Sonderkraftfahrzeug 222

{{Vehicle
 * id=71
 * Tips=* If you are working with a teammate over VoIP, have him lock his gun forward at all times (while in third person, hold right mouse button) and make sure to tell him when to fire. Nothing will get you killed faster than a gunner firing at a target prematurely, resulting in botched chances for quick assassinations.
 * If your gunner is currently tunnel-visioned while ADS'ing, give him clock positions to engage targets (I.E. "Stuey, 2 o'clock. Hold Fire until my mark"). A skilled gunner will use the icon on the bottom of his screen that tells him the cannon's orientation to bring the cannon about to the correct clock direction, making target acquisition faster than blind commands such as "Stuart in front of us" or "Stuart to our right".
 * The 222 has fantastic gun elevation and a very fast turret rotation speed, allowing it to effectivey engage aircraft. Don't be afraid to park your 222 in a treeline and open up on aircraft, as the 20mm will down an enemy plane in roughly one magazine, give or take (plus some LMG rounds to set the craft on fire, sometimes). Pilots running Flak Jacket will increase the number of shots needed to down the aircraft, however.
 * The 222 drifts like a god. Don't be afraid to power-over through some sliding turns to avoid enemy gunfire, but do try to avoid spinning out in front of enemies.
 * Before stopping to switch over to the gunner's seat, the driver windows should always be angled away from the target you intend to shoot at, so that you can't be sniped out when you switch back to the driver seat to relocate.
 * For drivers with a competent co-gunner, consider stopping to pick up a Panzerfaust. Adding a panzerfaust to the damage your gunner can cause to an enemy tank will guarantee a kill against light tanks (although it is still recommended to carry a health box on the back of the vehicle, due to the open-air nature of the turret and driver position that will result in you taking damage from time to time).
 * Wrenches will be your best friend for staying alive. Never forget to take one.
 * Price per one 222 is 276 credits.
 * Before leaving your safe zone or driving for an extended period of time, switch to the gunner's seat (vehicle interior first person view) and hold crouch to close the gunner ceiling, then switch back to the driver's seat while holding crouch. This locks the gunner ceiling closed while the driver can drive around in safety, allowing him to enclose himself by a +95% inside the tankette by himself via closing his own windows while having his gunner ceiling locked shut. Keep in mind, however, that the ceiling will unlock as soon as the gunner seat becomes occupied, whether by yourself or another team/squadmate, so you must remember to lock it again each time after you are finished shooting.
 * Another useful bug is "shuttering" the windows of the driver's seat. When the driver is in third-person, he can effectively "flash" in and out of third-person by spamming the crouch key. Because of the time it takes for the windows to open, if he begins shuttering by holding the crouch key long enough for the windows to fully shut, he can effectively drive in third person while remaining enclosed by his windows. While this was much more prevalent before the introduction of "smooth" transitions between first and third person, it is still very much possible to perform in the current build.

General Use:
The SdKfz 222 best serves as a two-man squad vehicle, being able to seriously cripple enemy light armor with hit-and-run tactics and good firepower. The 222 has a 20-round magazine of 20mm AP rounds that deal similar, if slightly less damage than the cannon on the Pz.IIC light tank; with a full magazine of successfully penetrating hits, it can effectively destroy light tanks in a single magazine, setting them on fire and forcing the tanker to bail or be killed in his tank. The 222 also works as a serviceable mobile anti-air solution, dealing equivalent damage to the FlaK 38 emplacements found on many maps (albeit a lower rate of fire) with its' main cannon, in addition to an MG34 that can deal light damage to enemy aircraft as well as headshot pilots attempting to engage your vehicle head-on with nose cannons. Despite its' potential team-dominating power, there are several drawbacks of the SdKfz. 222: }}
 * The vehicle is best used with a squadmate over VoIP. Using the 222 solo against enemy tanks will often get the user killed, as any experienced tanker will often turn his frontal armor toward the 222 in order to negate its' damage output; there are very few tanks the 222 can penetrate frontally with its' under-performing 20mm AP round (Namely, the M2A2, T38, T26, and stolen PzIA and PzIIC's).
 * The 222 suffers from exposed driver and gunner positions, a flaw that almost all recon IFV's share (with the exception of the BA-6, to some extent).
 * The 222 can be OHK'ed by a single bomb from a P38, as well as a direct hit from a Yak-9 bomb in some situations. However, even if a Yak bomb were to not OHK the vehicle itself, the blast can easily kill the gunner and occasionally the driver as well.
 * The 222 is a rear-wheel-drive vehicle, like many German wheeled vehicles. This means it suffers from serious issues regarding spinouts when crossing bumpy terrain.
 * The reverse speed of the 222 is, like the Kubelwagen, pitifully slow. This makes the 222 rather bad for "peeking" around corners, especially against tanks with very high DPS, such as the M2A2 and Chaffee. Always leave an escape route that doesn't involve driving backwards, if possible.
 * Your armor is VERY thin. An M2A2 with APCR belts can make short work of your IFV, as your armor simply isn't thick enough or sloped enough to block its' shots. If you can't successfully get a belt's worth of penetrating cannon rounds into him, use hit-and-run tactics or abuse his limited turret traverse to avoid return fire.