The game used to have loads of that sort of thing. Heavy tanks had something called a Deflection Critical where they had a chance to hard stun a tank if their shells bounced.
People hated it, so it got cut.
very different though. stuns are pretty bad as a passive inflicted on an enemy, especially RNG stuns... the game has shifted from the state you are referring to where the game was more a flashy game of dice than an actually skill based game.
armour combat is more or less that last remaining holdout in unbridled RNG. much like the B4 howitzer RNG can maketh or it can breaketh, which is fine for equal roles and investments, but not hardcounters or over investments (how many times have we all seen a panther squiff a kill shot at pointblank?)
all or nothing does not make for a good game, it doesnt make for a balanced game.
I'd be happy just to have the option to scuttle an emplacement without any resource refund.
Using emplacements is enough of a handicap as it is without having to friendly fire one to death everytime you needed to reposition.
thats kind of the point though. invest resources to hold a point. you cant just decide to mobilize after reaping all the benefits of massive health pools and damage reductions then turn that all into tanks.
can you imagine how disgusting team games would be if even a single player could have the pop open to just creep emplacements forward?
its not a stand alone unit, its a support unit that excels in the okws start lineup, in a team game it is easily the most valuable start unity because it allows your team go right for valuable positions while the 210mp unit runs around back capping. or you can send it straight for the enemy cut off and start dealing damage before your stums show up, help push off the enemy then heal up for 0mp in bleed. its one of the units that has focus fire set to false, meaning it can deal damage even when it misses.
its for agression, not holding off infantry pushes (its actually just a car with an mg on it, in case you didnt know. it also costs 210MP!!!!!!!!!!!)
as for its LV counterparts:
the m3a1 isnt JUST 190mp and 15 fuel (which alone very much warrants being better than just 210mp(!) its also behind another 160mp and 10 fuel tech that lacks support weapons and utilizes 300mp infantry. this means that in order to get one out the soviet player spends 350mp and 25f just to get it on the field.
to compare ....
im not really sure what you want from this unit. its fast, it deals LOTS of damage, its a great harassment vehicle in the early parts of the game. what would be acceptable combat stats for you? does it need enough armour to fight off all the enemy infantry without need for repairs? does it need the DPS of LMG obers so it can solo flanking upgunned infantry? does it need to be cheaper than 210mp(!!!!!!) does it need to build faster? like what do you want here?
heard of the term glass cannon? its a powerful but fragile unit that needs attention to really shine. try microing it, seriously TRY to use it
people DONT use it because volks come out of the same building at the same time and the kuble cant snare vehicles or burn garrisons or make cover of get an all range DPS upgrade that melts at close range. kuble inst BAD, its just not as attractive as the unit that is literally over buffed so it can fight units that are of way more of an investment. why take the light car for early gains when you can take the squad that is potent against everything up to double armed WFA infantry?
side additions on rereading your post that i think need specific attention
and basicly all your other complaints boil down to "why would anybody trying to win not just build more volks- they are the answer to LITERALLY every battlefield question. its like why build cons when you can build penals? why build RE when rifles are right there? why build a unit that you need to make really shine when theres a unit right there that wiull do all the work for you and make you seem to shine?
The smoke bomb is WP so I don't think shared cooldown is incredibly important due to the inability to charge through it. I don't think I agree with your assessment of the commander vipper.
IMO it offers a great new alternative to the faction. Soviet can load ppsh cons into a halftrack should the please and it doesn't break the game. However one could experiment with making assault Tommies and the halftrack a package deal like assault guards to free up a slot and reduce the capacity to over use them but outside that idk.
That's how armour works though. The only way to make it more realistic is if one penetrating hit knocks out the tank.
Realsim<balance.
It's a game and the all or nothing approach literally leaves us with over performing armour or over performing TDs. I've played through both. There needs to be a middle ground where armour means something AND TDs are always a threat.
Kubel is bad, it is just that simple. DPS is bad, for a vehicle that should serve against AI which it hardly does.
Take T70, it is a great vehicle, can cap and recon vet 1. That is way better overall.
So Kubel should do better than it currently does because it hardly does much damage. Nobody gets vet 3 or above, it is impossible. Vet issues with OKW because it is impossible and takes forever.
Luchs, Kubel, Sturmpio, Rak, MG34 vet too slow. Other factions although limited to vet3 are better off since they get it earlier.
Vet 5 does not matter if it is impossible to achieve it for any of these classes
Sorry had to quote this just to make sure I'm not missing something here. Did you just say the Kubel, a 210mp t0 unit is underperforming because a 70fuel and at least the much mp unit 2 tiers later performs better when it gets vetted? Is that really what you wrote? What the hell do you want from it? It's 210mp all in! It caps, it shoots and when it's risky to do both of those things it should have map hax. It could probably use shared vet so it can get those later levels of vet, but at the end of the day it's 210mp that offers a strong and aggressive start and is cheap enough to risk building later if you have the MP as cap harassment.
Under no circumstance should it EVER be compared to a fucking light tank if you want anyone to take a single word you post seriously.
and if you managed to stay 8sek at the same place while u see that the STTiger turns to you..lift up sloooowly the gun...and shot a slow missle at you..well...its seems you was brain afk^^
but again: it comes MUCH later----cost 400% more....cant shoot the half of the range from b4...cant by build multipl times...and so on..
Yes because the b4 moves on a dime and fires instantly with an instant impact shell. You are so bloody biased its not even funny. Both units suck because the game doesn't support the design of either any more. The sturmtiger USED to punish blobs and reward ambushes and leading targets, now its hot garbage because even if you lead the target it doesn't do a hell of a lot and if you mistime your shot and they see you they can simply kite it
And the b4 sucks because it's inconsistent and poorly designed that it can change the course of the game in an instant or do literally nothing at all. It can't be used on the fly because it takes years to rotate, aim, fire AND the shell has loads of hang time, it's vet 1 is overpriced garbage that doesn't work and used to not even be vet. It's cheap because it sucks and it sucks because it's inconsistent, but when it does hit its over powered. It's awful design.
Both are. Quit being so damn biased. At least pretend you want the game to improve and that there is broken shit all over.