I am not sure one will be able to balance both 1vs1 and 4vs4 using the same system.
Multi-mode balance is fine for some units (like Panzer IV) but pretty broken for others (like British emplacements). A couple of units are fine on their own in all modes (Panther or TDs) but become problematically good when they can be spammed or blobbed. But I don't think it would ever be possible to have seperate balance without having either a very complicated and confusing system or making the modes much more similar (which would either require very small 1v1 maps or very large 4v4s).
That being said, 4v4 right now seems to be more balanced than it has ever been IMO. There are some issues like OKW not having caches (thankfully 223 will become available) and arty spam but generally speaking I really enjoy the chaotic and tense matches.
How to fix KT:
- adjust AOE of main gun to Brummbar profile and buff scatter a bit;
- lower veterancy requirements;
- remove Blitzkrieg, move Spearhead to vet 1, put (~)+30% faster turret rotation at vet 3.
These changes give reliable AI, change nothing regarding its natural counters, but make its vet more accessible and adress the biggest performance issue (turret traverse).
If after implementation, these changes prove to still not be quite enough:
- lower cost to somewhere around 650-700MP and 240-260FU.
Other cost less and other needs to spend ammo for pintle to start doing something. It really shows the performance issue with P4 and it's cost for OST faction. They should just give OST the OKW P4.
The pintle mount is a munitions upgrade because it gives two distinct advantages over the T-34: one is engaging aircraft and the second is giving 360 degree AI. The T-34 loses a lot of its DPS when the hull gun can't fire and it needs to have the turret trained on the target for the coaxial to do anything. The PzIV's pintle will always fire despite the direction of the tank or the turret.
2) 720mp, 260f. Teching isn't exclusive side tech that unlocks exclusively one unit and is a matter of timing the unit, not the cost. Lack of caches is irrelevant, just scavenge wrecks. Don't complain that faction that is supposed to struggle for fuel struggles for fuel.
The King Tiger costs 280 fuel.
Are you even serious about scavanging? No way is that comparable to caches. In a very good match one can maybe scavange 4-5 things max, giving 20-25 fuel. I'd say the average opportunities per match is closer to 3. That's nothing compared to the constant +3/min that a cache gives.
OKW is not supposed to struggle for fuel since the faction was redesigned. The fact that they will get the 223 next patch is proof of that.
Stug E for stock lineup would never work, because T3 already has plenty of intermediate AI with PzIV and what you really want is a good end game AI vehicle at T4 to go along with the Panther.
Also, its IRL turret traverse was remarkably fast for such a large turret, with only 19 seconds for a full rotation and down to 10 seconds if the engine was pushed to the limit.
For comparison Shermans did it in 15 and most modern MBTs have ~9-12.
With your logic KV8, KV2, Bulldozer, Crocodile, Avre,... need all a massive nerf then, because they counter PaKs with little effort for obvious reasons. Even M8A1 Howitzer Motor Carriage is more effective as Brummbär most the time.
All those listed are doctrinal tanks and are (much) more expensive than the Brummbär. The Bulldozer has paper armor so no way it can stand to 1v1 ATGs reliably. In 'my logic' I specifically stated no stock vehicle should be as powerful versus ATGs as the Brummbär was.
You are wiping Zis with Panzerwerfer? Wow, and if he has two? So you build two Panzerwerfer?
Please, you are joking.
Panzers are so bad versus PaKs, you have to kill the hole Crew or you have no chance. Only infantry can deal, but that is a tool of all fractions.
If you use the Panzerwerfers from medium range they will have a good chance to wipe even an entire ZiS crew. And in the odd case it leaves 2-3 models alive on low HP you can use your infantry to finish them off within seconds. If the enemy has 2 ATGs, even the Brummbär wouldn't have been able to deal with that unless it got a lucky streak of bounces.
Also, it is rather historical accurate - HE-shells were produced with less propellent chardge to save space for explosives inside of shell itself, so they were slower.
This is not a universal rule. In fact, the IS-2's DT-25T HE and AP shells had the same muzzle velocity.