Scout Cars OP ?
by
SageOfTheSix
17th April 2014, 04:06 AM
No chat in this replay.
17 Apr 2014, 04:06 AM
#1
Posts: 1048
Permanently BannedI'm not sure if 222 is OP - it went from worthless last patch to viable this patch... what do you all think?
17 Apr 2014, 05:15 AM
#2
Posts: 322
No they not. They make it just right for the car ( maybe they can increase the fuel to 15 ). It was so much of a shitty unit from last patch to actually useable.
17 Apr 2014, 05:17 AM
#3
Posts: 1048
Permanently BannedI think everyone can agree that the health buff was necessary, but most of the issue is with the upgun I think. It decimates infantry and is cheaper than an LMG.
17 Apr 2014, 06:08 AM
#4
Posts: 322
Well you got that right. Maybe they can make the upgun price to be 60 or 65 ( not a much different to me anyway )
17 Apr 2014, 08:05 AM
#5
15
Posts: 786
they are very hard to kill, it's too easy to get multiple upgunned 222 and they are only counterable with an equal number of guard squads which is a huge investment
17 Apr 2014, 09:47 AM
#6
Posts: 1221 | Subs: 41
They're pretty much just as op performance wise as the old flameht, with the added two benefits of working at all ranges and being less than half the price muni wise. Only saving grace is they die to a single mine whenever you don't get crit, but good german play can avoid that while good soviet play generally does nothing to the 222 if you don't have guards, it will always break even in terms of manpower kills even when used badly.
17 Apr 2014, 10:23 AM
#7
Posts: 1048
Permanently Bannedthe small and cheap AT guns are a good counter, but only 2 commanders have that...
17 Apr 2014, 12:42 PM
#8
Posts: 1221 | Subs: 41
the small and cheap AT guns are a good counter, but only 2 commanders have that...
Going to say the same thing as I did back with flameht ownage: if you can force your opponent to pick one of those two shitty commanders for the price of one flameht/222, you already won.
17 Apr 2014, 13:11 PM
#9
Posts: 830 | Subs: 2
Maybe reduce their health like before the patch.
Currently you need 2 shoot with from the Zis.
And Guards take maybe to much time for kill him.
Currently you need 2 shoot with from the Zis.
And Guards take maybe to much time for kill him.
17 Apr 2014, 13:29 PM
#10
Posts: 172
What I have to say is a little different but: Out in the open they're able to escape conscript OORAH>AT nade or guards rifles. But in closed environments it's a matter of time before they get caught.
17 Apr 2014, 14:05 PM
#11
Posts: 322
Maybe reduce their health like before the patch.
Currently you need 2 shoot with from the Zis.
And Guards take maybe to much time for kill him.
Hell no. If they do that then 222 will be " shit that no one use again "
Like I said, 222 just need the gun price up a bit that's all.
I saw a players spam 3 sniper than use Guards surround sniper to defend them. 2 of my 222 try to take them out from far away got fucked.
So, in conclusion: 222 right now is fine, you may want to increase the upgun price a bit but Don't even nef this shit cause Flame halftrack is tier 3 now.
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