222 Armored Car
The 222 is receiving a cost and armor adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Front armour increased from 9 to 14
• Rear armour increased from 4.5 to 7
The 222 has being changing from being UP to OP from quite some time now and Imo this problem can easily be solved by reintroducing then 221.
The 221 take the role of a soft counter to armored cars a hard counter to sniper while the 222 can then take the role of soft counter to light tanks.
Then one will be able to balance both units better.
Suggestion:
Lower speed modifier for road increase speed modifier for yellow cover (that includes Puma and AEC)
Reasons: The large gap in modifiers make the unit behave inconstantly especially in late battlefield.
Standardize gun mechanics in the weapons of 222/Luch/Centaur.
Reasons: The current situation of 3 different types of characteristics is only confusing without serving balance. Change vet bonus to fit the weapon accuracy on the AOE weapon is not helpful.
Both Panthers are being standardized in reload and accuracy to improve performance; the health bonus at veterancy 2 has been shifted to the unit’s stock performance to improve its survivability against tank destroyers. Now possibly in its best spot yet.
• Wehr Panther fuel cost from 175 to 185
• Wehr far accuracy increased from 0.03 to 0.035
• HP increase from 800 to 960 (all variants)
• Front armour reduced to 260
• Veterancy 2 +160 HP bonus replaced by +10% armour bonus
• OKW Panther reload from 6.1 - 6.4 to 5.2 - 5.6
• Rear armour reduced from 110 to 90 (all variants)
Scaling
The idea of moving around veterancy bonuses is actually bad. A attempt must be made to have unit balanced in all vet levels.
Prime example is the change in Panther. Panther is a unit with High XP value and with the current vet bonuses reaching vet offer very little.
40% turret rotation and 26/9 is simply a very poor vet bonus. Especially the armor bonus is laughable since it will offer any protection to the unit.
Unit should have a role and vet bonuses should help the improve in that role. Currently the Panther does not have a clear role and vet bonuses seem really bad.
The Ostheer Panther pre and post patch might be better at vet 0 but its significantly weaker at vet 2 while more expensive.
Pre patch vet 2 Panther 960 hp 320/110 armor post Patch 960Hp 286/99 armor +0.05 far accuracy while being more expensive.
Survivability
The armor change turn the Panther into XP feed to allied TDs since they can easily damage (hit not counting collision and penetrate) the unit at max range.
Things become even worse once these units start to vet and gain addition accuracy and penetration.
A Su-85 vet 2 has 100% chance to hit and 100% penetrate a vet 3 panther.
If the panther is to become useful and not an XP feed one should lower the change to be hit and penetrated at max range.
This can be achieved by reducing size and/or accuracy of allied TDs at max range.
All the vet bonuses or that starting stats for this unit need to be revised.
Rear/side armor
The rear/side armor change is completely unnecessary since it allows even T-34/76 a 89% to penetrate at max range.
It also make units like the Churchill to have x200% the rear armor of the Panther.
Suggestions:
If you one wants the Panther to become less heavily armored one should change the veterancy bonuses to be offensive ones and one should lower the target size.
Also one should lower the XP value of the unit.
Imo armor bonuses should be changed from x to + since units become very vulnerable to rear/side hits as they scale.
I would also suggested to give Ostheer and OKW Panther different roles by adding HE munition
to the Ostheer one.
222 needs to have its veterancy look at or the gun should be changed into an accuracy one. It uses an AOE gun but gain accuracy on main gun which is not helpful at all.
In addition the different mechanics between the 222, luch and Centaur only complicates things without actually creating better balance.
This weapon should have similar mechanics
Finally armored car like AEC Puma and 222 need to have their movement modifiers changed their speed on road needs to go down and their speed on yellow needs to go up.
There huge difference is modifier makes this unit perform inconstant in the duration of the game as the battlefield becomes a yellow cover.
Imo less drastic changes on sniper can be more effective like:
Delaying the appearance.
UKF sniper seems to be the less problematic since it comes later on the field. This can be achieved by increasing time to to build and/or increasing tech cost (Ostheer requiring BP1(?) Soviet T1 have a higher fuel cost and build slower)
Reduce bleed
One could even remove the critical kill vs mainline infantry have a damage of 60 and have critical kill only vs support weapon teams.
Dedicated anti sniper infantry for USF/OKW.
Unis like the Pathfinders and JLIRS could get an option to hold fire and fire only vs snipers to make it easier to use them in counter snipping duties.
The soviet sniper team could be made to lose effectiveness when losing a model by making the sniper rifle nontransferable and the sight radius bonus available to spotter only and/or have some penalties when down to 1 model (ROF, camo...)
Another approach to snipers would be to reduce price,turn them to spotters and make the sniper rifle an upgrade.
The change to yellow cover modifier will make mortars performance change during similar or worse than hmg since the battlefield tend to turn into yellow cover.
If you want to avoid infantry squad wipes lower damage to 70-60 and add extra damage vs support weapons. This way mortars remain good vs support weapon and become less lethal.
In addition since you are nerfing mortars you should increase the modifier vs suppresed units so that synergy with hmg remain good.
Damage to garrison to 0.5 is simply too high since 2 moratrs will start wiping out garrison HMG constantly. A 0.34 value seems better. One should also check damage to trenches.
Making USF/Ostheer mortar and mortar HT to use the same values is actually bad and it is not even promote balance since they 2 faction are differently designed. In the case of the MHT the USF has more cost efficient abilities.
In the case of the M1 75mm Pack Howitzer simply removing the range vet bonus is wrong. It should be replaced by something else.
In the case of the 120mm if it technical possible it should become like other mortars and die with 1 crew, in addition if flare is vet 0 for 82 the same should apply for 120.
In the case of Leig nerf its veterancy 1 and 3 is again wrong it should be replaced by something else.
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Generally speaking the time to deliver smoke should be reduced since it take too long from ordering to fire smoke to the time the first shell lands.
From a designed point of view imo it would far better for the game if each mortar become better at something according to faction design and that was also reflected to veterancy bonuses.
Examples:
USF mortar less lethal designed for betetr synergy with riflemen. Veterancy and characteristic for fast set up and fast delivery of smoke. Unpack time remain average so one should be careful on how to use it.
Ostheer mortar more lethal auto-fire better vs suppressed pinned squad for good synergy with hmg.
Vet 1 ability changed to a timed one that uses faster moving projectiles.
Soviet mortar superior barrage with better accuracy. Veterancy bonuses that improve barrage mostly.
UKF mortar better at defending UKF troops, ability when garrisoned to counter fire. Veterancy to improve range of smoke and effectiveness of counter fire.
120mm/Pak howi/Leig could be more defensively oriented with a long set up and good at counter fire (allow counter fire ability?)
An alternative suggestion would be to swap ostheer mortar with the Leig. (Swap also the name and model of the mg42 and mg34 from an immersion point of view). The the mortar could be model more like current USF one to better suit the aggressive OKW play-style and the Leig could become a Superior indirect fire weapon to better suit Ostheer play-style.