Less building crits? Hell yeah!
Increased Mortar efficacy vs buildings? Great!
Better flamer capacity? Soungs good (although dont know whether that means vs the structure, the models inside, or the flamer itself)
But I still, and because this is an Early Game thread, that RNade and Molotov relative performance vs garrisons needs some attention.
In the very first minutes of a game, around the time that Molotovs and RNades can be/are teched, Ost has some serious trouble vs garrisons. A Molotov, thrown mor or less wherever on the building, will force the unit out. Nobody sane sits inside waiting to see how effective the Molotov will be. Not to mention it can be thrown so it both burns the units inside, and cooks them on exit, by predicting the doorway the unit will exit through.
But RNade? Until this impending change to building collapse, Sov ran the risk of the roof collapsing from a single Rnade(which ofc needed changing), but that atleast made Sov wary of garrisons. After this, though, he might as well stay in the building and risk/reward possibly taking some dmg, but possibky taking none. In either case, the RNade is not a threat that warrants leaving the building. A Molotov however, is ALWAYS a reason to get out.
Im not saying Molotov should be nerfed in this regard, nir am I saying RNade should unduly be buffed, since it still has the range advantage. But it really is not a sufficient garrison counter, as it stands now. Some Sov players deliberately garrison especially buildings overlooking the opponents native fuel, knowing that they can sit pretty there until Ost either brings some Pio Flamers around, gets FHT (which comes MUCH later than the problem timing I am referring to here) or for a Mortar to be built and startnsystematically pounding it.
In addition to that, they can also camp their own fuel garrisons, knowing full well that if Ost, strategically, chooses to rush Sovs fuel, that there is precious little Ost can do to force the garrison out, until hard counters hit the field and deploy there many minutes later.
It could be argued that "well, thats one less unit elsewhere on the field for Sov, so just cap around it', BUT this is the native fuel we are talking about. Losing that early fuel income has a huge effect on the rest of the match, and seriousky, though its one less unit elsewhere, that is a hell of a good way to use that one unit. Then someone might argue that "well, take your additional unit, and do the same to them. Garrison THEIR fuel point.", but all it takes to force that out, once you get over there, is a single Molotov, and younare forced to vacate the building.
As itnis now, Ost is more or less forced to rush his own fuel garrisons, and camp it, because if even a CE gets into it, hell have some serious trouvke getting them out. He can ofc just cap the point anyways, but even CEs firing from a building overlooking that will cause model losses.
Perhaps some sort of stat adjustment on RNades that would only affect garrisons.
Doesnt need to wipe the unit (ofc), or even force it out defacto as a Molotov would, but atleast consistently cause an MP drain, to offset the fact that basically Ost is quite fucked at that early stage to bring an actual hard counter out.
That is all fair and well except one little detail you haven't considered. (or the impact it has on the game, that is)
You can still cap fuel as German, even tho you have Cons in the building camping. Sure you lose 1-2 grens, but you can cap it or at least de-cap it to deny fuel from that point.
You cannot cap fuel or deny it with Cons, that has MG42 sitting in the building next to it, so you absolutely must take out that MG42 to be able to cap it. A lot of players will just sit out 2-3 molotovs just to deny the strategic point and gain early advantage in resources.
Now if you go for Maxims, early game, especially to camp in single building you are left without any field presence.
Not sure how new patch will affect balance, but if its true that there will be more starting MP and quick build time for Soviets, I fear that we will be back to previous problem when MG42 would instantly suppress and players could just camp unchallenged for entire early game. (quick maxim)
Only this would be much worse because, as you pointed, Germans don't have any means of dealing with buildings early game......
Scary thought