Does it mean that it deals damage up to 14 models? Could you please elaborate?
The issue is the range, amount of health and VET4 bonuses. With AVRE you atleast will see it most of the time, and it is also still somewhat inconsistent (see screenshots below "Example of undershooting AVRE"). It used to be high risk high reward unit. Seems like the "high risk" part was removed, while high reward part was not adjusted. For example it is still possible to build both ST and KT.
I asked few streamers (The Angry Dutchman, Jibber, Elpern, Siberian and Baoliang) and the answers were ranging from "batsh*t broken" to "extremely strong". I would not have created a thread, if there was an absence of consensus about the unit in the first place.
1. way to tanky (1440 HP at vet 2).
2. is able to shoot from the fog of war with selfspotting at vet4. At least with AVRE you can see where it is shooting.
3. It comes too early and already paired with a great doctrine that counters high hitpoint armor with HEAT rounds, making units like comet, t34-85, E8 etc less effective. And good luck even diving on that thing, considering how the game punishes such moves with mines, fausts and AT guns.
The unit is toxic and nerve racking to play against, especially vs double rax build. Nerve racking and toxic destroys the mood and I'd like to have fun while playing it.
This is similar situation like with ISU, that used to be completely broken (in teamgames including 2v2), except with ST you need to pay 5x attention during a game, or else you have a good chance of losing it.
Units that are in the conflict with the core idea of COH2 as an RTS (unit preservation) should not be highly effective or nowhere near meta, regardless of which faction owns one
So pretty much I'm ok with AVRE and ST at any level below OK and hoping a lot of people share my sentiment.
Your posts ignore a few key aspects
1) The ISU comparison doesn't make much sense, because the ISU has actual armor and field presence, and will deal damage more consistently on top of being effective against all targets on its own. On the contrary the Sturmtiger was specialized to only be effective on armor with a direct improbable hit, after which it will still require at least (base medium HP) a direct hit.
It's overall easier to counter and punish a Sturmtiger, that it is to punish an ISU, which makes your statement about the Sturmtiger not involving risk wrong. This is especially true if we consider the range advantage at guns and tank destroyers have over the Sturmtiger. There's a reason the ISU is the only Heavy TD viable in 1vs1.
2) The ST, Avre and B4 being called NOW toxic is nonsense. I have had a brand new Panzer 4 being tracked by a brand new B4 that never fired and oneshot it because of a spotting flare that could barely be seen. I also had medium oneshotted by a Sturmtiger behind a sightblocker. Those tools are now more consistent but you will never lose mediums and heavy armor without any counterplay because your opponent clicked at the right time a single button
3) Both Avre and ST come around a time where players have various recon options. Even at their highest range, there's loads of tools that can track down those vehicles, that are loud.
The Sturmtiger may need to rotate on top of that
4) The Sturmtiger getting 10% additional armor means it has 240 armor at best. It's unlikely that anything will bounce from it. Durability through large HP pool is a double edged sword that requires large repair times if the player can't contain the received damage. When you factor in that 2 properly used at guns at their max range (60) can fire 3 volleys before it can even fire to them the Sturmtiger becomes only really effective when used as part of combined arms, as it should be.