The top 5 to 10% of players are the part of the community that are most knowledgeable about the game. They absolutely SHOULD be the ones making the decisions about balance because balance doesn't really affect the rest of the player base anyways. I also don't understand what changed that made the game so terrible to play. Personally, I have been having more fun than ever especially since the commander revamps.
You are confusing rank with knowledge of game mechanics, they are different the same way a driver does not have a better understanding of car than a mechanic. If you watch high level player's streams you might notice that some time they make comments about game mechanics that are simply wrong. The average moder has usually much more knowledge than the average player.
Only Relic makes decision about balance because it is their game.
Finally this is forum for people to provide their opinion, only moderator should have a say on who and how the provide their opinion.
Panther gets its armour back at vet 2, better RoF at vet 3
Comet gets a grenade gimmick at vet 3 when it already has a grenade ability and nerfed WP shells, so no it's really not worth building vs tanks or inf really.
Comet needs better vet (RoF, moving accuracy) as right now it's just not worth hammer tech+185 fuel. You can get two cromwells for same price as teching for one, and two cromwells actually have good vet (RoF at vet 3) despite them being kinda lackluster compared to HE sherman or P4.
It does not the armor back, a Ostheer Panther vet 2 is weaker than an Panther vet 2 pre-patch while being more expensive.
Looked everything up and calculated it. They don't have the same AOE profile, which is why I asked Cruzzi.
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USF FIXES
• Fixed an issue in which Recon Company Raid Tactics would give +7 vision to infantry indefinitely.
• Jackson far range set to 60 as originally intended in patch notes. • Pack Howitzer Heat Barrage damage and AOE damage reverted to pre- Spring Update values (unintentional change)
• USF 81mm mortar auto attack distance scatter reverted from 0.0875 to 0.08.
I really fail to see how the Barrage change makes the unit more OP than before.
Assuming Vet 2 damage bonus applies to Barrage then it's still doing less damage than the old free barrage (albeit more accurate and with better AoE). I have yet to see one person say that the current Zis Barrage is OP and I don't think placing it on tracks will put it over the top into OP territory. At best it's a lateral move where it gets a better barrage that actually costs something now. If a Sov player wants to blow all their munitions spamming it then so be it - less Mines and off-maps to deal with. It means barrage becomes a tactical choice instead of a no-brainer "No tanks around? Barrage anything because it's free and canceling it means nothing to me!"
Bottom line is SU-76 still got nerfed while retaining its current weaknesses of paper armor and shit moving accuracy. It's going to be performing worse vs. armor regardless so why quibble about how it was/should have been nerfed?
Read the AOE changes in the spoilers:
Currently most mortars have a near radius of 0.85 while Su-76 has near radius of 1.5 while increasing kill radius by 20% vet 2 while it has a range of 100+. Compared to zis Su-76 get 2 more round damage 100 instead of 80 and more range, it is superior.
The reload nerf vs tanks will not make a significant change if the unit is spammed.
Bottom line is that is has ridiculous low XP value and it it is still very cost effective if spammed, since it gets very strong vet bonuses.
Although most indirect fire weapon are nerfed the Su-76 received major buff since by vet 2 (reached easily due to low XP value) it now does 100 damage ending up with a big kill radius very long range low CD mobility and self-spotting/mini map info with trucking.
In the SBP preview there was actually no preview, 1 set of changes was announced and something different implemented. Prime example of this is the SU-76M.
Announced changes:
Implemented:
Notice that the direction is completely changed instead of change in penetration the ROF is reduced, and then we have the mess with barrage.
Note also the one of the main issues of the unit as probably agreed by the majority of the community the very low XP value is not addressed.
The change to reload will make little difference since the unit is still spam able and with vet bonuses the unit becomes extremely cost effective.
In addition the changes to barrage make the units even more OP than before. While most mortars are nerfed this unit can fire 2 shell more than the zis gun (total 6), self-spot with tracking and with vet have -25% barrage CD, 100 damage to barrage, +11.1 range having one of barrage with big kill radius and one the longest range, while being mobile.
I would suggest that Relic starts publishing though on balance issue before they decide, so that mistakes and error like this one can be avoided.
I would also suggest that XP value, XP bonuses vet ability are looked at and that balance is not just considered in vet 0 basis. Su-76 clearly demonstrate that units can become unbalanced with vet bonuses.
Making OKW grenades and Faust require a setup truck is simply wrong. It makes tech time map depended and gives one more reason for OKW truck to be built inside base turning them into normal buildings.
There is little reason not to turn these things into side grades.
In addition and imo all anti garrison weapon should be moved to specialized infantry and not mainline infantry.