Giving 222 armor of puma, better AOE or accuraccy so it can either be sniper vehicle or AOE type, its up to you, increasing cost to 60 fuel and locking it behind batlle phase 2 (so you have to buy BP2 and tier 2) is a way to give ostheer good "light tank". Also increasing penetration just a litlle bit can be good.
Then give ostheer 222 (with mg only) into tier 2 without any aditional tech at cost of 15 fuel and 190 mp. It vet 1 bonus will be incendiary rounds so it can fight its scout cars counterparts if it manage to get vet 1.
What do you think ?
That's pretty unnecessary tbh, you might aswell give them a light tank. Which I why I'm #teampanzer 3. |
Why are people making out like the 222 is godlike? The mg should be fixed and the health lowered slightly as the performance is too good for its cost.
T70s, aecs, stuarts, captain zook, guards etc all negate the presence of the 222 and arrive only shortly after the 222 hits the field unless it was rushed.
The damage of the 222 isn't even that great the cannons is inaccurate as all hell but obviously it can still do ok even if its inconsistent. |
I think you are overreacting about this issue. The machine gun should definitely be adjusted but increasing the price of a fragile unit(armour wise) that comes somewhat late due to ost's teching isn't smart.
In a world of t70s, aecs, stuarts, captain zook, guards etc. Which all comes around the same time a 222 or 2x222 can come out, the 222 can be negated quite quickly.
The price of the 222 is quite low but instead of increasing its cost I would reduce the health to something more reasonable like 300hp (down from 320). If you increase its cost then we would have the same problem of pre patch where 222 would not even be worth the cost. |
35munis for a shitty recon pass is fine its just that the same abilities in the Usf arsecrack doctrines are overpriced especially when they a single pass only you would expect a loiter at that cost.
Also as for the german smoke providing smoke + recon for 40 munis, im pretty sure that ability can only be used in revealed area, meaning that it will only provide sight of what you pretty much know already or have a good idea of. |
Hahahhaa always hilarious watching Wada on edge. |
Maxim also got a triple buff last patch:
-Buildtime nerf negated with spawning out of building.
-Deathloop fixed.
-33% nade range while suppresed,
Buildtime nerf isn't negated by spawning out of a building because all other weapon teams and inf squads do this as well, so its relative.
Deathloops isn't entirely fixed is largely based upon rng whether the maxim gunner will continue to die. |
Probably the dumbest ability in the game. First it shouldn't be able to activate in combat, it should also have an out of combat cooldown like the infiltration grenades so that it can't be re activated immediately after disengaging. Also so the jp4 must be out of combat for a period of time before it can be activated.
Obviously the phase shit should be fixed also and a proper bonus to penetration and/or damage should be given to the first shot in camo while this ability in active to make sure its still useful. |
The nerf to set up and build time was warranted, the only thing I would do is reduce cost to 240 or 250 mp. |
Fuck the Hotchkiss #Teampanzer3 |
Also Cromwell is underpriced for its performance (regarded by most as the best medium in game).
I don't know if the stats used here are for the okw p4 or the ost one, but the ost p4 rarely bounces crap if they don't have skirts, and the pen is mediocre as hell. |