Lots of good feedback guys.
Regarding the Hetzer ideas: Major overlap issues with JP4 aside, it's not something we are able to tackle with current limitations.
However, we really like Smartie's idea for a 223 in this doctrine. Apparently, a model exists. Here are a few designs we are thinking about.
1) Regular 223. This unit costs approx 250/ 20. Combat ability similar to a 221. Signal Relay and healing are upgrades, which can be mutually exclusive. Approximately 50MP + 10/15 fuel extra each
2) Stock signal 223, same combat ability. Signal relay comes as stock. Healing is a purchasable upgrade. Base cost 250/ 25. Healing cost 100 MP - 15 fuel
3) Full 223: Comes with signal and healing as stock. This option would likely cost Mp 325 Fuel 35/40
All options would be cp1.
Base signal range would be approx 100, with increased range with vet.
Additional Notes: We envisage signal relay being a passive in this instance.
There is also the advantage that there is counterplay to this version of Signal relay, by hunting the 223. Some people do not like the current version due to no counterplay/ interactivity.
Yes, in isolation, the signal relay itself will be weaker. However the trade off is this could be a cool utility vehicle, with good early game dps.
It would offer a more interactive and less cheesy way of using signal relay, whilst also offering t3 OKW builds a different form of healing.
Cost and pop cap 100% subject to change
Thoughts?
If it's actually going to be armored (not take bullet damage at all), unlike the 222, then I'm all for it.
If it's going to take bullet damage, I'm against it.
And if you make both the 223 and the 222 armored as a result of these changes, I will pre-order the next Relic game the second it's announced.
There definitely needs to be something done to make signal relay actually used (I practically never deploy the halftrack buildings outside the base), but giving an Axis faction yet another unarmored "armored car" is a bad idea no matter how you spin it.