The KV2 feels quite solid frankly. I don't remember the price, but if it costs around IS-2, then it's OK. The unit, quite frankly, murders infantry if used properly. What makes it weak is that it can easily get hardcountered by dirt-cheap stuff.
The only mechanics change I would dream about changing is fixing scatter offset for all mobile mini-howitzer vehicles (e.g., Brummbar, etc), so that their shots are centered around the actual target, rather than behind it.
For KV2 this is even more important as it's the thing that would allow the unit to hit incoming tanks.
On the other hand, what really kills the unit are:
- Soviet late-game scaling; you're in a doctrine with no elite infantry (guards, shocks, dshk)
- OKW late-game scaling
- TWP abilities that have 1000 penetration and deal full damage, plus crits, with no tradeoffs
- Raketenwerfer veterancy
- Stug penetration (for that ROF and price, it's murder)
Basically, all of the above have been cranked so hard to be able counter heavy-tank call-ins in 1v1 (e.g., IS-2, Crocodile), at the expense of manking every other allied tank with moderately high armour (e.g., Bulldozer) completely unviable.
Once you fix call-ins, there's no need to keep penetration values for dirt-cheap units too high.
Then, once you fix the dirt-cheap hardcounters, KV2 etc will have the breathing space they need to perform.
The KV2 is 230 fuel and 630mp so yah, same as IS2. It has same front armor as Tiger but with 40 more rear armor. Its pen is 180 which is pretty low but has same range as elephant in indirect mode and can shoot over shot blockers and wipe infantry and has turret.
In terms of its potency I agree it's in a good spot.
In terms of its drawbacks:
- I agree OKW scaling (specifically on its high armor tanks) is a problem (due to KV2 low pen)
-how does a twp ability make that much of a difference against this unit if it's already behind a shot blocker, has super long reload anyways, and has a long pick up time so it can't retreat? I don't think this unit suffers too much from twp. Feel free to debate my opinion however.
- high vet racketens? I'm trying to figure out how and why an OKW player is gonna sneak his high vet vulnerable AT gun behind the enemy lines to hit the KV2 which will likely be behind a shot blocker (although if it's in direct fire mode these could be nasty indeed). However I don't think KV2 struggles against easy to wipe racketens.
- I agree a stug or two could murder a KV2 one on one without much problems. However I don't think this is the problem kv2s have since they can shoot over shot blockers and have excellent range so they don't need to be near the front in range of stugs.
What I do think the KV2 struggles with, is when a lone p4 or even puma drives up behind his shot blocker and shoots it to death with its better ROF. The frustrating part is that this unit can't retreat in time because it's pack up time. I wouldn't mind seeing its pack up time removed to allow for the user to retreat it when he wants to. Thoughts?