The KV2 feels quite solid frankly. I don't remember the price, but if it costs around IS-2, then it's OK. The unit, quite frankly, murders infantry if used properly. What makes it weak is that it can easily get hardcountered by dirt-cheap stuff.
The only mechanics change I would dream about changing is fixing scatter offset for all mobile mini-howitzer vehicles (e.g., Brummbar, etc), so that their shots are centered around the actual target, rather than behind it.
For KV2 this is even more important as it's the thing that would allow the unit to hit incoming tanks.
On the other hand, what really kills the unit are:
- Soviet late-game scaling; you're in a doctrine with no elite infantry (guards, shocks, dshk)
- OKW late-game scaling
- TWP abilities that have 1000 penetration and deal full damage, plus crits, with no tradeoffs
- Raketenwerfer veterancy
- Stug penetration (for that ROF and price, it's murder)
Basically, all of the above have been cranked so hard to be able counter heavy-tank call-ins in 1v1 (e.g., IS-2, Crocodile), at the expense of manking every other allied tank with moderately high armour (e.g., Bulldozer) completely unviable.
Once you fix call-ins, there's no need to keep penetration values for dirt-cheap units too high.
Then, once you fix the dirt-cheap hardcounters, KV2 etc will have the breathing space they need to perform.
The minimum range has to be removed. The minimum range was sort of okay before the reduction in max range but currently the area the unit will fire is very small. CP should also be equal or lower then IS-2.