Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.
+1
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be nice
Well, the force retreat sort of fills that role vs HMGs. Just use leig or obersoldaten to smoke.
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.
Underrated unit, with proper scouting, provided by the doctrine's panzerfüsilier flares it can terrorize allied armor and emplacements all day. It's a better elephant overall. I usually try to use it on open maps.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.
The tank itself is fine, but I agree about the aura it gives, I'm never certain when I should activate it, knowing it will hinder the tank itself.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.
I'm conflicted about it as well. I say it should be down to whether the balance team manages to signal the flak's inactivity somehow, apart from a red disabled icon floating above the building. If not possible, then I wouldn't mind the old, current system staying. In fact in the new system you have to expose the Schwerer HQ before it is even able to fire back.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.
+1