Just like miraflages post. Not every faction gets everything. UKF/USF has no mobile artillery except through commanders. OST doesn't have a light tank unless it's through a commander. Just wondering if this community wants to make an all in one faction that has MGs, snipers, mortars, mainline infantry with mgs and vehicle snare, light scout tank, medium tanks, heavy tanks, rocket artillery... what else? non-doc super heavies next?
If you're having trouble with 222 vs m20... why would you have trouble vs a m20? the moment the crew disembarks, you just stay at range and attack the vehicle while the crew has crap accuracy at range/aim time. Kite, destroy the vehicle, retreat. And you do know the m20 costs 340 MP and 20 fuel + 70 muni for the armor upgrade? I believe the 222 is cheaper and counters a more expensive unit.
This community talks about differentiating factions. Now I see a demand for homogeneity? "I want a vehicle that performs like other factions' light tanks."
The 222 is a niche vehicle that can scout, AA, chase snipers, chase light vehicles (not light tanks). It is not designed to be a bullet sponge so don't use it that way.
Here's the description:
Light, mobile vehicle that is strong against enemy infantry and light vehicles at range. Counters Soviet scout cars, weapon teams, and snipers.
http://www.coh2.org/guides/2573/german-unit-guide
It dies to small arms fire way too easily to effectively combat weapon teams and the damage output isn't sufficient to chase down snipers. The 222 should get a slight buff to armour and damage and then we can draw a line under this - it doesn't need to be able to compete with other factions light vehicles but it does need to be effective in the role you described.