no one ever uses it
maxim's straight up better than the DShK
mines require a lot more micro, for little effect
at gun is easily spammable but pretty weak
tank traps don't work
my suggestions to fix it
make the DShK fire in small bursts of low fire rate, do not give it suppression, but do really good damage against infantry have the same set up range of the MG42 or something similar, have it do damage to tanks (a really small amount) and have it shred the scout car, 3-5 bursts, and the halftrack in like 6-7 bursts. this gives it the feel of a 12.7mm HMG
http://www.youtube.com/watch?v=tgXWJEZzFHE
basically like the one this man is firing, it's too overwhelming to maintain a long burst,
this change make it in it's own class of weapon, a sort of infantry pushing MG that you can set up for defending or attacking that takes models down, and a counter to light tanks.
the mines should come in premade amounts for 30 munis, randomly spaced like the s-mines, they're too micro intensive currently IMHO (and i use mines a fuck-ton)
AT gun needs... i don't know. it's pretty useless ATM. maybe make it's cost 250-280, give it a light HE barrage ability for 30 munis, and make it's set up time smaller than of the zis
tank traps can be blown up with tanks in a really short amount of time. this is wrong. tank traps should be invulnerable to tank/anti tank gun fire. and should be vunerable to the hazard clearance kit and the satchel charges/placed explosives
also: make the build time that of current wire, and wire time should be reduced to v-coh levels