Just gonna touch on stuff I definitely disagree with...
T34/85 - Double call in needs price putting to 800MP and 280fuel. and a slight hp decrease.
Cool double nerf to make sure there is no reason whatsoever to ever go for this if you have teched.
Maxim - needs a slightly slower setup time (so you can flank it) and needs to have a little less suppression as it is currently. This unit is still easily used as an LMG team.
And why is it a problem that it's used as "an LMG team"?
Pgrens - need their armor back. The recent 15% reduced chance of been hit was ok, but still didnt really change much. These units still underperform for their cost.
Old armor back on top of the 15% and 20MP lower cost they have is overkill.
Sniper - needs 1.5 armor. now more than ever since USF infantry is way more accurate and usually has some sort of LMG.
Already does fine against USA even if he's dead in a split second in the open.
P4 - needs a slight HP increase to match the T34/85. (especially when these units cost the same yet the T34/85 totally overpowers the P4).
Most stupidest suggestion of the week. Absolutely and totally unneeded and would fuck up balance in so many ways.
S mines - Needs signposts removing. These are currently the only faction with useless AI mines unless the enemy player is blind.
They have a ton of advantages in exchange for the signposts. Retreating units do not care about signposts. Also their build speed needs to be nerfed even though you obviously would not say it.
HMG42 - Needs faster suppression.
http://www.twitch.tv/vonivan/b/543339356?t=58m15s
FHT - needs moving back to T2 not T3. (yknow since the Americans can get fighting positions and quadcannon M5's at T2).
What has the M15 AA HT have to do with flamer? And why do you need the flamerht against fighting positions when they die to pretty much anything? We do not need the old "everyone rushes flameht" meta back.
Fixes:
Rifle nade needs to be refunded ammo when not fired or cancled (like the molotov is) currently it costs you the ammo, costs you the cooldown and doesn't fire. Sometimes this happens without it even been canceled.
Unlike implied, this is still very much an issue with all triggered abilities that launch some kind of projectile. They can be cancelled before projectile but after money has been taken.
Rakentenwerfer - too inaccurate.
Has 100% same accuracy as PaK40
Flackhalftrack - Needs a faster setup time (yknow since the USF one comes at the same time, doesn't have a setup time and can destroy the german flacktrack twice over in a duel). Thats not even including the germans flacktrack setup time.
The US one is the one that needs a nerf. The OKW one definitely does not need a buff once the M15 has been dealt with.
Puma - too expensive for how effective it is.... currently the puma costs 70 fuel (that's 100 normal fuel since this is OKW) and it really just doesn't perform as a 100 fuel unit when you compare it to the versatility of the T34/76 and the Sherman. It works as a good sniper, but is too easily countered for its cost.
L2P. There are reasons why Puma is more or less the most commonly seen OKW vehicle right now, and it ain't because it sucks.
Jagdpanzer4 - This really needs replacing with an assault gun.... but as it stands, it needs an AP buff.... since it struggles to penetrate lots of front shots... when this units only dedicated task is killing tanks (and it is utterly useless vs anything else) then it should at least fulfill its roll effectively. Should just copy and paste the stats of the SU85 over.
Because what we really need is an extremely rushable anti-everything vehicle.
If you copypasted stats from SU85 over to this one, you'd lose 90 frontal armor and would miss more against all vehicles in exchange for 20% faster firing. Those are pretty much all the stats differences between the two (really minor speed differences and scatter values).
Fixes:
Canceling construction of a fwd HQ - should refund the resources (it will still stall players teching by 3 mins) but i dont think they should be punished so heavily for having a building HQ destroyed before it is completed.
Don't build where you're going to get destroyed. Losing trucks has almost no punishing effect to it as it is.
Sherman 105 dozer... needs slightly weaker AT, something that can 1 shot squads so often shouldn't be so effective vs tanks.... thats what the M10 is for.
It already has absolutely pathetic AT, even losing to a Stug E. How much worse do you want it?