lowering the panther's hp mean that it's going to have less hp than a lot of other tanks, including the e8 and t34-85.
With 1 second less reload and brutally thick front armor, the Panther will still win the fight against advanced allied mediums. It has the speed to continuously keep its frontal armor pointed in the right direction, and enough DPM to kill a T-34/85 or an M4A3E8.
and the is2 is good enough that I don't really want to change it. If I was going to do anything it would probably be something to the is2's alpha damage and reload.
My idea to make it unique would be to increase its main gun to 240 damage, but also increase reload time by 25%. Also increasing its scatter from 0.25 to 0.5, making it less of an infantry wipe monster as well.
Panther: I had almost the same exact idea, but I nerfed its HP to 640 and decreased its cost to 440/155 so that it would be more easy to field. WM T4 is really late, after all.
Also, did you adjust the moving accuracy penalty?
Volks: Typo? I don't quite understand your change.
I see that you have differentiated the Tiger from the Tiger II. Would you like to look into making the IS-2 unique as well?
On G43s: my idea was to give Grens the PGren version, while PGrens get the JLI version. Costs 60 munitions. This way there is a large difference between the two versions.
On WM Jaegers: what if a 50% cap speed increase was given when decapping a point, but a 50% cap speed decreases when capping?
That would truly make them a powerful harassment unit, but won't be overpowered as the cap speed evens out over the entire course of capturing a point.
Yes your "idea of operation" is largely correct. Its up to you how to play each faction, you only have to change your build order accordingly.
OKW: strong early and late game, infantry heavy
SOV: allrounder, commander choice is essential
UKF: late game, flexible
USF: early-mid game, mobile force
By "what mindset" I mean how you should be operating this faction. For example, I assume WM is supposed to be played conservatively, requires solid positional play, and is very heavy on support weapons.
Is my WM "idea of operation" correct? And what about the other factions?