I will leave these. I might have more, but some thoughts that respond to some things.
Fun For You Does Not Equate to Fun For the Other Guy
Winning and succeeding feels good, but you also got to make sure the other player feels completely powerless or so constrained that there is only one path forward. People don't want to be super restricted where there is only one solution to the problem - IE early WFA blob on blob violence, USF needing to win in the first 15 minutes or auto lose, Soviet insane back tech cost before their tech rework that had no complimentary AI or AT unit, or demolition charges as super mines that meant you had to hand hold every squad to avoid an instant wipe on capture points.
Things need to feel powerful, yes, but it shouldn't be like if you missed retreating from the old stuka by .75 second, which team weapons could barely if ever escape from, your unit shouldn't die because it was 10-12m from the blast zone and got glanced by the auto death critical.
Faction Flavour Should Be done Without Compromising Core Aspects
Having no core tools for core systems such as reliable suppression - Kubels will never cut is as MGs late game to counter blobs - should not be the case. All factions in their core should at least have the basic tools to counter either large infantry assault, defensive positions, and/or heavier armoured vehicles.
Can't always be done due to lack of assets, but the core tools should be there.
And others might disagree, and I will heavily disagree with Brad's point - who is not infailiable- heavily from ages bygone. The early StG puts more offensive power than Volkshrecks did in a meaningful way. The former allows OKW to quickly upgrade and attempt to take the field in the infantry war before tapering off later in the game. The latter promoted critical mass. One Schreck was not useful, 4-5 Schrecks meant it became absurd trying to attack any supported OKW tank. The upgrade also means you could swarm vehicles with cheap infantry - and that's not including how these weapons encouraged being massed up on cheap infantry, avoiding cover and charging forward to attack armour as cover was determential vs AOE.
It needs shared veterancy as a start, but having med-kits to drop off wouldn't be broken, even if it's early game to help stem T1's relatively large bleed/manpower investments.
If it needs anything else, I maybe a range boost to 40 so it can sit back out of small-arms fire and peg away, perhaps that comes with veterancy.
This is a personal issue I have with the Panzer IV Command tank and if it could happen, I would like to see it reworked to be less reliant on its one gimmick which has shifted multiple times and make the unit more valuable through other means.
For the TL;DW
-Make aura a timed ability that scales through veterancy in some form (exclude allies as needed)
-Give the command tank additional support utility so it's not reliant on its gimmick
-Smoke Shot; same as Cromwell
-Temporary Sight boosting ability or better stock sight
-Mark Vehicle for better accuracy/penetration(?)
-Adjust its veterancy to not be a clone of the standard Panzer IV
I'm not big on giving the Command tank significant firepower as that's what Ostwinds, Panzer IVs, and other combat-orientated tanks are for. Let the Command Tank take on the role as a better support unit with its abilities capable of turning the tide rather than the 75mm.
Testing it in the mod and still need more data, but the early OKW AI vehicles can become very potent, and possibly oppressive given their timing.
Will need to play more games to see how oppressive BG -> doctrinal can be.
I do at least like the changes and early Jagdpanzer IV is something I always believed should be available since it's a response vehicle that no one would ever rush.
Firing cone is separate from horizontal traverse. It's the arc the gun can fire in before needing to traverse. Even most turreted tanks have their guns set to 5.
Well, here's a random thing on the SU-76 that might help it at least engage when its trying to run away. A bug-fix if you will.
-Firing Cone from 2 to 5
All other casemate TDs have a firing cone of 5, in addition to better horizontal traverse radius. If the firing cone gets standardized to the other vehicles, the SU-76 would be slightly better at engaging units that are slightly off center. From what I've seen, if the vehicle is not dead center with the SU-76, it won't fire- likely due to said firing cone.
Again the unit get a high rotation bonus of +25% and is probably one of the fasted rotating vehicles why increase the base stat?
Then incorporate some of it into the base stats. It's that simple. All you keep thinking is the raw stats when I already mentioned in the 1st post veterancy can be adjusted so keep that it mind.
And nerfing the SU-85 to be more anti-heavy, sure, but that doesn't mean the SU-76 doesn't need a minor boost.
And for Doomlord, I have already mentioned the priority should be barrage and rotation. If speed needs to be left out, sure, but it shouldn't be as clunky as it is now for a LV.
The reason I never brought up a StuG-E idea, is that it'd likely be more oppressive because of 24/7 HE shells that are incoming by the 6-8 minute mark and even if its AT was lowered, it'd still be enough to tackle light vehicles in that time frame. Sure you can have shell swaps, but unless the HE shells are range 40, which then you get a function that is very meh on a fragile unit, I don't believe it'd be good for the game.
And talks about SU-76 barrages being better, well that is easily addressed with cooldown recharge was decreased. Its damage could just not be affected by veterancy 2 and the extra 2 shells could be removed.
I will restate my priority on changes:
1 - Barrage Recharge
2 - Rotation Rate
3 - Speed
Only 1-2 needs to be implemented max before others things need to be addressed like its strange veterancy 1 which as I mentioned in the video doesn't suit it. It doesn't need to self-sight for a vehicle that generally doesn't chase and operates at the back of the line. A better veterancy ability to suit the unit would be ideal even if it's just adjustments to the barrage over the course of the game.
If people are fearful of certain aspects, that's fine, but I believe if one thing should be added, it is at least a change to its barrage recharge and then rotation rate is the least dangerous with speed coming last in the order.
Vet 2 recharge can easily be removed, along with the 80 range, if it's too oppressive in numbers, but needing 80 seconds on a paid ability I believe hinders the unit far too much.