The ISU has 1040 health, has 70 range, and can 1 shot wipe squads with a reload of 7-11 seconds. In the time it takes a Sturmtiger to reload an ISU can kill 5 squads on average. While shooting from the fog of war.
ISU does not wipe in every single shot.
ISU is AI or AT
ISU won't wipe entire army in 1 click.
ISU does not shoot through shot blockers (there is expensive ability which is not effective).
After first shot, you know where it is so you can easily avoid it with infantry.
I would add whole list of abilites which need to be reworked.
Wehrmacht:
Blitzkrieg. Offensive ability which is used to run away. Get out of jail when you have almost no health and something is chasing you. There are many ways how to fix it.
Detecting if vehicle is moving forward is not, at least from what Ive heard, easy to making it usable only when moving forward is not good solution, but whan if we make it passive, something like radio net for Sherman? If 2 tanks are close to each other, speed is going up 15-20% + some bonuses in realod/accuracy maybe.
Panzer Tactician. Second out of the jail ability. Suggestet many times, let it be cheaper (only one smoke nade but quite big one) version of Sherman smoke which can be used also offensive.
Relief Infantry - to be honest I have never seen good usage of this ability. Prove me I'm wrong and this ability is useful. I propose, pay 100ammo for 30sec cheaper reinforcing. Each model costs 30% less whicle active.
Railway artillery. The most weird ability. Greatly used against field targets (Brits) but currently we don't have Brits and SU/USF lack of such emplacement. Red flares, over 10sec to drops, cannot scratch anything near to it, insane cost. Remove red flares, keep 10+sec drop and increase sound of coming shells so it's more like Stuka dive bomb.
Sector Artillery. Again, insane cost and very, very situational ability. It may be useful 1/20 games. Make it more similar to Zeroing. 300 ammo just to make enemy go back from your sector is too much.
Panzwer Werfer barrage. It's useless at max range but wipe machine at close range. I would increase its cost but in exchange make it 400HP and armor immue to small fire. This would make it close range, durable artillery.
Target Weak Point - no counter play against this ability. Truly OP. Once people said Button is OP, if so, TWP is even more OP than prenerfed button.
Soviet:
Molotovs. bring old crit back for this nade. Currently useless and hidden behind expensive upgrade.
Secure mode. good thing on tanks like T70 or T34 but IS2? KV2? Come on... Need to be replaced with somethinf else
PPSh package. This isn't best upgrade. Maybe give them 4/5 instead of 3?
M-42 AT Gun. This is really laughtable. Of course, it sometimes allows to counter light vehicles but overall it's useless and it makes Defensive Tactic even more useless. Enough to say that Wehrmacht gets Pak43. Replace it with high CP moble AT gun or some emplacement.
Forward Headquater - it's really retarded than you can run with Engis straight into building next to enemy's base and make it as HQ. Make it avaible only in frendly territory but in exchange give it forward retreat point.
IL-2 Sturmovnik. Definetly needs a buff. Uselles against vehicles and medicore at max agasint infantry.
Soviet Industry - really bad ability with current state of the game. Make it like OKW conversion with 2min cooldown.
KV-2. There are plenty ways how to fix this unit. Barrage mode adds "hull down" so any damage are reduced by 30-40% with keeping 800HP or give it 1280HP. Also add reload bonuses with vet.
Partisants/Irregulars - they need love as well.
M5 Quad - should not shred SC or Flak in second. I'd suggest lowering rate of fire so the time between burst is bit longer so it won't suppress everything in seconds.
B-4. Too much RNG involved. It can wipe everything, or hit nothing. Make it like Pak43 with slower reload, slower rotation, without shooting through everything, but with vet ability to use it like barrage - while on cooldown, it cannot shoot normally.
US Forces:
WC51. Cost of this unit is too big when compare to M20 and Kubel.
Combat Group. 7CP, 900MP and AT gun without crew. Nothing to say more. Remove AT Gun or give the crew. Lower cost to 700, make chances to bazooka/lmg/thompson same and they should come with some veterancy at this stage of the game.
