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Setting up a scout, start to finish.

Scouting Setup

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24_inch_pythons #1 Posted Nov 29 2018 - 04:57

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   *All numbers given are based off of a base 400m view range and a 100% crew (100% Commander and 110% everybody else)*  

 

How to set up your light tank in order to maximize its scouting capability:

 

Equipment setup - 

  1) Improved Ventilation Class I (+ 5% to all crew skills, a 100% crew becomes a 105% crew) 

         or Venting Sytem (+ 7.5% to all crew skills, must be purchased with bonds)

Vents are a must for scouts because they improve every soft stat, most importantly View Range and Camouflage. Putting Improved Ventilation Class I on will increase the view range by 10 meters. That may not sound like a lot, but it is when you start stacking other bonuses on top of it.

  2) Coated Optics (+ 10% to view range while on the move or stationary) 

          or Experimental Optics (+ 12.5% to view range while on the move or stationary, must be purchased with bonds)

The benefits of coated optics can't be overstated. Putting coated optics on will increase view range at all times by  44 meters!

  3) Binocular Telescope (+ 25% to view range after your tank's hull has been stationary for three seconds)

Equipping your scout with a Binocular Telescope will increase the view range by 100 meters after you've been stationary for at least three seconds! While Coated optics are required to maximize your view range while on the move, you need a Binocular Telescope to shred camouflage. Shredding camouflage is very important. It has many in game applications, not the least of which is counter-scouting. Scout tanks have a class bonus where they have the same camouflage whether they are stationary or moving, how do you defeat the cloaking device of the enemy scout? Shred his camo.

 

Consumables setup-

1) A small medkit (or large if you prefer)

2) Case of cola (+ 10% to all crew skills) again affects every soft stat, but most importantly provides + 23 meters view range. 

3) Large Repair Kit, bound to your space bar key. ***This is important*** if you get tracked you need to get them back up ASAP!

 

Crew skills-

1) Get Camouflage first. It's immediately useful.

2) *If the commander is both the commander and radio operator* Once the commander gets 100% camouflage switch the skill to sixth sense and start situational awareness first. If the tank has a dedicated radio operator then your commander should, of course, start Recon after you switch the first skill over to Sixth Sense. Once you get the second skill on all crewmen up to 100% switch all over to Brothers In Arms on their first skill. The commanders second skill is sixth sense. Third skill, which you are just now beginning, should be situational awareness or recon depending again on the radio operator situation. After that, camouflage as the commanders fourth or fifth skill, again depending on the radio operator situation. All other crewmen should start a useful skill after they get camouflage up to 100%. Remember, when the second skill for all crew reaches 100% drop for brothers in arms on the first skill and camouflage becomes the second skill and then begin the third skill as whatever you chose as the previous second skill that you just dropped.

 Generally... camouflage first, then vision skills, then skills that improve your tank's maneuverability, then skills that improve your tank's ability to fire on the move, then all other skills.

 

 Setting up my T92 this way confers the following bonuses (remember these bonuses stack):

Case of Cola                  + 23m view range

Experimental Optics       + 55m view range

Improved Ventilation      + 16m view range (with vent purge, the equivalent of Venting System)

B.I.A.                              + 10m view range

Situational Awareness   + 12m view range (+ 12m compared to +9m for Recon. This is why you pick it over Recon first)

Recon                            + 9m view range

--------------------------------------------------------

                                          524m view range minimum at all times.

Binocular Telescope      + 58m when the vehicle is stationary for at least three seconds. That's 58m on top of the Experimental Optics. 

--------------------------------------------------------

                    Total of --->   582m view range when the vehicle remains stationary for at least three seconds.

              **These numbers are taken off the client. The tank information column** 

 

                                          

 

 

 

 



YANKEE137 #2 Posted Nov 29 2018 - 05:01

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So, are you saying my standard spall liner, track cleats and 8-track player are sub optimal choices?

 

 

Actually thanks, that's good info and must have taken you some time.



24_inch_pythons #3 Posted Nov 29 2018 - 05:03

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View PostYANKEE137, on Nov 28 2018 - 22:01, said:

So, are you saying my standard spall liner, track cleats and 8-track player are sub optimal choices?

 

 

Actually thanks, that's good info and must have taken you some time.

No, no, man, I put a spall liner on my Scorpion. It works wonders! :trollface:

/s

Seriously, don't do this...

 

And thank you! Yeah, it took a while, ha ha.



YANKEE137 #4 Posted Nov 29 2018 - 05:09

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Come to think of it, why would anyone ever buy track cleats? Some of the gear and skills are ...obsolete. They should redo it.

24_inch_pythons #5 Posted Nov 29 2018 - 05:13

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View PostYANKEE137, on Nov 28 2018 - 22:09, said:

Come to think of it, why would anyone ever buy track cleats? Some of the gear and skills are ...obsolete. They should redo it.

 

If you're referring to additional grousers...

Yeah, they're kinda worthless, I think. Kinda. The idea is to put them on casemate td's, and some heavies, to improve your traverse speed to keep from getting circle-strafed to death. Problem is, if you are going against a skilled opponent they will just track you and then your traverse speed is 0.



