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russian armor

Is this 222 balanced (see video)?

1 Apr 2014, 15:49 PM
#1
avatar of Abdul

Posts: 896

Last thread people disagreed about the soviet scout car, but I don't think we can disagree about the german scout car 221/222 being too strong. Here are 2 examples from one game showing how strong the 222 has become after the patch:



Note how the first 222 gets fired at from 2 mg bunkers and 2 panels (from the back) plus other units and still makes it out.

The second example is crazy, the 222 survives a satchel bomb. I dont know if this is rng or what?
1 Apr 2014, 16:03 PM
#2
avatar of spajn
Donator 11

Posts: 927

If it died or forced to retreat from every small arms squad then the car would be worthless.

I think its in a really good spot now.. it indeed gets forced off in close range by small arms but its not like before when it died from basicly a fly sitting on it.

surviving satchel is however a little wierd but thats more with satchel actually being bad in coh2 compared to vcoh than scout car having too much health.
1 Apr 2014, 16:08 PM
#3
avatar of wooof

Posts: 950 | Subs: 1

it survived with a sliver of health. if you tried to do that same thing again, it would most likely die. but notice how the german player actually tried to save his vehicle instead of driving in circles until he blew up.

the satchel is also rng. when vehicles reach 0 hp they take a random crit. the vast majority of the time, that crit is "out of control". if youre very unlucky, it will just destroy the engine or gun instead. a single penetrating shot from a rifle would give you another crit though, since its technically at 0 hp.
1 Apr 2014, 16:09 PM
#4
avatar of bilsantu

Posts: 177

I see nothing wrong.
1 Apr 2014, 16:11 PM
#5
avatar of spaz
Donator 11

Posts: 44

i agree that the 222 is in a decent spot now.
1 Apr 2014, 16:11 PM
#6
avatar of Lichtbringer

Posts: 476

Well, the two penal squads moved around all the time.
And the 222 costs a bit more than the Soviet scout car.
1 Apr 2014, 16:14 PM
#7
avatar of Napalm

Posts: 1595 | Subs: 2

It's your fault for letting them have it in the first place.

/thread
1 Apr 2014, 16:26 PM
#8
avatar of Abdul

Posts: 896

jump backJump back to quoted post1 Apr 2014, 16:03 PMspajn
If it died or forced to retreat from every small arms squad then the car would be worthless.

I think its in a really good spot now.. it indeed gets forced off in close range by small arms but its not like before when it died from basicly a fly sitting on it.


doesn't that describe the soviet scout car?

jump backJump back to quoted post1 Apr 2014, 16:08 PMwooof
it survived with a sliver of health. if you tried to do that same thing again, it would most likely die. but notice how the german player actually tried to save his vehicle instead of driving in circles until he blew up.


are you seriously pointing this out, or you did not read my last feedback on the previous thread?

And the 222 costs a bit more than the Soviet scout car.


m3 cost 230mp 5fu
221 cost 240mp 10fu

that's only 10mp and 5fu more.
1 Apr 2014, 16:32 PM
#9
avatar of Kronosaur0s

Posts: 1701

And tech to Tier 2, Tier 2 and the Scout car itself :)
1 Apr 2014, 16:38 PM
#10
avatar of wooof

Posts: 950 | Subs: 1

jump backJump back to quoted post1 Apr 2014, 16:26 PMAbdul

are you seriously pointing this out,


yep. you showed a video of an m3 being played as badly as possible in your other thread. this 222 wasnt played much better, but he did actually attempt to get away. kind of hard for your unit to survive if you dont even try.

besides, theres a reason why one is called a scout car and the other is an armored car. one can be built as your very first unit, the other takes quite a few minutes. germans have no hard counters for the m3 when it shows up, soviets can have guards and zis before the 222 hits the field. which one should be stronger?
1 Apr 2014, 16:46 PM
#11
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Yeah combat engineers are very good in combat
1 Apr 2014, 16:49 PM
#12
avatar of Neffarion

