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How to Set up Your French Scout

France Light Medium Guide

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MrWuvems #1 Posted 07 September 2015 - 03:04 AM

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This includes the entire bat-chat line.

 

Equipment:

Passive vs Active Scouting: There are two major playstyles for light tanks. Make no mistake, your entire job is based around your vision, not straight up murder (But you can still do that). Passive scouting means sitting behind a bush being invisible. Active is running around like a crazy bee.

 

Passive: You need Camo/Binoculars to make it work

Active: The only requirement is really that you need coated optics. If you're moving, hold fire until you're close. That aim bloom gets silly.

 

Leaves an open slot right, well:

If you don't have an autoloader yet, the gun rammer works for straight damage. If you do have an autoloader, you're pretty much forced on a GLD until you hit the Lorraine

Vertical Stabilizer - once you get a medium, replace your GLD with this

Ventilation isn't a bad option. Improves the reload time of even autoloaders, and more vision.

 

So pretty much it's either camo/binocs/(vents or GLD) for passive or Optics/GLD/Vents for active

Once you get a medium, either Optics/Vert/GLD or Optics/Vert/Vents

 

Consumables:

!SWITCH ALL PREMIUM CONSUMABLE PRICES TO SILVER BY HITTING THE Y BUTTON!

2 clips of APCR. no exceptions. That's 12. For the batchat, get 10 HEAT rounds

Your ammo is too limited to even think about HE rounds. They're bad anyway.

KEEP AN EYE ON YOUR AMMO STORES. You will run out a lot. Don't waste.

Oh, and right on the d-pad reloads your clip when partially drained.

 

 

Med packs and Repair kits are mandatory for all tanks.

The fire extinguisher is always an option. Generally go with the automatic version, you don't have a lot of HP to throw away.

Coffee increases fire rate, turning, vision, all that good stuff.

The large repair kit is generally more useful than the med pack.

High-octane is decent on the 12t, but other tanks you're going to miss the other consumables

 

Crew Skills:

If you have a decent supply of gold, always train a crew skill and then retrain into the perk you want. That way you get the skill's effect while leveling it (perks have no effect until 100%).

 

SIXTH SENSE OR YOU DIE

Camouflage is immensely recommended

Brothers-in-Arms is really, really good.

 

Perks:

Deadeye: Super-abusable when combined with an autoloader. This perk + shooting an engine deck = s'mores.

Preventative Maintenance: Combine with an auto-extinguisher for maximum prevention

DO NOT TAKE SILENT DRIVING It does not work on lights

Green Thumb is great for passive scouting

Muffled shot is meh. You've got a lot of skills before it. Maybe consider it for the 13 90

Track mechanic. Super worth it at tier 9 or higher, where you aren't made of soggy yet flammable potato chips and will survive the 2 seconds of standing still before the tracks pop

 

Skills:

Don't take mentor. Math says it's bad

Repairs because your tracks are the only way you get hit without exploding. Also you don't want to be still, because you are, again, held together with the wishes of a sickly orphan

Clutch Braking. Very, very,very nice

Off-road Driving. Your terrain resist is good, but it helps at high speed on rough terrain

Smooth Ride/Snap Shot. Generally, you're going to be in a medium by the time these come into play. They're alright

Recon: More vision = more spotting

Situational Awareness. See above.

Jack of All Trades: Not recommended low crew count, statistically your commander keeps getting hit more


Edited by TheMEagle, 08 September 2015 - 02:26 AM.


decapolis97 #2 Posted 07 September 2015 - 06:07 AM

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Are you positive about silent driving not working for lights?
I'm only as good as the map they give me.

MrWuvems #3 Posted 07 September 2015 - 12:40 PM

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View Postdecapolis97, on 07 September 2015 - 12:07 AM, said:

Are you positive about silent driving not working for lights?

 

Silent driving reduces the penalty for camo while moving.

For lights, this penalty is 0%



XL Single Malt #4 Posted 07 September 2015 - 10:01 PM

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Re the bat chat taking 8 heat rounds. Why do that on a 5 round auto loader? 


MrWuvems #5 Posted 08 September 2015 - 02:26 AM

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View PostXL Single Malt, on 07 September 2015 - 04:01 PM, said:

Re the bat chat taking 8 heat rounds. Why do that on a 5 round auto loader? 

 

mistake on my point, had it mixed up with the clip of the T57

XL Single Malt #6 Posted 08 September 2015 - 05:35 AM

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View PostTheMEagle, on 08 September 2015 - 02:26 AM, said:

 

mistake on my point, had it mixed up with the clip of the T57

Fair enough. 

 

I would consider no premium ammo on the batchat though. It has so few rounds that you'll leave yourself in awkward situations during crucial moments where you cannot load a full mag, despite having 6-8 shells left. That has lost games for me when I started playing the bat chat.



Nuke2099 #7 Posted 08 September 2015 - 01:24 PM

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What about the AMX Chaffee? I have vents, vert stab and optics but because of how slow it can turn while moving at full speed and because of its base view range I'm considering taking the passive route like I have on my T71.

 

Vents, binocs, camo net or binocs, vert stab and camo net? I originally took the active setup for my T71 but it didn't work out that great and since going passive until the mid/late game I have been doing better.


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