I don't really want to create a battle bus that can heal squads on the way to / in between / after engagements. The difference compared to the 251 is that the latter doesn't have fire from hold.
I disagree. In my experience the majority of times a rammed (super)heavy can still move out of the way of the offmap after only getting stunned. It's usually the (heavy) engine damage that makes it too slow to get away in time (after also getting stunned) or that leaves it incredibly vulnerable to a follow up attack.
The battlebus doesn't have the USF firepower (zook nor Thompson/bar). You would have to go for T1 and Penals for semi decent dmg or Guards/Shocks/PPSH.
Compared to other HT, it should be the last one to arrive.
Point is, if you get to T3 you need something which is combat and cost effective to recover map control and manpower deficit.
A 15 muni single heal feels like nothing.
Ram
We are talking about an 8% chance to happen (heavy + inmo) on top of the chance of actually penning. I've said multiple times this small cases should be either removed or at least be dependant on HP on the target.
Ideally it would be based on both HP and what armor type it is hitting (frontal procs main gun and rear engine base) but that's not possible i think.
Going back to the ram + offmap combo, you only have time if you are playing in the biggest maps and you have to call the offmap from the furthest point in the map. That's not the case for the smaller modes.
Even in the bigger modes, if the offmap is called ahead of the ram, you won't have time to dodge.
If the rewards are lowered, so the risk of the ability should go down. Dis-regardless of nerf and buffs, allowing some counterplay should be possible.
For example: i would love if any dmg done while the T34 is ramming would slow down the vehicle.