Really? I honestly find Assault Artillery not that impressive. I've had a howie outside the base sector get barraged by it. Nothing happened.
Anyways, regardless of what's OP and not OP, the ability needs its engine damage absolutely removed to remove the amount of RNG in the game like mines having 50% to destroy engines.
If you nerf the armour to being reliably penned by a PIV it would need a hefty cost decrease.
For the rear armour? Does that mean all heavy tanks should get a cost reduction when a rear armour nerf is implemented?
Medium tanks should be a threat to their heavier counterparts if they manage to get around as it means they're diving in and trying to position against a superior enemy while probably being exposed to other dangers and over-extension. When mediums have a better chance punching through the front armour of another medium tank than the rear of a heavy, something's wrong.
Only issue with the Comet aside from its bugging abilities that have ridiculous range at 80 is its rear armour is high at 180 which is better than most medium tanks, on par with a stock PIV.
Sure its a flanker and all that, but it makes the poor Panzer IV cry when its bouncing rear shots off the Comet which should still be punished for showing its butt to enemy fire.
All heavy tanks and vehicles could use a rear armour reduction though.
Some changes you might want to consider:
Reinforce time and its linear connection with reinforcement cost.
Relic has uses reinforce time that is linearly connected to the reinforcement cost meaning the cheaper the unit the faster it reinforces.
That creates a number of problems especially when someone reinforces on the field. For instance a Osttruppen fighting a conscript both near reinforcement points will eventually win because he will be able to reinforce faster and have more entities fire.
A HMG near reinforcement point can replace losses too fast.
Expensive units like ober have to stay of the field for long time until the can get even a single squad member back...
My suggestion:
reinforcement time should only related to infantry type: (from faster to slower)
Utility (engineer type units)
Mainline
Elite
Support weapons (accept ATGs)
I have placed support weapons last because managing to push support weapon off the field should be rewarded.
I don't think it's really an issue unless it's Soviets with their cheaper 6 man crews. The other factions only have four members on their support weapons which makes them vulnerable to flanks and units armed with automatics or strong weapons.
Let's not modify their MP income. It's probably better to give the trucks some cost for their medics, pioneers, and flak cannons to give them a sink to spend some MP and fuel into.
Modifying MP would also be especially punishing early game where the lower reinforcement of Volks would mean nothing when you can't get enough MP to reinforce.
-Cost Reduced from 400 manpower and 75 to 400 manpower and 50 fuel.
-Population from 21 to 12.
Why the cost reduction and the population reduction? Because it's a stationary anti-tank gun with a massive hit box and it actually takes significant damage from any 160 damage source when unbraced. Pak 43s can at least shoot from behind object stock, though the gun needs more health to avoid being one-shotted by off-maps. You can't afford you have one immobile, situational unit taking up 1/5th of the pop cap that also delays tanks considerably and is vulnerable to infantry assaults.
Also, Brits need a way to tear down their emplacements for a partial refund so they can actually move the line up and not have these units take up pop-cap when not doing anything.
I'll try experimenting with the idea in the next major update as I do believe demos should be modified in a way so they're less about being super mines that ares especially punishing to lone capping squad.
If that could be implemented, sure, but why not make the sweeper package boost the repair rates for these units so they're not reliant on needing mines to go off successfully or to find them in the first place which is not always viable (USF lack of mines for example)?
Isn't reinforcement cost tied to total unit cost though?
Yes, but there are ways to modify it such as implementing the changes into their veterancy or adding an upgrade to the player at the start that would bring the unit's cost back to standard levels while keeping the reinforcement the same.
Now cons are the worst mainline infantry in the game, all of there upgrades require resources which delays tech and was nerfed in the past year, as well as scaling very poorly into late game. Volks have 2 nades for free and panzershreks with 5 levels of vet
The only change I would make to Conscripts is changing their veterancy so at Vet 3, they would cost 15 manpower over 20 to reinforce their role as cheap meatshields/utility troops. Make their vet 1 be 0.9 received accuracy like Volks.
And Volks are really only a threat to tanks late game. Yes, we all know the shrek is dumb and should get changed, but Volks fold to anything more than Conscripts and the flame grenade is hardly an 'I win' versus MGs if the Allied player, I don't know, screened their MGs with inf like Ostheer has to do every game. The main scary thing is what's behind the Volks.