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Setting up a scout, start to finish.

Scouting Setup

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Krampus___ #101 Posted Jan 21 2019 - 06:19

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 I think you're set up good. You didn't misinterpret anything. I say camo as first skill on commander until you get to 100% then switch for Sixth Sense. The thought is that until you get sixth sense and know that you're spotted you want all the camo you can get. Once you get sixth sense you have a better chance of getting away if your camo fails and you can start focusing on view range instead. Generally, the difference between a crew with 67% camo and 100% camo isn't that much.

 I personally don't put Vertical Stabilizer's on much except durpy tanks that need to hit weakspots on a regular basis, i.e. Heavies. If someone is rocking their tank back and forth and moving their turret to protect their weakspot I don't want a lot of bloom when I am ready to take the shot and make that final adjustment. I wouldn't put it on a light because if you're circling a TD or heavy you're going to be very close and not aiming for weakspots (unless you are trying to track, then you stop and aim at the drive wheel for just a second). 

 Remember, scouting is all about using distance and soft and hardcover to sneak peeks at your enemy. Active scouting is more at the very initial phase of a battle and in some cases (depending on what the enemy has left and where you think it might be) at the end. Trying to active scout continually will rarely do anything but get you killed.



Jhuderis #102 Posted Jan 21 2019 - 06:36

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Cheers :)

GAJohnnie #103 Posted Jan 22 2019 - 06:45

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VooDooKobra #104 Posted Jan 22 2019 - 07:38

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View Post24_inch_pythons, on Nov 28 2018 - 20:57, said:

   *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** 

 

                                          

 

 

 

 

 

Are not binocs though more useful for passive scouting?  and if you are passive scouting wouldnt you want a camo net to make up for the fact you are not moving?

GAJohnnie #105 Posted Jan 23 2019 - 15:07

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Krampus___ #106 Posted Jan 23 2019 - 18:35

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View PostVooDooKobra, on Jan 22 2019 - 00:38, said:

 

Are not binocs though more useful for passive scouting?  and if you are passive scouting wouldnt you want a camo net to make up for the fact you are not moving?

 

 You don't need a camo net on much, definitely don't need it on a scout. A very good passive scout can keep from being detected until almost auto-detect range at high tier. 

GAJohnnie #107 Posted Jan 24 2019 - 14:25

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GAJohnnie #108 Posted Jan 25 2019 - 14:46

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GAJohnnie #109 Posted Jan 27 2019 - 16:35

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GAJohnnie #110 Posted Jan 28 2019 - 13:35

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GAJohnnie #111 Posted Jan 30 2019 - 13:51

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GAJohnnie #112 Posted Jan 31 2019 - 15:10

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GAJohnnie #113 Posted Feb 01 2019 - 12:46

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GAJohnnie #114 Posted Feb 02 2019 - 19:13

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GAJohnnie #115 Posted Feb 03 2019 - 17:05

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GAJohnnie #116 Posted Feb 05 2019 - 16:05

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GAJohnnie #117 Posted Feb 06 2019 - 15:52

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GAJohnnie #118 Posted Feb 07 2019 - 15:01

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GAJohnnie #119 Posted Feb 08 2019 - 11:24

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ethics_gradient #120 Posted Feb 08 2019 - 19:49

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4k spotting damage in my Tier VIII bulldog yesterday.  Very satisfying.  :-)  Most important is getting the right map, then knowing the right bushes, then an enemy team that lets you get to that bush.





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