I think at this moment it's a good time to ask, what's the general consensus on the mod team regarding Soviets atm on 1v1 and teamgames and what their goal is with the changes.
Are they OP? Then nerf it. Are they UP? Buff them. Do they have a really strong late game but weak early? Then adjust the power budget from one side to the other. Are you considering that everything will be fine the moment people stop using Osstruppen, 5 man Grens and AssGrens?
Let's recapitulate the accumulative changes atm.
Let's start with late game.
Katyusha
Creeping barrage fix
Vet rof barrage nerf (everyone get's nerfed)
Su85
Vet nerf
ISU152
HE range nerf
Rear armor nerf
Penetrating shot nerf
Overall nerfs to couple of principal late game units. Which in general are fine, though i think the Piercing round is a little expensive for what is gonna be doing now (60 IIRC). Mediocre for cost against full HP support weapons and the delay it has makes it harder to use as an anti vehicle shot.
T3476:
Ram nerf
The more i look at the directions they are going, the less i like the changes overall. The HP change is gonna be hard to gauge if you are not at full HP and get hit by 2x 160dmg sources. On the other hand will people attack ground their own T34 just so they can ram?
I would rollback most changes and keep it simple. The moment you have the greenlight to nerf Ele/JT units, commander or have the ability to give Soviets some non doctrinal way to threaten those units (specially for all those corridor maps) in the same way both other 2 allied factions have (PIAT/Zook, mobile smoke tank, turreted TD, AP shell/Tulips) go for it and remove ram from the soviet roster.
Right now i can only suggest to:
-Reduce pen from 200 to 150 (original 160).
This is enough to pen all rear heavies
-Keep the removal of the heavy crits.
-Keep the current engine damage and main gun crit on T34. Adjust engine exhaustion/T34 own stun duration if you think they can easily escape.
-Rollback and keep it at vet 0.
If you REALLY want to nerf it so much:
-Either reduce the stun duration on deflection.
or
-Remove the stun component and make it guaranteed engine damage.
Overall, i think the best solution is just nerfing IL2 rocket strafe (reduce pen + add 50% deflection dmg) so it's not as effective vs heavies for the ease of use and cost) and just remove the IL2 bombing strike from ISU152 commanders.
Mobilize reserves:
No longer needs AT nade + Molo
No longer free at T4
+20% XP to all Cons + Penals
-2mp reinforce for Penals
Late game nerf (you end up paying for something you were getting for free) and the expense of getting it faster at T3 timing if you pay for it. Which i'm not sure it's a great deal. Cause at that point in the game you are not winning the map control nor the fights. The 7man conscript is great when stalling and holding ground behind sandbags.
If you go for a Penal build, i'm not sure if the 20% XP gain justifies the upgrade. Remember that Grens get this for free at T4 and this didn't solve all the complains with Grenadiers in the late game. You need to lose 50 Penal models to get even mp wise.
M5
AA heavy nerf
Passenger heal
Su76:
Cone of fire
Replace tracking with camo
Vet req nerf
Vet 2 acceleration
Rotation rate increase
Removed human crushing
T70
Rof nerf
AoE capped
Recon forces reload
So the glue that ties Soviets midgame get's nerf (T70) while you are not making the whole tier cheaper/faster to get in comparison to all other 4 factions? The Su76 is not going to be a thing if it can't counter light vehicles at a proper timing against Flak HT, FHT or P2. In the same way Stuart/AEC/Puma does. Alternative you could nerf the timing of all light vehicles but i don't think that's gonna be easy to do at all.
The M5 heal is situationally good but it's not like OH HT with mobile gren/PG inside is meta at all.
Will need more testing, but by the looks from Tightrope vid comparison, the AA is a little bad. I think one has to take into consideration that all other factions have a compound way to increase AA chances with plenty of gunner upgrades on tanks or other soft alternatives. At least it should be as good or slightly better than the OKW Flak HT.
Medics:
-50mp cost down to 200mp
AoE heal
Big buff. Will definitely improve early game but unfortunately it kind get's overshadow that you now have to buy Mobilize for a net 50mp deficit compared to before.
Outside of adjusting the AoE heal speed and besides whatever else happens with the other changes, i think the -50mp cost in the upgrade is key in order to start tackling down the transition between early/mid game from the faction.
Support weapon:
Crew xp nerf
Mortar:
Smoke barrage decoupled from HE
Maxim:
Vet0 suppression ability
Further changes to reduce deathloop
They all received improved formation, but only helps when in the open.
Manual reload
Zis:
Reload barrage nerf
Overall no net change. Nothing meta shaking. Abilities/vet don't generally fix mediocre base performance.
T1
Build time
M3A1:
HP n armor nerf
Shared vet n vet 2 decap
Penals
Reinforce time buff
Change acc for RA at vet
-2mp reinforce after mobilize
PTRS attack ground and aiming time
+1 PTRS
Improved acc but overall DPS while static same.
Cost increase upgrade
Sniper:
Cost decrease
Sight decrease
I think it's still hard to justify to spend at the beginning of the game 160mp to tech. I'm not feeling it that Penals will hard carry it as the other 2 units are getting slightly nerf overall (snipers in general, the M3A1 still has a too limited timeframe of utility for a unit you are spending fuel, on top of PF been a thing).
A PTRS Penal will indeed scale into medium tank phase as opposed to been useless but i don't think it will be what they need in the late game. They have enough other tools to deal with PIVs and below.
Should mobilize offer the possibility of upgrading n refitting those PTRS for 2 zooks?
CE:
Vet acc changed for RA
Good change. Same as others.
Conscript
Vet 3 acc removed
Curious as to why the removal. If SVT are still too good, adjust those. Same with what you are doing with mobilize. Then what about PPSH/PTRS Cons?
I think at this point you could put both AT nades + Molotov behind the same unlock at the cost of the current AT nade and there would be 0 problem as no one wants to spend their early munition in mollies anyway.