1. a zis, AT nade and a mine typically will force a panther to limp away. the panther may be able to kill the zis if it gets close and shoots long enough, but the zis will do some serious damage if you damage its engine soon enough. the way i see it, that already is a cheap way to defend against a much more expensive t4 tank.
2. tank blob effectiveness varies greatly depending on the situation.
3. dont forget to turn off the focus sight ability and its barely slower than before. i see a lot of players forgetting about this and it makes them easy to circle. it already has the same range as an AT gun, unless youre talking about sight, in which case it still doesnt need a buff.
4. pgrens only have an AT upgrade, unless you include g43s. taking both upgrades makes them the most expensive squad in the game and is generally a bad idea.
5. i dont think the grens need it, especially as long as AT nades and fausts never miss.
6. just hop out of the m3 before it blows up and you take 0 damage.
7. theyre reworking veterancy currently.
8. i dont think any of these need to get more effective. by the late game they are already spammable
9. snipers already outrange mgs, so it would make no difference against an mg. this buff would just make sniper cars/snipers even harder to chase down.
10. no comment.
11. mortars are op so buff their accuracy? setup time is typically irrelavent for mortars.
12. pretty unimportant change
13. unlikely as this is already a doctrinal ability
14. repeat of #9
15. this would make every soviet inf squad be able to chase off vehicles. thats what you have guards and conscripts for.
16. not sure why they need this. soviets already get overdrive at vet 1.
17. dont see this happening right after they just added the 45mm.
18. now this i agree with. germans need to be able to plant mines in the early game. currently theyre too reliant on munitions. lmgs, schrecks, flame ht, upgun scout car, and mgs on tanks are all expensive. germans already have to make choices on what to upgrade, planting just 1 mine limits the choices even further. reduce the damage and the cost on the teller. make the AI mines able to be planted 1 at a time.
19. the damage on the flamer damage isnt really the issue. most of its kills are becuase of crits and flame crits function the same for all weapons. i guess one way to make it crit less is have the burst duration shortened or reload/cooldown duration increased.
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