222 Scope Stacking:
It was a unintended usage of the scope, and I find it logical that they're removing it.
What I dont like: They're going after all the crutches and powerspikes in the german army and outright removing them, while they're not adding anything worthy of use, much less something that can give the factions' core strength.
Im willing to bet that those "spacing fixes" wont do shit/work as intended to address the weakness of the fragile grens, while nerfing even more the very few strongpoints left of ostheer.
Stuart:
While I agree that the stuart was too accesible and overall strong tank vs everything, i think they're just making it useless vs infantry while also heavily nerfing its flank potential on the stun rounds. Will it be of any use anymore?
UPDATE:
Not that much of a nerf vs infantry, just prevent RNG snipes from the main gun, but it actually suffers when engaging other vehicles and the stun shot its pretty useless ATM.
Meds on Sturmpios:
Its not sustainable, way too expensive, impractical and it just pales in comparison to allied heal mechanics like 2tonbulance and sectionheal. It will not make t3 play more attractive, specially coupled with P2 gratuituous nerfs.
UPDATE:
I stand by this, you cant sustain your troops without medichq, it just imposes a heavy micro+muni bleed to manually and individually heal all your soldiers.
Penals:
I do felt them to be overperforming in pure brawls of infantry, but still they're being hit way too hard for what they are, only engis can flamer now early midgame on USSR.
UPDATE:
They are toned down, not as much as I thought they would be, but it invalidates flamer clowcars into satchels, weakening USSR antigarrison play.
Flaktrack:
It's still way too expensive for its shock value, now bleeds you for munitions if you want it to survive any AT fire and will it be nullified by any AT screen completely, becoming totally obsolete 10 mins into the game.
Its antigarrison buff its practically unnoticeable, any zooked infantry will still kill you from garrison if in range. Deploy time still awful preventing any flexible play from it, while the "deploy on the move bug is still there".