Posts: 461 | Subs: 1

jump backJump back to quoted post1 Apr 2014, 16:26 PMAbdul


doesn't that describe the soviet scout car?



are you seriously pointing this out, or you did not read my last feedback on the previous thread?



m3 cost 230mp 5fu
221 cost 240mp 10fu

that's only 10mp and 5fu more.

dont compare sc with 221, the sc can transport and make the units fire within the car itself, making it multi-purpose utility car, while the 221 is purely anti infantry unless ofc u pay losts of ammo for a cannon to take down some light vehicles
1 Apr 2014, 16:54 PM
#13
avatar of DoktorPsycho

Posts: 33

jump backJump back to quoted post1 Apr 2014, 16:26 PMAbdul


m3 cost 230mp 5fu
221 cost 240mp 10fu

that's only 10mp and 5fu more.


You forgot the teching cost. Soviet T1 costs 160mp /45f, teching to T1 costs 200/45.


Also, an armored (!) car isn't suppossed to go down to bullets that fast. It didn't even made any serious damage in the base. The surviving of it after the SC got satcheled is pure rng. Crits "absorb" some damage. Before the March Deployment Patch I saw a SC surviving a mine but getting the crit on the main gun.
1 Apr 2014, 17:00 PM
#14
avatar of Imagelessbean

Posts: 1585 | Subs: 1



You forgot the teching cost. Soviet T1 costs 160mp /45f, teching to T1 costs 200/45.


Also, an armored (!) car isn't suppossed to go down to bullets that fast. It didn't even made any serious damage in the base. The surviving of it after the SC got satcheled is pure rng. Crits "absorb" some damage. Before the March Deployment Patch I saw a SC surviving a mine but getting the crit on the main gun.


Also the cost of T2 building for Germans.

Poor micro and lucky German player allowed 222 to survive.

Soviet should have:
1) Forced penals to stand still to retain accuracy
2) Gotten AT nades before hand
3) Expected AC since he went T1 and gone Guards

German should have:
1) Not sent car into base
2) Retreated sooner
3) Kited Penals trying to cross road
1 Apr 2014, 17:11 PM
#15
avatar of S73v0

Posts: 522

222s are quite strong, they will even singlehandedly beat a full health shock troop squad but that might be due to shocks being incredibly weak now.
1 Apr 2014, 17:13 PM
#16
avatar of Aurgelwulf

Posts: 184

jump backJump back to quoted post1 Apr 2014, 17:11 PMS73v0
222s are quite strong, they will even singlehandedly beat a full health shock troop squad but that might be due to shocks being incredibly weak now.


At what distance? An ostruppen squad can beat a shocks squad at the right distance.
1 Apr 2014, 17:28 PM
#17
avatar of Bravus

Posts: 503

Permanently Banned
Improved shielding of 222??? Because I do not use it or know how it is, but it was total crap, armored car cardboard if he packed, good! More realism is always welcome, it has shielding, is not that neither M3 jeep.
1 Apr 2014, 19:18 PM
#18
avatar of DanielD

Posts: 783 | Subs: 3

I think it is too early to say whether or not the 222 needs a nerf. Clearly it is very strong now, however you can certainly have AT nades, at AT gun, or guards by the time it comes out. Let the meta game settle a bit before calling for the nerf stick.

Before the buff the 222 was pointless to build unless you were specifically countering the M3.
1 Apr 2014, 20:37 PM
#19
avatar of akula

Posts: 589

don't see an issue here.
1 Apr 2014, 20:53 PM
#20
avatar of Sgt.Chickenface
Patrion 310

Posts: 155

Well everything is ok. If you want to play germans only in future. At the moment as casual player with the notion to have a relaxing game after work you are out of your mind if you play soviet. If you have someone in your team with mediocre knowledge of cover and microing you will have your kamikazee trip in no time and this sucks... not loosing per se.
I think this game needs more people than the top 1000 players to have a future.

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