rofl at people saying the luchs can take on a t70 1v1. the t70 gun will penetrate every shot where as the luchs will have trouble with its frontal armor.
oorah conscripts from multiple angles to throw atleast one anti-tank grenade, finish off with 2 shots from ZiS. guards can deal decent damage, but its very risky because you can lose a lot of guards in the process. t70 works too.
currently no one usually is prepared at the 9 minute mark for a panzer4 to come rolling down their flank.
in any case thats why you do a coordinated attack instead of just blindly charging in with your tank. probe with infantry and use them to clear the antitank guns, or flank with the tank so it can just circle strafe the at gun while your infantry move in. ive lost a few times to a fast sherman or t34 because their AI capabilities are pretty strong, and if they get a few lucky shots off its devastating. its not 100% guaranteed to work but it is still a very very viable strategy.
edit: what im trying to say is you have to use the shock value of the mediums to maximum effect. in a drawn out engagement they are at a serious disadvantage because players will be have already seen them and have at positions set up. however the first strike is the most important and often the most devastating, because there will not be as much AT to counter it.
you just need to be very selective of which munition abilities are important to you. priority #1 should be shreks, and after that it is up to your discretion and what the situation calls for. is a grenade necessary to win a fight? is it worth the munitions booby trap this point? am i likely to get a vehicle hit with this mine? do i have enough fuel where i can begin transferring to munitions?
The timing of the heavies is too early.
If you postponed them to let's say 25 CP (that's too much probably but you get the point), there is a window for t3 and t4, plus heavies in the late game.
But indeed, a puma on 5min isn't that enjoyable..
you can get a panzer4 or t34 at around around 9-11 minutes depending on when and how many caches you build. this is a huge opportunity to punish players that are saving for call ins and to completely push them off the map and kill their infantry in their base.
im assuming this tracker is made for relic to keep track of all the issues at hand. balance and meta concerns are already being discussed in the alpha forums believe it or not, and relic is aware of most if not all the balance/meta concerns anyways.
it would just be more convenient to have just bugs because right now the 'major issues' category includes both bugs and balance issues. you would have to sift through subjective posts to find bugs that need fixing soon.