After watching that video, I think the KV8 moves just too fast. But I reckon decreasing the damage is not a good idea - it just makes an investment not so worth it.
Probably reduce the speed of the KV-8 so it can't keep up with retreating infantry in that case? After all it's a heavy tank anyway. And if you get caught out by the KV-8 (like the first gren squad in that video did, not the other squads) that squad should die.
So, after playing in the Closed and open beta, I came up with a T2 strat. My initial impressions of T2 is that it's so easy to reach and the PGs are great so sacrificing your initial strength for a stronger 5min+ could be worthwhile.
What I do for a T2 start is:
2 Pios
Muni cache (so you can get bundles to try to force cons to retreat or get the schreck)
PG
Scout Car (To fill out that production queue while you're waiting for that 2nd PG MP anyway)
PG
Flamer HT
More PGs
(Pak somewhere - when you feel the T-34/SU-76 may be coming out)
and so on.
It tends to produce a relatively weak first 3-4 minutes with only the Pios in the field, but eventually, Conscripts are just cannon fodder for your PGs and hit the dirt cons are not so great against PGs without their PPSH and even with, you can just use a bundle on them.
It's because of the opening 3-4 minutes that this seems to work far better in a 2v2 than a 1v1. Although an unsuspecting opponent in a 1v1 might employ strats to fight against a T1 whereas they're facing against T2.
This kind of strat, however, may convince them to pick the shock/IS2 tree. Shocks, as we all know, are great against PGs. If the flamer HT can stay alive, it will tend to counter the shocks as they do not have any AT.
@Crells: All vehicle carried flame effects are currently too effective at retreat killing.
Happy now?
Except the KV-8. It's a tad too slow to do this. It's tanky but far slower than the German HT (which, IMO, prior to the previous balance patch was broken - not only could it reinforce, it just shreded Russian infantry).
Although I agree, maybe better retreat bonuses should be given for retreating units? Similar to the COH1 ones I guess. It's kinda hard to balance that part though. On the one hand, it has to get away if it can without being shot down too easily. On the other hand, it musn't be too high such that a 1 pixel health Gren squad can survive on retreat.
It deals 40 damage per second and has a very long burst duration. It deals more than three times as much damage as an infantry flame thrower (13 vs. 40) as well as more than double the damage of the two flame throwers of the halftrack combined (2x10 vs. 40).
I think instead of decreasing its survivability it should have its damage decreased.
It shouldn't be nerfed.
Consider this. You are making an investment in a tank more expensive than 2 SU-76s or 2 T-34s which doesn't do any damage whatsoever against tanks.
If the damage was reduced, it would more or less be useless. It can't kill infantry any better than shock troops.
And also, please don't use the argument of "you can't faust it, therefore OP" which it isn't. There are plenty of counters to the KV-8 at that stage of the game.
What's the deal with the upkeep from 4 to 1.5? Was it always like that since open beta began?
I think that is a big big change.. (and pop per unit seems lower all around too). Going to make it harder to come back and we'll see more unit spam all around.
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Also I'd say Soviet T3 got a huge nerf relative to German T3 because T34 is now 20 fuel more, whereas Panzer IV is ridiculously better now as is the Ostwind and both their prices decreased.
The point of changing the upkeep is so that people who preserve their units properly don't get crippled by a +99 income compared with one guy who doesn't, still keeps their +300 income and spams tanks while the good player can only reinforce squads.
By the time the KV-8 hits the field, not only will you have Paks but you probably would have T3 armour which the KV-8 has 0% chance of doing any damage to.
So I think it's perfectly fine, Just don't expect to use Fausts on it though.
Try a T2 start with PG spam Then Molotovs are useless
EDIT: But yeah, molotovs are often the only way the russians have any chance of flushing a MG out of a building. Flamers normally just wouldn't cut it. And when you hit T2, guess what the Germans have - Rifle grenades