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russian armor

222; The best iteration

Which modded 222 would work best?
Option Distribution Votes
27%
18%
55%
Total votes: 11
Vote VOTE! Vote ABSTAIN
14 Dec 2016, 20:31 PM
#1
avatar of SirWinshue HueHue

Posts: 118 | Subs: 1

Permanently Banned
So far, there are 3 available, playable mod for this ligth vichle:


[GG TheMachine] http://steamcommunity.com/sharedfiles/filedetails/?id=769475593





[MirageFLA] https://www.coh2.org/topic/45928/miragefla-s-december-balance-mod-additions





[PencilBatRation] https://www.coh2.org/topic/55445/222-rework-by-brother-pencilbatration




I find GGMachine's mod to be the most least risky, practical and safest bet yet. And would love to see it be getting fully implement in the balance preview, becuaze now relic just used some part of it.

14 Dec 2016, 20:47 PM
#2
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Don't you know, that two from your suggested persons already working on Winter Balance Patch?
Or you little tricky troll :sibDZ:
14 Dec 2016, 20:52 PM
#3
avatar of SirWinshue HueHue

Posts: 118 | Subs: 1

Permanently Banned
Don't you know, that two from your suggested persons already working on Winter Balance Patch?
Or you little tricky troll :sibDZ:
i know. Imporant parts missing from their mods,


GGM
Code

Main gun damage against vehicles set to 1.4
Penetration increased from 35 to 60/70/80
Armoured reduced from 9 to 6
Can no longer upgrade to spotting scopes
The 222 now fills a role similar to the Puma, helping Wehrmacht deal with Allied Light Tanks but without coming out so early that there’s no possible counters


MIRAGE
Code

-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon accuracy at far from 0.025 to 0.035
-Moving accuracy of the 2cm accuracy from 0.5 to 0.75
-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/15fuel to 280mp/45fuel
-Acceleration from 2.4 to 2.8
-Armour from 9/4.5 to 12/6.
-Coaxial Range from 35 to 40.
14 Dec 2016, 21:09 PM
#4
avatar of Vipper

Posts: 13476 | Subs: 1

having a 221 and 222 option seem the best for Wer. 221 Should be a counter 221 counter to m3 ws51 and UC while the a 222 to the light tanks.
15 Dec 2016, 00:18 AM
#5
avatar of ZombiFrancis

Posts: 2742

Ah the 222.

A unit that attempts to be both the Scout Car and Armored Car of PE, but ends up trying to fill the role of the 2cm Puma from Wehrmacht.

/coh1 speak.
15 Dec 2016, 21:44 PM
#6
avatar of Mirdarion

Posts: 283


With the autocannon being an upgrade now, which costs 120 munitions and requires the BP3 research, the allied butt buddy is assured that it won't be used agressesively against him. [...] This should help against T70/Stuart base-rushes and other similar unpleasant experiences for the average player.


Error, error, does not compute. How the fuck is this supposed to help against anything a T-70 or Stuart can do, if the upgrade comes at a time when neither the 222 nor the T-70 or Stuart are still around? Has anyone here even looked at the timings of Ostheer teching? Or the costs? Almost nobody builds Tier IV (and thus researches BP3) anymore outside of 4v4 matches, because it is horribly overpriced for what it offers. Having to go that far and having to pay for that upgrade on top of that sounds like locking a photo of a gold coin in a vault and putting armed guards around it.

The only thing this will do, is lock Ostheer even more into StuG Es and Mobile Defence to have a chance against light vehicles - and I'd rather see the 222 stay weak against infantry and light vehicles alike (unless doubled), instead of seeing the StuG E meta strengthened.

P.S.: And don't get me started on the MG changes there, this basically ensures that the 221 can't do jackshit against anything (especially as the MG in the underlying mod is still broken beyond belief) and doesn't gain veterancy anymore...
16 Dec 2016, 10:34 AM
#7
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

i dont like penciles change, not just because of the senseless teching needed, but also because of the horrendous upgrade cost in an already munition starved faction

i think something between miragefla and machines approach is the best, so that the scout car is able to kill a t70 that was hit by a faust
16 Dec 2016, 10:47 AM
#8
avatar of Vipper

Posts: 13476 | Subs: 1

The only thing wrong with the 221/222 implementation was the MU upgrade.

The upgrade should cost Fuel/MP and provide defensive stat also.

So 221 could be weaker and act as counter to armored vehicles/ infantry while the 222 a soft counter to light tanks.
16 Dec 2016, 11:02 AM
#9
avatar of some one

Posts: 935

Only MirageFla knows how to approach to balance units .

Slowly step by step.

What i see in his work works properly and doesn't change gameplay significantly
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