That could help. However that still wouldn't be enough to convince to tech up to T4 to build a Panther, instead of building 3 Stugs. At best I would go for Stug + brummbar, but not a Panther.
First things first:
- T3 & T4 needs to be more accessible
By more accessible I do not mean "skipping T3 should be made easier than ever". No. I mean shifting costs around so that you can start your build with either T3 or T4. However, at no point should you feel "stuck" or "married" to either tier. You should be allowed to combine tiers
- 2 out of 3 opposing factions are capped at medium tanks for their late game.
The Stug is a medium tank destroyer specialist. Slight modifications to the Panther will make either unit overshadow the other unit. Panther needs a rework to be complementary to the Stug; not a competitor. Then, Stug is what you would build to counter allied TDs, and Panther is what you would build to tank some damage, and hold advanced mediums (e.g., Comets/T-34/85) and heavies off.
We're long since converged to the fact that the Panther needs to deal 200 damage to be worthy. This will allow the Panther to be better-optimised for a different class of targets than the Stug.
Given that the Panther can now come out faster (teching costs) and will deal more damage, I don't know what would be the balancing act (e.g., nerfing vet2 durability). However, the usefulness of the unit should change to match a 18/19 popcap performance.
PS: With hold now available to all vehicles, and most vehicle accuracy-on-the-move normalized to 0.5, I don't think we need to overdo it with OST Panther moving accuracy. Otherwise the unit will become uncounterable in a run-and-gun mode.
- Yes, at some point the Stug will need some light nerfs too (e.,g TWP, popcap, but maybe get a cheaper MG)
In fact, it is already possible to build all tiers, on 1vs1, if the match is balanced. As always the problem with Ostheer T4 isn't its cost but the fact Ostheer is on the backfoot all the game long before reaching it.
I have been able to build all tiers, to build a Pz4 and then going T4/panther without any problem if I secured my fuel well enough and my opponent wasn't using OP units vs me wiping my squads in no time.
Ostheer T4 has always been the cherry on the cake, nothing that need to be build any game or should be reachable any game. The main issue with Ostheer is its lack of light tanks and a T3 where lie a useless Pz4, An Ostwind too easily counterable by the infantry and a Stug too good for its price.
Imo, I would take the problem the exact opposite way.
-1 Maybe ajust some stats on the Ostheer panther so it hit a bit more its targets.
-2 Make Ostheer T3 the must to go with:
Stug with less AT performance: less AT overall damage but more range, move the stun shot vet0, give him a barrage like or more damage vs infantry. So its act more as a support unit which it is.
Pz4 should be the backbone of the Ostheer, make it cheaper in fuel like 110, improve its moving accuracy and that's it, increase its pen with vet so it doesn't end up useless when big cats are in.
Ostwind with more frontal armor, increase its frontal armor so it doesn't disappear in an instant vs zook/piat blobs. Or give him native passive suppression when firing not on the move.
-3 T4 expensive, something you build if the game last long and give you an edge on your opponent.