My Idea for better balance would be to let them get more dmg when retreating, or just remake some Acc. for the 222, its the classic sniper counter, but cant kill them.
Some fun for u:
[replay] thats-why-karl-is-number-one.rec[/replay]
![:loco: :loco:](/images/Smileys/loco.gif)
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Improve 222 anti-sniper capabilities and everything will be fine
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The 222 uses a small AOE right? So accuracy would only help so much and then it might end up being OP (20 damage per shot iirc) so what about just having snipers take ~10% more damage from the 222 instead? See where that goes and increase/decrease as needed.
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U cant counter it at the moment
watch the Replay
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The cannon does jack shit vs infantry, it's the pintle mg that does the work.
Right now, the mg has a 0.75 accuray modifer vs snipers, ergo, it sucks.
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Btw
What replay?
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Bring back the old 221 with a munitions upgrade to 222.
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That does not actually work because 90 munition it simply too much.
221 and 222 can be both build-able and/or the upgrade can cost manpower/fuel.
Then road will be open for the 221 to serve as counter to armored cars/sniper and 222 as soft counter to light tanks.
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sry, was something wrong before, here:
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That's fine, these are just details. I think having the 221 as a sniper counter is better than messing around with the 222 any further.
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Well, maybe a 221 can be introduced separately as a cheaper variant in an earlier Tier, with little or no fuel costs, seeing how OST struggles with clown cars and universal carriers, not to mention early Allied OP infantry. But its a sensitive thing to do. The unit would have very little useful time and would get obsolate soon. Upgradeability however is a no-go IMO since if spammed, you would see sudden power spikes like Volks Stg44 upgrade, turning a lot of cheap and spammable weak units into something else.
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