Elite Vehicle Crew. The most epic ability. Should be completly removed or changed somehow to by useful.
Defensive Stance. Should be usable only when out of combat.
Oberkommando West:
Sturmtiger. Mobile B-4 with precision strike. Reduce range to 40 or keep it but remove ability to shooting throught everything so you must find clear way to shoot.
Kubel detection. Should cost some ammo, lust like Scout Car's
Raketen camo+priority. Crew should nor engage with rifles.
JPIV camofluage. Dissapearing in front of enging tanks? Cannot be used during combat but in exchange some bonuses for the first attack from camo.
I don't deny that, I'm not OKW player at all.
Nevertheless, when I use ST it's devastating.
When I watch some replays/cast I can see it killing entire armies.
And no, they did not.
I just tried ST and B4. Road to Kharkov, north spawn fuel. There is a budiling next to it.
Strumtiger without any problems shoots over it (it collapsed). Then I put B-4, and it was unable to shoot Jadgtiger behind the building (but was able to shoot it when JT was in front of the building). Talking about direct hit ability.
And ST is B4 on wheels. Same AoE profile, precision strike, can shoot through FoW, can wipe entire army (weird you defend something what can wipe so many squads but you don't like B-4 killing stuff), can shoot through shotblockers.
And why won't you hit B-4 in enemy's base? I did that countless times with Stuka.
Don't blame B4/ML-20 for lack of counters against them for OKW. Blame Relic.
You can as well keep it decrewd most of the time with Stuka and take away veterancy.
So you are fucked if you don't have dive bomb and it's the fault of B4 not you?
So who I can blame if I go for reserved army and then I have nothing to counter Elephant?
ST needs no babysitting. Fire from FoG, back to base, reload. So in the end you keep an eye on it only once per 1-3mins. That's not babysitting.
Don't blame commander for bugs.
And those molotovs, can they give me 600MP?
What precision strike? There is no precision strike. There is direct shot for 90 ammo which cannot be used even through budling which already collapsed.
45range? And that's why it can move.
ST is like B-4 on wheels and nothing can chage it.
And I don't defend old B-4 with Markt Target and Mother Russia. It shouldnt kill JT in 1 hit. Tho right now it;s useless - pure RNG. You will hit entire army in the first shot or you will get nothing through entire game.
I'd like to see B-4 as a Pak43 with slower reload, slower rotation, even without shooting thorugh everything but with vet ability to use it for 1 shell barrage (while on CD it cannot shoot normally)
The (old) B4 does far higher damage over a far larger area. Has enough range to cover the entire battlefield. Isn't limited to one. Isn't in a bad doctrine littered with bugs. Doesn't cost the equivalent of an IS2 due to fuel disability.
The units have nothing in common. Stop trying to compare apples and oranges.
They have everything in common but ST is still over B4 cause of mobility, precision, shot blockers, being not so easy to kill like B4 and it does not reveal itself unitl rocket lands (it's way easier to hear huge boom somewhere in the FoG and spend 6.50sec to move units rather than hear incoming vehicle when there are for example your vehicles moving, without any chance to react once rocket is fired).
They have similar AoE profile, same damage.
ST can move so it can be everywhere, just like rotation B4.
What bugs? Extra shot for ST? Whole doctrine is in fact quite good once you get Ober for heavy infantry.
How many times you can get more than one B-4?
And it means, there is no IS2 nor ISU nor T34/85.
Sure, it costs like IS2 but cannot be killed by 2 clicks, right?
Not to mention, 90ammo shot cannot go through shot blocker which means it's almost useless.
So... It's loud, and from the click to to landing rocket it needs 4.50s (not 6) well, so what's the problem with B4 then? You can hear when it shoots and from that sound you have 6.50 (2 more secs) till shell will hit.
But still, 6.50s is the time for enemy since the sound, but there is also 1sec between clicking and firing so in fact you have almost 7.50secs to move if you are blessed with RNG feeling or 6.50sec to move most value units.
Bring back precision strike!
And B4 90ammo strike is not going thourh shot blocker
Or did the change it finally? I belive they did not (havent used B4 for ages)