And buff its armour/effectiveness vs. infantry.
You want to nerf Ostheer's only light vehicle that can chip the paint on other faction's light vehicles?
Bring back the SdKfz 221 Scout Car
Posts: 362
Posts: 4928
And buff its armour/effectiveness vs. infantry.
I dunno, they kinda already have the MG 42, Sniper, Mortar, Panzergreandiers, and Flamethrower Half-Track for that.
Posts: 453
i disagree the 222 is now a fine option for Ostheer early game. That little cost increase could do nothing to deter me from using it
I rather spend the 60 munis on LMG or flamers
What this guy said +1
Posts: 1216
Posts: 4928
IMO scout car should have been primarily just that- a car that scouts.
It's Leichter Panzerspähwagen, or in English, Light Armoured Scout Car. That said, most Scouting units have secondary purposes. Even the M3A1 and WC 51 do transport as a secondary purpose, the Puma on the other hand can fight most light vehicles with ease.
Posts: 1216
As for scouting and secondary purposes, M3A1 and WC51 end up having the transportation as a primary purpose, not secondary. If you want transportation as secondary, consider the Soviet/ Ostheer half track units. I don't represent all COH2 payers, but I find scouting tends to be end up being a very secondary consideration when people use those kinds of vehicles, rather than a primary one. After all hat's the use of a light unit that can't even toggle fire to stop plinking at a heavy tank, and naturally get raped by an AT gun that's even farther away?
In any case, survivability in the form of hiding can do much that survivability in the form of just better armour/ more HP does not. It does not, for instance, make the 222 scale late into the game in an improper fashion by also being able to withstand more hits from tanks. Cloaking however allows any weak unit to prevent being destroyed easily by any late-game unit. Some of the more effective scouting infantry (which coincidentally also possess other capabilities like sniping) also happen to have both cloak and long sight range.
Posts: 1891
Posts: 4928
I know this can't ever happen, but removing the autocannon, nerfing HP, and putting the 221 into T1 with Sniper going into T2 would be really cool. While your at it, Relic, give the unit more non-combat utility. Finally, rework Panzgrens Shreks into one each, for 75 muni, filling the anti light vehicle gap left by this change.
So essentially the 222 from the game and replace it with combination AI / AT Infantry? Sounds awful to me. I'd rather the 222 get cost boosted and gain limited effectiveness against other Light Vehicles.
Posts: 1891
222s only real purpose as of now is to counter M20 anyway.
Posts: 17914 | Subs: 8
Hur?
Say you play on rails and steal, you have three squads, you retreat them, by the time you reach your base, pair of 222s will wipe them all.
Don't believe?
Play CoH1.
Posts: 362
Maybe with offensive vet three. And definitely not if there's a Greyhound or Stuart nearby.
Say you play on rails and steal, you have three squads, you retreat them, by the time you reach your base, pair of 222s will wipe them all.
Don't believe?
Play CoH1.
My main gripe with this unit is that, in its CoH2 incarnation, it's borderline useless against anything that isn't an M20 or an M3. Considering that it's equipped with the same weapon as the Luchs, it should logically be at least somewhat effective against infantry.
Posts: 2396 | Subs: 1
I think this is the 222 MG bug we're talking about back in the day. Not sure if it still exists since the 221/2 aren't that great while chasing:
Epic fail
Posts: 2779
Say you play on rails and steal, you have three squads, you retreat them, by the time you reach your base, pair of 222s will wipe them all.
Don't believe?
Play CoH1.
I just played it yesterday, because my mate left his desktop in Germany.
Back in 2012, with the experience of all 4 factions with level 16 with 1v1 and 2v2, I don't agree.
NOT EVEN triple offensive vetted 222.
Seriously, if you have only 3 squad , assume Rifles, no mines, and PE have 2 vetted 222, something goes wrong?
Only noobs have problem with that 222 AC.
Before your nonsense shitting, you play COH1 first yourself. I welcome your challenge.
Posts: 721
222s only real purpose as of now is to counter M20 anyway.
No. It can scout also. See snipers from further distance. Reverse out of MG fire without getting pinned. Wear a spotting scope for mega scouting. Stuff like that you know: scouting.
Posts: 2779
No. It can scout also. See snipers from further distance. Reverse out of MG fire without getting pinned. Wear a spotting scope for mega scouting. Stuff like that you know: scouting.
I don't think standing at the middle of the map, 80% of time not moving, should count as scouting.
Posts: 1891
Posts: 17914 | Subs: 8
I don't think standing at the middle of the map, 80% of time not moving, should count as scouting.
If you can see them before they see you=successful scouting.
Doesn't need to be mobile.
Posts: 721
I don't think standing at the middle of the map, 80% of time not moving, should count as scouting.
Tell that to the turret guy that just spent $1000 on special binoculars. lol
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Might be imbalanced on 1v1 maps though.
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