Let's Talk: Sd.Kfz. 222
Posts: 2238 | Subs: 15
Posts: 708 | Subs: 1
But something what i don't want this car to do is wiping retreating squads.
It don't cost 340 manpower and don't leaves you without at gun to be that good.
Posts: 4314 | Subs: 7
Give 221 to T1 ost and 222 to T2 ost.
But have can brits and usa fight it ?
Posts: 17914 | Subs: 8
But have can brits and usa fight it ?
The same way soviets who don't open with 5 cons, no tech, AT nades.
They just drop on the ground and roll in tears while pressing concede button.
Posts: 1024 | Subs: 1
Posts: 367
Posts: 2396 | Subs: 1
Balance must always be considered in a holistic perspective. Looking at individual units is meaningless at best, actually detrimental to balance at worst.
No matter how many times I kept saying that, no one cared .
Posts: 2742
But my point is there's still an MG with the 2cm as well. Pretty sure it was the exact same gun. The 221 -> 222 upgrade was always an AV upgrade with no cost opportunity aside from munitions - the 2cm can't really hit infantry, but the MG is intact and vehicle maintains the same effectiveness versus infantry.
But I think I figured what you meant on sidestepping the bug thing, but that would depend on whether the old 221's MG's stats are distinct from the 222's, which I certainly couldn't say if it was. The MG definitely fires out of the turret of both vehicles, though.
The bug is with the coaxial MG.
The upgrade removes the pintle MG, replaces it with the 2cm, and adds a coaxial MG, which is bugged.
The pintle MG gunner rotates and is pretty good. He doesn't really exist anymore without modding because of the auto-upgrade to 2cm.
Posts: 37
Posts: 2561
Give 221 to T1 ost and 222 to T2 ost.Allies aren't equiped to deal with early lights vehicles though. They mostly don't get AT til they tech up, which would be a huge problem. Unlike ost with early snares and okw with early At guns. Brits especially would get fucked real hard.
Posts: 207
On topic: The 222 could definitely use a fuel increase because its probably the most cost effective unit in the game but it cant be affected to much because Ostheer already has a terrible early game (also speaking of axis light vehicles the OKW flak halftrack could use a fuel reduction and a faster set up so that OKW t1 is good again)
Posts: 542 | Subs: 1
Posts: 500
Allies aren't equiped to deal with early lights vehicles though. They mostly don't get AT til they tech up, which would be a huge problem. Unlike ost with early snares and okw with early At guns. Brits especially would get fucked real hard.
Well I have to agree with the Brits here, but not when it comes to Sov and USF.
Posts: 88 | Subs: 1
Posts: 17914 | Subs: 8
I don't understand all this 'allies have to tech up to get AT' talk. OH has to tech up to get the 222 and AT - so why not the allies too?
Oh yea, the teching struggle OKW for example needs to go through to get that puppchen.
Moreover, AT for allies is pretty much always side tech or optional tech, while for axis its ready from the get go or arrives very early with linear, unskippable tech.
For this very reason allies have light vehicles in low tech and axis does not-allies are NOT designed to be able to counter them early effectively, while axis can pretty much from the first encounter with both, soft and hard AT.
That is why 222 or 221 can never be below ost T2.
And last but not least, but yet again-222 IS overpowered when you compare its cost to what it does.
Livestreams
63 | |||||
40 | |||||
38 | |||||
16 | |||||
11 | |||||
9 | |||||
1 | |||||
640 | |||||
12 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653231.739+13
- 2.838223.790+1
- 3.35057.860+15
- 4.590233.717+6
- 5.278108.720+29
- 6.306114.729+2
- 7.645.928+5
- 8.922406.694+1
- 9.1118621.643-1
- 10.265138.658+2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
2 posts in the last week
28 posts in the last month
Welcome our newest member, KETTA
Most online: 2043 users on 29 Oct 2023, 01:04 AM