First of all, theres almost no chance of removing features and abilities unless you also plan on replacing it with something and even, theres little to non chance for that to be done. Be real.
- nerf the IS2 and tiger splash damage, remove tiger stun chance.
- nerf the get-out-of-jail-free abilities like blitz or smoke. Have them be offensive rather than defensive tools.
-IS2 also has stun chance. I fail to see why only 1 should be nerf.
-Blitz could be tone down, the maximum speed modifer of 1.5 to 1.25 or even less. Smoke can always be negated by attack ground.
OKW:
- remove vet4&5, it adds no depth and it only makes volks and okw itself stupidly powerful in the late game.
- nerf walking stuka. This thing is fucking ridiculous, it kills anything it touches within its radius.
- nerf obers dps.
- nerf T4 flak building range and penetration.
- buff flakHT survivability vs ATGs so it doesn't get 2-shotted (would balance out a smoke nerf) but have it suppress less
- make teching more manpower expensive (something like 100MP per truck extra or no free ones)
-You can't remove vet4&5 but you can make it more in line with vet3 of other factions AND OR make it more utility oriented rather than directly combat oriented.
-Rather than offensive nerfs, i think that survivability nerfs are more in line.
-Regarding range, it needs its overlay to be updated. Range is fine, pen is not.
-FlakHT is fine. Except for its bugs.
-Make trucks 100mp and reduce tech cost by 50mp. Now every truck represents a risk if someone use it for push/crush.
Soviets:
- nerf shock troops dps
- flamethrowers can only shoot out of a decelerating or stationary scout car. Flamer clown car squad wipes always felt so gimmicky and this should also alleviate a lot of the problems okw seem to be complaining about in 1v1.
- decrease t34/76 fuel cost slightly.
- nerf mines. Have them work more like coh1 mines.
- remove 120mm mortar precision strike.
-Shocks only do damage at "spear" range (used to be swords). Para thompsons have higher damage with better profile damage.
-Flame clowncar wipes are due to how flame mechanics work. They don't care about retreat modifiers.
-How much? Price is fine, maybe undone that bugfix with its RoF.
-Squad wipes are more due to bunch up of units. BTW aren't both SU and OKW mines equal ?
-And replace it with what?
Ostheer:
- nerf LMG42 dps.
- stug stubby requires T3 researched to be called in. Decrease AoE but increase health
- buff panzergrens survivability.
- buff stug3 health.
-Gren with LMG dps is fine. Other WFA units have WAY more damage and should be brought in line with them.
-If grouping is "fixed" i don't see too much problems with Stug-E.
-I advocate for a split of veterancy buffs from vet2 into vet1.
-Stug-G doesn't need a survivability buff rather a tweak of it's profile to be the AT option of T3
Note: T4 still seems "impossible" to get and i'm surprised i haven't seen the Panzerwerfer mentioned.
USF:
- nerf regular & bulldozer sherman AoE slightly.
- slightly nerf BAR dps.
- make teching a lot more expensive manpower wise and slightly slower.
-How much worst the bulldozer can be if you nerf it
-Bar DPS increase is almost negible for Rifles if you consider the cost of them.
-I'm not sure about this, since this will further limit teching choices early on.