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Setting up a scout, start to finish.

Scouting Setup

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GAJohnnie #121 Posted Feb 10 2019 - 06:52

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GAJohnnie #122 Posted Feb 10 2019 - 19:52

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GAJohnnie #123 Posted Feb 11 2019 - 15:14

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oldewolfe #124 Posted Feb 12 2019 - 11:34

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So, what's you're Take on the Armored Cars....      I have the Lynx and both Below it, the others just need New Crews so I can Use them again and get Crews Set for the Tier 9 and 10....

 

With their Active Role I actually have forgone Optics and maintained a more Weaponized Role since regardless, these things are more Blind than Russian Tanks.....       Typically I would go Optics or Binocs and a Net with Vents until Skills get to about the 3rd or so....    But these I went Stabilizer, Vents, and a Rammer to maintain a Quick Reload for Hit and Run Attacks....      Still go Full Camo at the outset, will likely Retrain for the Mandatory S Skills since they have a Regular Style Crew compliment compared to the rest of the French Lights....       

 

The Speed is the one thing I need to get a Handle on though....       I also have been running the Small Repair and First Aid with an Auto Extinguisher, but I may Swap the Extinguisher for a Large Repair to back up the Small....     These things don't handle Artillery well at all, but they can Get Even with it if they Live long enough....    



24_inch_pythons #125 Posted Feb 13 2019 - 04:53

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View Postoldewolfe, on Feb 12 2019 - 04:34, said:

So, what's you're Take on the Armored Cars....      I have the Lynx and both Below it, the others just need New Crews so I can Use them again and get Crews Set for the Tier 9 and 10....

 

With their Active Role I actually have forgone Optics and maintained a more Weaponized Role since regardless, these things are more Blind than Russian Tanks.....       Typically I would go Optics or Binocs and a Net with Vents until Skills get to about the 3rd or so....    But these I went Stabilizer, Vents, and a Rammer to maintain a Quick Reload for Hit and Run Attacks....      Still go Full Camo at the outset, will likely Retrain for the Mandatory S Skills since they have a Regular Style Crew compliment compared to the rest of the French Lights....       

 

The Speed is the one thing I need to get a Handle on though....       I also have been running the Small Repair and First Aid with an Auto Extinguisher, but I may Swap the Extinguisher for a Large Repair to back up the Small....     These things don't handle Artillery well at all, but they can Get Even with it if they Live long enough....    

 

 I've played the Tier VI and the Tier VII... essentially they're TD's that can occasionally scout. I think it's more the Tier IX and X that become a bit more of the active scout. I know that you can reach max view range with the Tier X which makes it a viable scout. I prefer to have view range as high as possible... but as long as you can reach 445m you can scout.

 I don't think much about vertical stabilizer. I only use those on sloppy handling guns that need to hit weakspots on a regular basis. The guns on these are pretty solid and you won't be aiming for too many weakspots with them.

I would keep the vents and the rammer for sure but I wouldn't forgo Coated Optics as you will occasionally be spotting and you definitely need all the help with that that you can get. 



GAJohnnie #126 Posted Feb 13 2019 - 19:12

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GAJohnnie #127 Posted Feb 14 2019 - 14:36

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GAJohnnie #128 Posted Feb 15 2019 - 19:26

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GAJohnnie #129 Posted Feb 17 2019 - 02:13

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GAJohnnie #130 Posted Feb 17 2019 - 19:18

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GAJohnnie #131 Posted Feb 19 2019 - 14:54

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GAJohnnie #132 Posted Feb 20 2019 - 16:53

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GAJohnnie #133 Posted Feb 21 2019 - 14:38

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Deviation_Dan #134 Posted Feb 22 2019 - 04:18

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View Post24_inch_pythons, on Nov 29 2018 - 04:57, 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** 

 

                                          

 

 

 

 

 

Thank you, Python

 



GAJohnnie #135 Posted Feb 22 2019 - 13:09

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GAJohnnie #136 Posted Feb 23 2019 - 15:17

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GAJohnnie #137 Posted Feb 24 2019 - 16:29

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GAJohnnie #138 Posted Feb 25 2019 - 16:15

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Jon_Crafting #139 Posted Feb 26 2019 - 00:42

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View PostGAJohnnie, on Feb 25 2019 - 16:15, said:

Bump

 

With all due respect. Can you please stop? You're like the guy with the megaphone on the street corner screaming "Repent or perish".

 

If you think this thread deserves a sticky, then by all means petition the forum admins. What you are doing is actually killing this conversation by driving those of us who have contributed to the thread/discussion, and whom might contribute again to unsubscribe and disconnect because they(me for sure) are tired of getting alerts that the thread has yet again been "bumped".

 

Please for the good of the community and the sanity of those still subscribed... stop the bumps. I think after 68 bumps you can safely call it quits.

 



GAJohnnie #140 Posted Feb 27 2019 - 14:36

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View PostJon_Crafting, on Feb 25 2019 - 18:42, said:

 

 

With all due respect. Can you please stop? You're like the guy with the megaphone on the street corner screaming "Repent or perish".

 

If you think this thread deserves a sticky, then by all means petition the forum admins. What you are doing is actually killing this conversation by driving those of us who have contributed to the thread/discussion, and whom might contribute again to unsubscribe and disconnect because they(me for sure) are tired of getting alerts that the thread has yet again been "bumped".

 

Please for the good of the community and the sanity of those still subscribed... stop the bumps. I think after 68 bumps you can safely call it quits.

 

 

Unsubscribe instead of demanding eveyrone else change to suit you. Be an adult rather then a child.

Edited by GAJohnnie, Feb 27 2019 - 14:36.






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