The autofire on the pak howi should be gimped, it can barrage out to 120 range if memory serves its a mini howitzer not a super mortar. Usf also has a mortar with you want an autofire low micro indirect option.
Whats more, a single shot SHOULDN'T punish a blob. That's why it's getting nerfed, because a single shot can send a squad packing IF THEY ARE LUCKY. If not it just outright wipes it.
We had mortars that single handedly destroyed infantry combat by wiping squads that stopped moving and it was changed because it was cancer.
Ontop of the long range barrage the pak howi gets specialized barrages that ensure that it remains worth its price.
The Scott, as I said, it should be alright. While usf does lose out on rockets in team games it also benifits greatly from the resource inflation effect of team games. Usf iss far from inert in team games.
You are also forgetting that Stuka/Werfer completely shuts down pak howi plays. Why would I go for a pak howi if it can't punish big ol blobs in 1-2 hits? Not to mention how slow the pak is, both in autofire and movement and easy to decrew (especially if the carrier is killed). I can backtech to get an MG, but in teamgames, it's usually useless, unless you get 2 .50 cals, which takes quite a bit of pop cap. Pak howi should not be accurate in autofire but it should be deadly. Less chance to wipe static squads but doesn't care about blobs since it's a target rich environment already. Pak howi can wipe more often but usually it takes 3 shots to wipe a full static squad, which is just enough for a 340 MP unit. If it fired more frequently I'd understand that the big nerfs are warranted. Pak should get a slight AOE nerf, not a 50% one it currently has. I've played it and it never ever punished blobs in V3. I always go for double pak and it's been firing at a 4x volks + 2x obers blob that were clumped up on Port Of Hamburger on the middle bridge. 5 shots altogether hit, killed (I think) 4 models altogether. Something like that. Tightrope video to watch how it behaves in a
PERFECT scenario:
https://www.youtube.com/watch?v=SUEU2BmXnK0&t=1103s
Now tightrope really clumped up A LOT (9) of squads. 0 models down. 0 bleed. Activate werfer or stuka on such a blob and it's gg. Of course, they come later and cost fuel alongside MP. And they are useless after that salvo. However, if given the chance, I'd much rather have a stock werfer/stuka than a pak howi -> In teamgames. If I played 1v1, I'd seldom get stuka and probably never werfer and would always prefer pak howi for that continuous damage and bleed.
Of course that howi needs a nerf. But not from:
1.5/3/4.5 to 1/2/4.5
But from:
1.5/3/4.5 to 1.25/2.25/4.5
Of course, that would be my middle ground for 1v1/teamgames. I don't think I've ever had a 3v3 where the enemy didn't go for LeFH (counterbarrage counters hard), stuka (hard counter), werfer (hard counter), Inf.sup.gun and somehow dealt with the paks, or at least kept them off the field for long enough to repair/reinforce and just be a big enough nuisance to force me to abandon the pak howi play and go for scotts to use them as smoke dispensers. Especially vs elefants and the likes. I haven't used scotts as anything but the smoke dispenser in live, and I def. don't plan to use them as anything else when the patch hits. Again, they can be quite useful in 1v1.
I understand that the patch focuses the least played mode since it's the "most" competitive but still....
All in all, I've seen people complain about the 10 armour reduction on Brummbar and calling it a useless unit that can't wipe squads... so I'm inclined to not give a F about anything. Still, would be nicer if 3v3+ got some love, especially in the map department