i see a bunch of people waking up today when you literraly got MONTHS to test these changes, provide feedback and give review.
I remember Smith complaining about the lack of feedback, and when i used to play coh2, couldn't find a single WBP game during hours.
Yeah, the 20+ pages threads for every single iteration of the WBP really was quite little feedback, eh? The problem was rather, that no feedback except 20000 word posts with peer reviewed, scientific studies were considered acceptable. Which is quite funny, considering the reasoning for any of the changes is based on "we try", "we want to", or "attempt to".
You'll probably see less Light tanks in the first place, or if you see them have more time to react with your infantry since they removed their wipe machine potential.
In resume, no need to invest on 2x222 to keep them at bay, one is enough with your pak and gren.
You do realise that people got two 222s because one wasn't cutting it? Two of them performed the way people needed them two, for an acceptable cost. Now that the 222 performs worse against vehicles due to the lower rate of fire on the auto-cannon, and now that you will only be able to get one of them, their performance against vehicles went down the drain for the same cost. That is effectively a nerf.
And it doesn't help at all, that the Stuart and T-70 now have less wiping potential, because they will still wipe your infantry and (in the case of the Stuart) have super-glue-repairs without the need to manage an engineer unit. Meanwhile, the performance of AT guns hasn't changed, so light vehicles can still YOLO dive AT-guns and circle around them while the AT gun can't do a thing.
Has anyone complaining about the 222 changes actually played the patch?
Yes. At least the versions that were available, and due to lack mostly against AI. And the 222 changes were not impressive, to phrase it carefully.
The 222 was ridiculously cheap and effective for the price as an AT-unit. Are you really going to argue about a light vehicle costing less that a JEEP was beating light tanks?
The changes to the mg will end up evening out the performance, because it was bugged before. The mg was actually incredibly powerful, it just never fired. Against infantry the performance is pretty much the same as before; it's just more reliable now.
Against other light vehicles at a distance it will be slightly better now too, with the added pen and accuracy.
The only real nerf was to the cost, which was more than overdue. It's not designed to be a YOLO spam unit anymore, now it is a scouting and soft vehicle counter tool, which should be obvious because it is a SCOUT CAR.
Every light tank in the game was also nerfed, btw. Across the board light vehicles were overperforming.
First of all, regardless of what Relic claims the unit's name is, the 222 is an ARMOURED SCOUT CAR. Leichter Panzerspähwagen. So why does it have less than a third(!) of the armour of the bloody M5 half-track? Not that this should matter in any case, as balance is more important than all the real-life names and performances in the world. (And that is why the M5 correctly has more armour, just to do away with the surely coming attempts to claim that I called for an M5 nerf.)
So the 222, according to your statement, is supposed to perform the same against infantry as it did before, only more "reliably". That is no improvement, because of all the light vehicles the 222 performed the worst against infantry. A fucking 251 performed better against infantry (except for the lack of a turret). So no change there.
At the same time, the 20cm cannon performs worse in any scenario, because it fires more slowly. Okay? Never mind the fact that the cannon is supposed to work better at range now, due to better penetration (LOL) and accuracy. Are you taking a fucking piss here? The chance to penetrate the T-70 and Stuart has changed by single-digit percentages (because having 35 or 40 penetration against 70 and 80 armour doesn't make much difference), and the accuracy was never an issue, as the opponents had target sizes between 18 and 20. The 222 relied on firing quickly, so that the penetration chances of a single shot weren't much of an issue, due to the volume of fire. YOU NERFED THE FIRING RATE, remember?
That same argument was also the reason, why people went for two 222s, because a single one couldn't reliably shit out enough shots to make the equation work - that isn't possible anymore, due to 30 fucking fuel, while having the pressure of researching and building the next tech-tier ASAP in order to come out with a Panzer IV two or three minutes after the first Sherman, T-34, or Cromwell.
So, let's sum it all up: The 222 is effectively worse against vehicles, and allegedly performs the same against infantry (per your statement). At the same time, the enemy will now have to drive longer behind your retreating infantry squads in order to wipe them. At the same time, you can't keep the enemy at distance with the 222, because everything is either just as fast or minimally slower than the 222, while at the same time the Stuart still has an 0.75 moving accuracy modificator, compared to the usual 0.5.
Yeah, I wonder how that will play out.
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So, considering that sniper play was nerfed (good riddance, that was obnoxious at best), and the 222 doesn't do a better job while being more expensive, and also considering that all infantry changes of Allied infantry only affect later game stages when vet3 becomes relevant, how exactly is that not a direct nerf to Ostheer's early game capabilities? Sure, your Grens now perform better against vet3 Riflemen, but that doesn't fucking matter when you lose the game before vet3 Riflemen become a thing! Not to mention that Ostheer reinforcement costs are still higher than those of the Brits when they were incorrectly readjusted that one time, so bleed will effect them significantly more than most other factions.
Combine this with the abysmal situation that tanks are in right now (which I know is not the fault of the patch team, but the issue exists nonetheless), which means that the only crutch Ostheer has left is the StuG. Congratulations, you now have to set up your entire faction play around spamming as many StuGs as fast as possible and pray for luck. I wonder what will be nerfed with the next patch...
Don't get me wrong, there are loads of changes in the patch that were fucking overdue, and the cost of the 222 was definitely one of them. But that doesn't mean that effectively nerfing the performance of the 222 at the same time was a smart idea.