We really wanted to change Vet1 to hull down, but it got scoped out. Thus, we're asking if 160HP is going to be enough for its price.
Part of the reason why you might want to use a KV1 is because it comes on commanders with howitzers and skillplanes.
Maybe give it something akin to vector target that enables more frequent use of howitzers? Or, since it's meant to be infantry support/damage sponge kind of tank, maybe some variation of the Churchill smoke:
You could balance the KV1 to be useful with survivability alone, but I don't think it will ever be especially exciting to use. Shame hulldown got cut.
Planes can be made immune (e.g., Ost vanilla supply drops) or even untargetable (paratrooper planes). So, I wouldn't worry about that.
I know, I meant to say that testing the targetable version (which might be more interesting and unique) and then also testing an untargetable version if that doesn't work may take too long. You know the schedule better, though
Another thing, have you considered making the AT gun drop with a crew? Is that possible at all? Enabling paratropper-crewed weapons to reinforce at beacons already mostly solves this, but it would be a nice touch.
Alternatively, we can make an airplane flying over the area to provide the visual cue for the ability.
I think an actual plane that flies from the base sector and can be taken down would be an interesting implementation, and would allow you to balance between the survivability and speed of the plane, the potency of the mines and the munitions cost. Might not be enough time to test it properly, though.
Here, it's essentially the same thing, only I use a few more rebindings (and CTRL+WASD results in the default functionality). Ignore all the underscores ( _ ), I used them to prevent emojis (anyone know of a way to do that properly btw?).
Try removing the #IfWinActive, see if it fixes it.