BillDing1 #6 Posted Nov 29 2018 - 06:02

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Are you saying use binos on a maxed out crew + bond equiped tank? 

24_inch_pythons #7 Posted Nov 29 2018 - 06:08

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View PostBillDing1, on Nov 28 2018 - 23:02, said:

Are you saying use binos on a maxed out crew + bond equiped tank? 

 

Yes, you need binos to shred camo, against any tank, but particularly against active enemy scouts.



Captain_Rownd #8 Posted Nov 29 2018 - 07:02

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View Post24_inch_pythons, on Nov 28 2018 - 17:57, said:

 

2) Case of cola (+ 10% to all crew skills) again affects everything, but most importantly provides + 23 meters view range. 

 

Is that for real?  It "goes to 11" if you just keep adding more bonuses on?

24_inch_pythons #9 Posted Nov 29 2018 - 07:30

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View PostCaptain_Rownd, on Nov 29 2018 - 00:02, said:

 

Is that for real?  It "goes to 11" if you just keep adding more bonuses on?

 

Yes, B.I.A., Vents, and Cola all stack to improve crew skills.

With Improved Vents Class I, B.I.A. and Case of Cola my commander is 120%, while everyone else sits at 132% on their primary skill.



RC_1140 #10 Posted Nov 29 2018 - 08:13

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View Post24_inch_pythons, on Nov 28 2018 - 20:03, said:

No, no, man, I put a spall liner on my Scorpion. It works wonders! :trollface:

/s

Seriously, don't do this...

 

And thank you! Yeah, it took a while, ha ha.

Yeah, I think 1 + 20% is still 1. Helps the crew live though. 

View Post24_inch_pythons, on Nov 28 2018 - 20:13, said:

 

If you're referring to additional grousers...

Yeah, they're kinda worthless, I think. Kinda. The idea is to put them on casemate td's, and some heavies, to improve your traverse speed to keep from getting circle-strafed to death. Problem is, if you are going against a skilled opponent they will just track you and then your traverse speed is 0.

I think they also help terrain resistance. I would use them on some tanks, but its not available to all of them. 



Bromatick_1 #11 Posted Nov 29 2018 - 14:31

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Isn't it that you can only see a maximum of 550m overall no matter how much more you equip your tank. I might be wrong but, I've seen that in quite a lot videos (including Quick Baby).

Edited by Bromatick_1, Nov 29 2018 - 14:32.


24_inch_pythons #12 Posted Nov 29 2018 - 15:28

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View PostBromatick_1, on Nov 29 2018 - 07:31, said:

Isn't it that you can only see a maximum of 550m overall no matter how much more you equip your tank. I might be wrong but, I've seen that in quite a lot videos (including Quick Baby).

 

445 meters is the maximum distance at which you are eligible to spot someone, the maximum distance at which you can spot someone. Anything you have for view range beyond 445 meters shreds their camo and makes it more likely that you will spot them at 445 meters.

K_N_Fodder #13 Posted Nov 30 2018 - 02:34

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This is interesting, thank you. 

24_inch_pythons #14 Posted Nov 30 2018 - 15:47

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View PostK_N_Fodder, on Nov 29 2018 - 19:34, said:

This is interesting, thank you. 

o7



pacoats #15 Posted Dec 03 2018 - 05:51

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noob question - mounted improved ventilation, but when i try to mount improved optics as well i get an message that this is a complex action that will destroy already mounted equipment (ie the vent system). how do you mount them both?

 



pacoats #16 Posted Dec 03 2018 - 05:53

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oops, never mind. got it.

Perdikkas #17 Posted Dec 03 2018 - 21:49

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Question

 

For commander:  why sit awareness over recon?  Does it matter and should I reset skill (Pz Ic—- 4 skill crew

bia, 6th sense, recon, snap shot

bia, off road, smooth drive, camo

 

thanks



24_inch_pythons #18 Posted Dec 03 2018 - 22:32

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View PostPerdikkas, on Dec 03 2018 - 14:49, said:

Question

 

For commander:  why sit awareness over recon?  Does it matter and should I reset skill (Pz Ic—- 4 skill crew

bia, 6th sense, recon, snap shot

bia, off road, smooth drive, camo

 

thanks

 

No, you shouldn't reset.

If the Commander is both Commander and Radio Operator you want to take the Radio Operator skill (situational awareness) first because when it's at 100% it increases your view range by 12m. Recon at 100% only increases your view range by 9m.



gideon_an #19 Posted Dec 03 2018 - 23:27

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Great guide but I noticed there was no mention of Passive scouting. I do understand that Passive scouting isn't popular but for some light tanks and drivers it might make them more effective rather then the active spotting where they get lit and popped easily.

If the player understands TD and camo usage then a High camo, Binocs, net, vents, and paint set up can help in different ways. I swear by the camo net because the best defense for a light is not being detected.

It is still a good guide though and anything that helps players enjoy the game and get less frustrated by it gets a thumbs up.
 

simba90 #20 Posted Dec 04 2018 - 00:15

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French autoloading lights should probably forgo the vents in favor of a vStab.







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