"I'm not trying to "solve" sniper + scout car, I'm just trying to make it more punishing if the opponent makes a mistake with it. Right now going sniper scout car will lose you a lot of map control early (especially if your opponent goes triple pio). Then after the sniper is out, you need about 15 kills to make it worth the cost assuming you don't kill any squads. That's okay. Germans can definitely go T2 and upgun a scout car to deal with it, and Russians deserve to get some impact out of their tech choice." - Adder
What you are saying is ok for 1v1 because yes map control is an issue but against good 2v2 teams who keep a conscript with AT nades (my partner and I always do) near the SC the German AC cant get close. The strat is very OP and the car needs a nerf not a health buff, you just shouldnt be able to shoot out of it, it should be a 'scout' car with maybe a gun upgrade for itself not a 'bren' wagon with a gun and transport ability.
Unfortunately I play 1v1s exclusively, so I can't even offer balance opinions on 2v2 play.
The speed and AI capabilities of the T34 means that, although it may not be as good for AT as the StuG for a similar prize, the T34 pays for itself faster by killing enemy troops in the battlefield conditions it arrives at (the Stug will rarely destroy infantry as fast as a T34 does).
Thanks for putting my thoughts out better than I could. I agree with this 100%.
Soviet mines are still king, though, because they deal TOO much damage to infantry for very little cost. They deal around 200 dmg, which is enough to instantly blow up a squad in the first minutes of the game. The reasoning being that it needs to do decent damage to vehicles, but if it doesnt doo at least 200 then its useless against them. vCoH mines were already perfect for both worlds. Its one of the mechanics I really wished would have stayed the same, but alas...
I've lost entire squads to mines before. It's ridiculous.