6, 12 and 14 were exaggerated. 5 a bit on the 222 aspect, but I do think the 251 has terrorized the meta with 5man Grens blobs and pak40s as a huge blob moving around the map. Absolutely cancerous to fight against. 251 in general should lose the 2nd garrison slot imo. Flamer dabs on soviets, noone can argue against it. The rest of the points I stand behind 100%.
What needs to happen for Ostheer asap:
1) Osttruppen +10 secs recharge
2) T1 fuel cost moved to BP1
3) Remove 10% RA bonus that VSL gives
4) Reduce the veterancy bonuses on rate of fire that Ostheer sniper gets
5) Pgrens moved back to T2
6) BP3 fuel cost increased by 20.
I think the problem lies more on Ostruppen and 5men gren than the rest of the list. Ostruppen need some kind of debuff like a movement penalty out of cover that could go once Vet1 or T4 is built so they can't swarm early on. 5men gren could simply lose their pfaust once upgraded to be less of a braindead upgrade. And I'll move shrek to T2 and leave Pgrens where they are.
Instead of BP3+20 fuel, I'll increase P4 cost by 10 fuel giving more room for the Ostwind and Stug.
After TDs are out, M8 > Sherman74. Cheaper to call, same munition price for the MG upgrade, faster and better to guard flank vs infantry and also reach vet3 faster.
Overall I think it is the perfect unit to counter elite infantry. Only Falls were giving problem with their faust back then but now that the get to go to keep Pzg/falls/ober at distance and bleed your opponent.
Let me put things into perspective, Quad has more than double the AA fire power of the second best AA weapon and over 50 times more AA power than PzIV pintle MG.
Just because it "the only soviet AA" weapons it has not reason to be broken.
The whole "T70 carries soviets" meme only applies to Osttruppen anyways. Doctrine abilities exist. They are part of the game. You can't balance around a doctrineless game.
That's basically from where we come from because it was a disaster. Doctrines should add flavor not fill gaps.
The problem with your topic is that you're offering zero solution. You're just yelling "WATER'S WET" on all your responses.
There is no need for rocket science's degree to understand and acknowledge the T70 is too good. BUT it requires much more than such topic and yelling to find a balanced solution for the Soviet faction as a whole with all the constraints imposed by the game and Relic.
OKW and Soviet suffer the same issue, fighting around which one is the weakest doesn't make any sense at all.
They both have a too important snowball scenario between their mainline infantry and light vehicle. But
If you nerf the T70 then Soviet are doomed.
If you buff volks then OKW will roll over USF and Soviet with the luch. We already saw that scenario.
Even Brit are on a similar situation, Tommies are good because they lack an LV to fight infantry. Nerfing them not only weaken the faction at a time being during the game but for all the game because they're too important. USF suffered the issue with RMs until they revamped the faction.
Could had gone for a normal Sherman. OP problems is the equivalent of going triple Panther and complaining that they lose because the opponent went AT guns and infantry based focus army.
More than one sherman75 is a biggest error imo, first because they don't do better Vs pak wall and second because if your opponent also manage to get a panther you are are dead.
The answer to teamweapon wall is indirect fire. Scott,pak,mortar and evidently rocket arty above all.
As I already said this is just a rant thread.
Had a game as USF where I really had full map controll and got enemys Flak truck , but I ended up loosing because I went for tripple 76 mm Sherman which were not exactly good against Infantry and thus finished by tripple raketen.
In fact I have massive problems when it comes to closing games as USF. Might be because I am simply not that used to them ( only recently startet using them regularly afer acquiring the WC 51 commander ( this thing is a beast, allowed a scrub like me to seriously threaten a Rank 150 player ... but then again lost in mid game )
USF doesn't have stock finisher units, you must pick the pershing or calliope to be sure to wipe your opponent the way you think of it.
This is the initial design concept for USF that has never been addressed with the factions revamp (USF being a super early faction that should lose past a certain time). USF is still lacking a stock end-game unit able to close a match has it would have make the faction totally OP back in those days.
I would remove as much as possible engine critics and look for something similar to Coh1 in term of recieved damage for vehicle. Portable AT such as pfaust or atnade could definitively have other effects: short stun, main gun disable for a time etc... or simply only deal damage.