The whole "T70 carries soviets" meme only applies to Osttruppen anyways. Doctrine abilities exist. They are part of the game. You can't balance around a doctrineless game.
That's basically from where we come from because it was a disaster. Doctrines should add flavor not fill gaps.
The problem with your topic is that you're offering zero solution. You're just yelling "WATER'S WET" on all your responses.
There is no need for rocket science's degree to understand and acknowledge the T70 is too good. BUT it requires much more than such topic and yelling to find a balanced solution for the Soviet faction as a whole with all the constraints imposed by the game and Relic.
OKW and Soviet suffer the same issue, fighting around which one is the weakest doesn't make any sense at all.
They both have a too important snowball scenario between their mainline infantry and light vehicle. But
If you nerf the T70 then Soviet are doomed.
If you buff volks then OKW will roll over USF and Soviet with the luch. We already saw that scenario.
Even Brit are on a similar situation, Tommies are good because they lack an LV to fight infantry. Nerfing them not only weaken the faction at a time being during the game but for all the game because they're too important. USF suffered the issue with RMs until they revamped the faction.
As I already said this is just a rant thread.
Had a game as USF where I really had full map controll and got enemys Flak truck , but I ended up loosing because I went for tripple 76 mm Sherman which were not exactly good against Infantry and thus finished by tripple raketen.
In fact I have massive problems when it comes to closing games as USF. Might be because I am simply not that used to them ( only recently startet using them regularly afer acquiring the WC 51 commander ( this thing is a beast, allowed a scrub like me to seriously threaten a Rank 150 player ... but then again lost in mid game )
USF doesn't have stock finisher units, you must pick the pershing or calliope to be sure to wipe your opponent the way you think of it.
This is the initial design concept for USF that has never been addressed with the factions revamp (USF being a super early faction that should lose past a certain time). USF is still lacking a stock end-game unit able to close a match has it would have make the faction totally OP back in those days.
I would remove as much as possible engine critics and look for something similar to Coh1 in term of recieved damage for vehicle. Portable AT such as pfaust or atnade could definitively have other effects: short stun, main gun disable for a time etc... or simply only deal damage.
How does the statistic translate in-game? Because here again nickpicking one stat to define a unit doesn't really show anything.
The pz4 is good vs infantry, the sherman HE is better indeed but it doesn't matter for the pz4? It remains good vs infantry.
So for having a better than good tank vs infantry, what counter-parts are there, because if statistic help understand the funcion of a unit, it matter much less in game once all pieces are on the table.
Let's take an example here, the PUMA is bad vs infantry as per its stat but what if there are no counter available to it or no other unit equal to it for the next 10 minutes to be build. Wouldn't you build it everytime to fight infantry? No counter, nothing can harm it, stat wouldn't matter at all here unless you remove entirely its MGs.
Let's take another example, what is better between having a better than good AI tank but no AT support available to defend it or a simple good AI tank but enough AT support around it to make it uncontested where it stand.
So to come back to the Pz4 vs ShermanHE, the comparison isn't really about stat because both units are good vs infantry in the same way but how is supposely established the situation in the game the moment they hit the field. A shermanHE that hit the field facing a dual pak40 or dual raketen isn't going to be as effective as a Pz4 that face a single stuart. Does the extra AI damage compensate it?
And then here again there are so much more variables to be taken in account, the infantry around, other support weapons etc...
About the riflemen, vet3 riflemen with dual BAR is an accomplishment that usually come on the late game. I don't think obers are an issue anymore but pzgren that comes before you can even equip 1 BAR on one of your squad is an offender for the balance.
The ostheer can have 1 gren with LMG (which is superior to vanilla rifle) or 1 pioFLT and a PZgren before you can equip a first BAR. That's a problem imo.
question then why don't OKW and Brit get t0 indirect arty????
Cuz they are different.
The idea behind T0 mortar is that whatever tier you unlock you'll always have access to the mortar. Now if you ask me then why not making it unlock after first officer unlock, I'd reply because it was then the idea to force USF to build something else than rifle,rifle,rifle early game. Bit of failure in that way we can agree on that.