Except Rocket Strafe is literally 100% dodgeable by just reverse moving, and isn't on a Commander with Tigers, and isn't on a faction with incredibly strong Tanks and with plenty of options for incredibly strong Anti tank.
JU-87 Strafe completely broken instantly taking SU-85's and Shermans down to 20% in a single one of 3 passes. How does something as completely ridiculous as this manage to slip through?
I doubt this will ever happen, but I like the idea. The King Tiger is far too strong and unnecessary icing on the cake for the ridiculously strong, game-breaking late game that OKW have with the 5 vet, Panthers, Walking Stuka, Obersoldaten, Volks Shrek Blobs and forward bases. OKW doesn't need a super heavy anti everything attack move tank to top it off. The King Tiger is okay in team games because of critical mass of AT, but in 1v1's it really is just a right click into the enemies base and win unit, like the Tiger Ace.
The Elite armour is also a really bad and underused commander so it would give it something nice and make it viable. Those P4's would probably need a buff if that's the case though, they sure are underwhelming.
Today I'm casting with IceManJoker from RNG Arena for a great game of Symbiosis(Wehr) vs RunToTheSun(Soviets). My apologies for the annoying buzzing noise his mic makes.
RNG is fine, but stupid unfair pointless RNG like heavy engine damage Crits, Abandoned vehicles or planes crash landing is stupid and has no part in the game whatsoever.
The other big problem leaving Coh2 back is the lack of skill differentiators, currently there isn't enough skill ceiling for the top players to be rewarded over moderate players, both in terms of a micro level and on a tactical/strategic level. There's various reasons why:
Really poor intentional design decisions that need to change such as Blitzkrieg, Panzer Tactician and Sniper Sprint that serve to be a get out of jail free card that prevents bad players from getting punished when misplayed, or forcing off MG's by throwing a grenade/Molotov despite crawling up to an MG from the front whilst taking damage. Or MG teams randomly reloading at the very start of a combat. When you outplay your opponent, you should be rewarded by it. A really good flank shouldn't be negated by just pressing the Smoke and Blitzkrieg button and then driving away completely unharmed. Likewise nice pre-emptive MG placement shouldn't be negated by a Rifle nade from the front wiping 5/6 Maxim members, or a Molotov forcing a retreat. Vet 5 gives OKW far too much late game strength, despite having the best heavy tanks and forward bases, they then have infantry that scales 2.5x better than Allied infantry having 5 Vet bonuses instead of 2.
The lack of meaningful strategic choices due to units overperforming and underperforming, you don't have to think about what and when to build, because you build the same thing every single game. Gren into P4 into Tiger. Conscripts into Maxim into T-34 into IS-2/T-34'85. The factions need to have non standard build paths, things need to have opportunity cost to reward players for making the correct decision, and punishing players for building the wrong units. For example SU-85's and Jacksons should actually be good Tank Destroyers than can punish heavy Tanks. Ostwinds should be really good anti infantry that aren't just completely outshadowed by Panzer 4's and Tigers also being really good anti infantry. Tech swapping as Soviets should be viable, going from Tier 3 to Tier 4 for an SU-85 should be an option if hard AT is needed. They need to look at what is causing problems and how to fix it in an interesting way. For example, is the Ostwind is neverused. Why? Because it's overshadowed by the hard AI of the P4, Tiger and even of the Panther. Why? Because of Pintle Mounted Machine guns granting those tank destroyers really good anti infantry. By removing the Pintle Mounted Machine guns, the tank destroyers now no longer are super strong against infantry and AT guns, and now the Ostwind has a purpose in and a role in the counter system/dynamic.
The lack of meaningful micro techniques. Tank micro has a lot more potential than what we currently get, and not in terms of depth, in terms of not limiting the players input and rewarding good micro. Every tank in the game should have ignore infantry, as well as target infantry. (Sometimes I want to get that last shot to wipe a squad) but also the ability to control the facing of a turret, you should be able to preemptively adjust the turret for instant fire around a corner, or should be able to keep it in a certain direction instead of auto acquiring. You can spam attack ground but it's clumsy and stupid. These are small skill differentiators that most players will ignore and not use, but are the things that are so important for eSport depth and professional matches/tournaments.
The maps are also awful and need to be way more balanced, most of them aren't. Not only in terms of a spawning location such as North Langres being weaker than South Langres, but also in terms of factions. Langres South is incredibly overpowered for OKW because of the ability to camp until late game, and with the Battlegroup headquarters behind the hedge for safety and with the Panzer headquarters locking down any ability to decapture territory. Certain units are just completely not viable on certain maps. For example SU-85's and Jacksons are fantastic on langres because of how open it is, but on a cluttered urban map full of chokepoints and shock blockers, SU-85's and Jacksons are completely ineffective due to never being able to make use of their full range.
Coh2 has a very long way to go in terms of making it viable as an eSport. It's going the right direction, but Relic need to make some very fundamental changes in terms of fixing their own mistakes. Soviets inability to tech swap is intentional, but having that is just a terrible idea that hurts the game so badly. Blitzkrieg, Panzer tactician and Sniper Sprint are just cheap lame abilities that add nothing into the game other than rewarding Bad play. They have to be critical and make decisions instead of "We can't remove Blitzkrieg because it's too late and people will get mad."
The reason why Kubels and Pumas are so strong is because the intended coutner, Bazookas are so god damn awful. They're unable to consistently hit small fast vehicles, and unable to penetrate big tanks.
The problem with the US Teching system is T2 literally has no AT whatsoever, No Bazookas, no AT guns, No Stuart. Whilst T3 has everything; Bazookas, AT Guns and Stuart. Not that they're particularly effective, due to Bazookas drastic underperformance, and AT guns being too immobile against the Puma, let alone with smoke.
But it really should be mixed up because of how much overlap. I think Moving the Lieutenant Squad to T3 instead of the Captain Squad to T2 would definitely help things out. Going US T2 can be a huge gamble if the OKW pulls out a T3 and then there's literally no counter to Puma or Flak Half Track until fast Sherman rush.
The other really huge problem with the meta is that US's lack of dependable AT is made so much worse because of the lack of mines. If Rear Echelon could build mines like every other faction then countering both light vehicles early and heavy tanks later would be much more fair and balanced.