For the ML-20 They should have just reduced the damage to around 200, then gave it 20% more damage at Vet 3.
Right now (as in including these changes) both howitzers are exactly the same except the LefH fires (4) more shells at vet 0, and 2 more at Vet 1. Also before anyone brings up counter-barrage there is no advantage to using it over the normal barrage, as it fires less shells and targets mortars over more dangerous artillery pieces.
What RNG? The US officer models doesn't have the received accuracy of the rest of the squad, and he is always in front, so he always dies first.
I guess relic really wanted to emulate how US officers had a much higher mortality rate than that of the men they led.
Yeah it makes no sense why officers in this game have 1 received accuracy, especially when if they die it can either force you to retreat or hamstring the squad he's in. Also squads with mixed values of units in them are never a good idea.
It would be nice if all officer squads in the game had a mechanic were the officer is always the last to die, could call the feature "Look at sir! Arrrgh!"
The "sniper" rifles that Pathfinders and JLI use to death crit enemy infantry (40% health for Pathfinders and 75% health for JLI) have inverted damage profiles to your normal guns, with the JLI G43 actually having a positive accuracy modifier at at far and the Pathfinder Scoped Garand having only slightly negative (.93) accuracy at far and very negative accuracy at close (.34).
As far as I can tell it checks for the health of the unit after damage has been applied (with both rifles used by JLI and Paths doing 16 damage) meaning if the one shot hits, takes the model below the health threshold it will snipe it. It only needs to hit to do this btw, meaning model sniping works against enemies in cover or garrison who take reduced damage.
So if you want to play around with sniping models using these infantry units, make sure to keep them at range. The reload on these guns as well as the aim is pretty big, so don't count on any 360 no scopes.
This also highlights why BAR's make Pathfinders so insanely powerful, because the BAR's can chip off enough of a models health pretty quickly (high ROF weapons are much better against units with a large received accuracy modifier) to enable scoped kills. Also pick up dropped weapons with your JLI when ever you can, as it also makes them more deadly for obvious reasons.
EDIT: You should also take from this that standing at range using the Soviet sniper against JLI is an extremely bad idea, as you only need to have one of the models at 30 health for it to be sniped.
The Puma versus Allies is kinda eh usefulness wise unless the enemy goes LT but then he can just upgrade his shit with zooks due to them being cheaper to unlock. Against Soviets almost all good players will have a selection of cons and the amount of shots it takes to kill the Quad with a Puma can make using it risky.
Really the biggest killer is that all small arms cause main gun destroyed at 25% health, meaning you need to play extremely conservatively with your Puma's because the coax on tanks can blow the main gun and infantry supporting the enemy can do the same.
Med HQ with JPIV if you need more AT is a good idea, Flak Truck then Panther probably not.
Offtopic:
TL;DR: Talking about DPS on AT units = useless
You want to know if a Panther can kill a FF on a brawl? This is theorycraft since we don't know exact values and stats of FF. Say it has
Case1: 640HP, 160 armor, ±9s, 240damage, Jackson pen (240-200)
Case2: 800HP, 215 armor (E8), 240damage, AP Jackson pen (300-240)
Panther: 800HP, 320 armor, 6.5s, 160dmg, (260-220)
FF1 needs 4 shots to kill PV. 5.33/6.4 (min/max range) shots on average to pen and kill. ±36s/±48/±57s
FF2 needs 4 shots to kill PV. 4.26/5.33 (min/max range) shots on average to pen and kill. ±36s/±38/±48
PV needs 4 shots to kill FF1. At any range it 100% pens. 26s
PV needs 5 shots to kill FF2. At any range it 100% pens. 32.5s
PD: this is what happens when you are 15min waiting in queue for a game :>
Just a small correction; the OKW Panther has a 7.5 second reload. The Ostheer Panther is the one with a 6.5 second reload.