222 should be changed as it's combat role is limited against anything not LT tech as it's easy to ward off with small-arms, AT grenades, and doesn't deal enough damage to properly harass units on the flanks, especially since its coaxial has such a limited traverse. With only 5 degrees of traverse, the coaxial isn't that effective against units up close, particularly if they're retreating and you're chasing. It's only really there to provide 50 sight and chip light vehicles which demolish it and can keep pace with it even if it tries to run. It should be an actual combat scout vehicle. The autocannon just puts it in too close against light armour that arrives shortly after the 222 before it can make a heavy impact while anything not a scout car pushes it away easily or kills it.
It should be between a scout car and a light tank.
-Armour from 9/4.5 to 12/6
-Cost from 210/15 to 260/35
-Health from 240 to 280.
-Coaxial MG now gains accuracy bonuses with veterancy.
-Autocannon far range accuracy set to 0.03 from 0.025.
-222 autocannon can now attack ground.
-Coaxial MG now has 10 degree traverse to the left, right, and up.
-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon range from 40 to 45.
-2cm autocannon now has x9 accuracy against infantry. (0.54/0.36/0.27 vs inf)
-Acceleration from 2.4 to 2.8.
-Veterancy requirements adjusted to match new price.
Now the 222 can harass infantry effectively while resisting small-arms. Furthermore, the range buff allows the 222 to kite other light tanks/vehicles rather than boosting the autocannon to insane levels against other light armour. At the same time, it's not dirt cheap enough to spam, still isn't impervious against anything above small-arms, but is a tad bit more tanky against the Allied light tanks which would thrash it in a head-on fight.
Profile of miragefla
General Information
Email: zventrsyn(bmh)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(bmh)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: ostheer teir 2 changes15 Jan 2016, 18:42 PM
In: COH2 Balance |
Thread: Revitalizing the Soviets and giving more Risk v. Reward15 Jan 2016, 09:38 AM
Then let Penal SVT be good at range just like in my mod. Who cares about the aesthetic when semi-auto G43s or M1 Garands can outshoot the majority of Soviet small-arm bolt-actions at range ![]() In: COH2 Gameplay |
Thread: Revitalizing the Soviets and giving more Risk v. Reward15 Jan 2016, 07:10 AM
No it wouldn't. Penals would then be more expensive to buy and reinforce so they would bleed a Soviet player and without Cons to screen, they'll get ripped apart by things like HMGs, vehicles, LMGs, etc. Penals, however, would then be a unit Soviets can go to if they have a doc with no Guards or Shock to help do the heavy lifting, just in a different way. In: COH2 Gameplay |
Thread: Revitalizing the Soviets and giving more Risk v. Reward15 Jan 2016, 06:32 AM
Just give the long-range role to Penals so they have a more distinctly than being better Conscripts with a lack of utility. Conscripts should serve the utility/meatshield role for the SU in the mid-late game. With that and a few slight changes to some core units, they'd be pretty self-sufficient without docs. Also no to giving Soviet weapon teams better weapons for self-defense. They already have six man crews. In: COH2 Gameplay |
Thread: Error Code 9: Uploading/Updating14 Jan 2016, 23:19 PM
Anyone know if there's an update limit? Wondering if that's a cause. In: COH2 Bugs |
Thread: Error Code 9: Uploading/Updating14 Jan 2016, 18:48 PM
I suggest to move this thread into the bugs sub forum. Relic will see this then Well, what I want to know first is anyone else getting this error? Could be just on my end. In: COH2 Bugs |
Thread: Error Code 9: Uploading/Updating14 Jan 2016, 18:36 PM
Is this error in Mod Builder? If so, please copy & paste the entire error here. No, it's in the in-game modding hub. When I attempt to update a mod on the Steam Workshop, I get this error and it happens to all my mods, even when I make new versions. I do not get this error when I place it in the workshop for the first time or when I delete the mod then reupload it. In: COH2 Bugs |
Thread: Error Code 9: Uploading/Updating13 Jan 2016, 23:55 PM
Just wanted to put this here, but is anyone else getting this error when trying to update their mods or maps? I've been through all the old files and even made new ones to test. The result is that I can't update anything after I've uploaded it. If I want to add a new version, I have to delete the current file from the workshop and reupload it which results in the deletion of the mod page which is unideal. Anyone else having this issue? In: COH2 Bugs |
Thread: Miragefla's December Balance Mod Additions13 Jan 2016, 09:42 AM
Nothing's changed about the Ostwind, aside from it having fairly good AA capabilities now with the AA changes. T3 is slightly cheaper by 15 fuel and 20mp. T4 got a cost reduction, but it still has fairly pricey specialists units and the Werfer did get nerfed and more nerfs may come which would probably be how fast its rockets arrive. Meanwhile Brummbar did get a cost reduction and heavy crush, and lower veterancy to make it more desirable given its lack of mobility. Also bad news, I'm having mod issues with Error Code 9 which makes updating difficult and seems to apply to all my mods. Not sure what's causing it. It may be on Steam/Valve/Relic's end. But I ended up losing the mod page so there goes all the discussion and comments. Also lost all the positive votes, but thanks for all the support for those who noticed! I have a new mod page established here. I'll keep trying to update the mod tomorrow and figure out what's going on. I did release a very tiny update which were part of the tests I did prior to the issues. V 0.23 AEF M8 Greyhound Can now be upgraded with a .50cal for more offensive firepower to make the vehicle more powerful against infantry and soft light vehicles at a cost. British Tactical Artillery Cover Increased the time for the artillery to come down to give players more time to react before suffering suppression or turret locks when the artillery does arrive. -Delay before the Overwatch action from 4 to 6. Ostheer 250 Half-Track Now gains veterancy given that it has a weapon now. Veterancy requirements are relatively low due to its frailness and its MG only being the one used by the 251. Should give it more utility, either as a pseudo-scout before it dives in or to deal more damage should it be carrying a long-range squad aboard. -Now Gains Veterancy Vet 1: +10 Sight Vet 2: +25% Burst Duration, +20% Accuracy, -20% Reload, +20% De/Acceleration Vet 3: +30% LOS, +20% Speed and Rotation Bugfixes Forward Observer Now the ability activates on the squad rather than for various entities of the squad to make the ability more consistent and not break should the model with the ability be killed. -Now activates based on the squad rather than the entity. |
Thread: M10 Achilles. Yes or No?13 Jan 2016, 08:43 AM
SU-76 doesn't ambush and isn't in the British army. In: COH2 Gameplay |
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Latest replays uploaded by miragefla
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,359
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