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Your opinion on the state of the 222

28 Oct 2015, 13:46 PM
#61
avatar of FichtenMoped
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Patrion 310

Posts: 4785 | Subs: 3

But then again it is very vulnerable even to small arm fire
28 Oct 2015, 13:49 PM
#62
avatar of bert69

Posts: 150

Might be a bug, but the 222 feels like it shoots way faster when its parked right next its target compared to when its kiting at max range.
Besides it does fine for its cost and timing,with proper micro it bleeds squad health pretty quick, its just that with the current brit sniper and 280mp at guns that can come as early as 4 minutes, players are not getting as much used out of it as they want to because of the sniper's long range vet 0 at snare.
28 Oct 2015, 13:54 PM
#63
avatar of I984

Posts: 224

jump backJump back to quoted post27 Oct 2015, 13:49 PMKatitof

It wins vs skirt upgraded greyhound, I play with greyhounds :foreveralone:


noob
28 Oct 2015, 14:40 PM
#64
avatar of AngryKitten465

Posts: 473

Permanently Banned
jump backJump back to quoted post28 Oct 2015, 13:43 PMKatitof

It have enough AT dps to reliably penetrate vehicles that costs 4-5 times as much fuel.
It hardcounters effortlessly every single light that costs less then 50 fuel(short of upgraded M5).


Yes because it is the only light vehicle with 'AT' capabilities ostheer has without a doctrine. Can't win vs a T70, can't win vs an AA HT, can't win vs Brit scout car. It can only reliably counter M20, m3 and bren carrier. That is it.

It doesn't matter if it can reliably penetrate anything. As long as it can't even get close to killing the things it can penetrate above the 50 fuel cost, it doesn't matter. Heck, the Centaur can penetrate a P4 reliably, but it can't kill it. Does this mean the AT on the Centaur needs a nerf just because its AI is so good?
28 Oct 2015, 14:48 PM
#65
avatar of Katitof

Posts: 17914 | Subs: 8

And because of its AT being where it is, it won't get further improvements.

You need AI, 251 just got buffed flamer range so it can use them outside of AT nade range.

251 for AI.

222 for light AT and AA.
28 Oct 2015, 15:14 PM
#66
avatar of Esxile

Posts: 3602 | Subs: 1

222 counters units that aren't meta today. But it doesn't mean it is bad, just build 2 of them and use them in pair.
28 Oct 2015, 15:23 PM
#67
avatar of Napalm

Posts: 1595 | Subs: 2

I like the sounds it makes and I enjoy adding a spotting scope to it at Vet 2. It truly is the perfect SCOUT unit.
28 Oct 2015, 15:44 PM
#68
avatar of Jewdo

Posts: 271

Is the 222 a reliable AA? How does it compare to a Ostwind as a defencive AA unit? Would it be plausible to use it, defencivly / hidden, in a 2v2 against brits air strikes? Ive been wanting to play with the Ostwind more because of these planes killing tanks that are backed up to my base even.
28 Oct 2015, 15:49 PM
#69
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post28 Oct 2015, 15:44 PMJewdo
Is the 222 a reliable AA? How does it compare to a Ostwind as a defencive AA unit? Would it be plausible to use it, defencivly / hidden, in a 2v2 against brits air strikes? Ive been wanting to play with the Ostwind more because of these planes killing tanks that are backed up to my base even.


I'd say two of them are comparable to ostwind.
28 Oct 2015, 16:03 PM
#70
avatar of Jewdo

Posts: 271

Does a Ostwind reliably shoot down planes if its somewhat close to the plane?
28 Oct 2015, 16:20 PM
#71
avatar of Zyllen

Posts: 770

jump backJump back to quoted post28 Oct 2015, 16:03 PMJewdo
Does a Ostwind reliably shoot down planes if its somewhat close to the plane?


no.
28 Oct 2015, 16:24 PM
#72
avatar of Zyllen

Posts: 770

jump backJump back to quoted post28 Oct 2015, 14:48 PMKatitof
And because of its AT being where it is, it won't get further improvements.

You need AI, 251 just got buffed flamer range so it can use them outside of AT nade range.

251 for AI.

222 for light AT and AA.


Yeah light AT. what a joke you are making again katitof. you are hilarious.

the 222 is worthless it can technically kill m3's and the occasional bren carrier but that doesnt warrant the cost for building this unit.

This unit needs a drastic potency increase when it comes to killing LV's . increase cost to 45 but allow it increase hp armour and double the damage
28 Oct 2015, 16:34 PM
#73
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Glorious ostheer 222 and 251 with the latest and greatest hardened wet cardboard armor. Great against office supplies, and small breezes.
28 Oct 2015, 16:37 PM
#74
avatar of WingZero

Posts: 1484

jump backJump back to quoted post28 Oct 2015, 16:24 PMZyllen


Yeah light AT. what a joke you are making again katitof. you are hilarious.

the 222 is worthless it can technically kill m3's and the occasional bren carrier but that doesnt warrant the cost for building this unit.

This unit needs a drastic potency increase when it comes to killing LV's . increase cost to 45 but allow it increase hp armour and double the damage


Are you kidding me? Scout car is the perfect counter for M3 and Universal Carrier. Scout car should NOT be able to stand toe to toe with T-70 that is ridiculous.
28 Oct 2015, 17:50 PM
#75
avatar of eebies

Posts: 67

jump backJump back to quoted post28 Oct 2015, 13:49 PMbert69
Might be a bug, but the 222 feels like it shoots way faster when its parked right next its target compared to when its kiting at max range.


This is how most weapons in CoH2 work. They have rate_of_fire_multiplier settings for far, mid, and near range settings. For the 222, the rate_of_fire at near range is 1.4x the rate of fire at far range.
28 Oct 2015, 18:11 PM
#76
avatar of Zyllen

Posts: 770



Are you kidding me? Scout car is the perfect counter for M3 and Universal Carrier. Scout car should NOT be able to stand toe to toe with T-70 that is ridiculous.


i never said anything about the t-70 failfish.
28 Oct 2015, 18:15 PM
#77
avatar of Pedro_Jedi

Posts: 543

jump backJump back to quoted post28 Oct 2015, 18:11 PMZyllen


i never said anything about the t-70 failfish.


Well, but the scout car shouldn't stand toe to toe with the T70.
28 Oct 2015, 18:34 PM
#78
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post28 Oct 2015, 02:55 AMNosliw


That must be why I have over 600 hours of Coh2 and am top 100 with two factions in 1v1 and top 50 with several partners in 2v2? Kappa

I was simply pondering why in Coh 2 where most units lethality compared to Coh1 seems high, why the 222 got significanrly worse against infantry. Ruh dich aus alter


The dick swinging is real. :D

222 is good vs infantry, light vehicles for it's cost.

Chases down well retreating units and can rape infantry when 2 of them are used together. Hell even can counter T70.
28 Oct 2015, 18:35 PM
#79
avatar of Contrivance

Posts: 165 | Subs: 2



By this definition then t 34 /85 shoud have the same range as su 85 - use same gun.

Then corcodile shoud do the same main gun damage as normal curchill - same gun.

Etc etc


Not stating that they should all be using the same stats, only pointing out that the same gun is wildly different across various models, so there's plenty of precedent to change the 222's gun stats and various ways.

Honestly, I think the Sd Kfz 222 really needs better reconnaissance capabilities, especially ones that remain useful into the mid and late game, which is when it's poor protection and low-penetration gun stop being effective in combat. Increasing its combat effectiveness is a dead end street, since it will either overlap too much with other units or cause balance issues with other factions.
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