" cost 150 mu
Can upgrade Froward Assembly to Observation Post
Cost 100 MP/ 10FU.
Vanguard Operation "Crocodile" (CP 13)
640 MP/230 FU pop 20
Abilities:
Fire smoke shell cost 20 MU.