Changes to Command Tiger seem to be in right direction although imo it is better to replace the tank commander ability from the commander instead from "Command Tiger" itself.
Panzerfusilliers
Removing a vet bonus especially from unit that is "designed" to have very good vet bonus is step in the wrong direction imo. Simply replace it with something else.
Sturm Tiger/KT restriction is probably a good change.
IR 251 Half-track changes are not enough to make the unit desirable.
The unit should at least have the same sight radius of other vehicles of 50 instead of 35. Even M3A3 has sight 50.
In addition consider other bonus like the ability to cloak and launch flares available to Ostheer 251 or additional utility like timed ability that allows to search and clear mines.
Imo other solutions providing unique bonuses should be at least tested.
Most doctrinal / non doc upgrades do compete though. Can't have an lmg and g43s or 5 man grens, no stg + lmg overs either. It's fine for it to compete as it offers a choice. Saying that doctrinal stuff shouldn't compete with non doc stuff sure puts everything in doctrines that isnt an ability into question.
There are some differences in your examples:
G43 changes the role of grenadier from static long range to mobile far to mid oriented
5 men upgrade is simply superior to Lmg
Increased vet alone isn't enough for cons when things like stgs and lmgs are handed out like candy
Perhaps taking the cover bonus and linking it to oorah to add munitions drain could work as a way to tone down the 7 man upgrade but I feel it's necessary AND on theme (which is quite the feat for something added post release) for how cons are supposed to operate. It brings a much needed QOL bonus to merge in that you won't lose a vital vetted squad because a model drops at the wrong time.
Sure you would pay less for dropping models and the upgrade would be cheap (at that point it should just be a core side tech though instead of squad by squad) but it doesn't change the fundamental problem of cons being drastically outgunned by units that get weapons AND vet while they only get vet.
My suggestions is to keep both XP and reinforcement discount. The discount particularly would help PPsh have reduced bleed in late game.
As for the ppsh / hit the dirt... I don't think separating them and reducing the power of thir doctrines is a good change either. Many of the doctrines that had HTD previously were sorely underpowered and underused. They greatly benifited from the merge and separating them again won't do anything any good. Though the ppsh could take a slot I do agree.
That is commander design issue. Actually the game should have abilities of different power level so that total power level of commander are about the same.
From my point of view combining a defensive ability like "hit the dirt" with an offensive one like PPsh make little sense and should be avoided.
(actually I would rather have hit the dirt replace ourah for conscripts solidifying them as a "defensive" infatry and ourah moved to redesigned penal solidifying them as an "offensive" one but that is just me)
I currently "competes" with other doctrinal upgrades since it mutually exclusive.
I would test removing the extra model and reduce cost to 10-20MU (or make it passive), remove the cover bonus and leave XP gain and reinforcement reduction.
In addition PPsh now take a weapons slot, "hit the dirt" becomes a separate ability, Weapon Drop is simply completely redesigning or removed.
Well, it’s possible, but the weapon bonus always works regardless of the attack / defense or cover / out of cover, the 7th person bonus accuracy works in the cover, and it’s problematic to find a cover 3vs3 or higher with constant artillery fire when the whole map is one big red cover. Maybe this is just my bias, but my game experience tells me that weapons is better than the 7th person.
The late battle fiend in 3vs3 and 4vs4 is actually filled with cover since rocket artillery and other explosion create crates of yellow cover not red which is enough for unit with cover bonuses to benefit form it.
Osttruppen are 6-men squad with LMG, snare and can build defence.
They are ideal infantry for Soviets
I have already pointed out that I disagree with LMG upgrade for Ostruppen.
But you have to keep in mind the following:
Osttruppen are doctrinal not stock
Osttruppen have less EHP than conscripts and die rather fast especially in late game
Osttruppen need cover
ostruppen do not have ourah for moving to cover fast
As I said I would have no problem with having the LMG upgrade replaced.
MG-42, Bren, Vickers, Schreck, Bazooka with any of these weapons. Conscripts will be better than the 7th person. I prefer an aggressive style of play with significant microcontrol. So a weapon upgrade is more useful to me than a bonus of accuracy from a static state.
That makes little sense. All the weapon you mention require the conscripts to be stationary to fire them, actually 7 men conscript on the move would have more DPS on the move than 5 men conscript on the move +1 weapon that does not fire.
I do not need this illusory merger bonus. I need a normal basic infantry, and this right is called basic infantry, it goes from patch to patch from Conscripts to Penal and vice versa, because it is impossible to make two starting infantry units equally useful (no faction has such a stupid design), because of this we come to the strange concepts of the 7th person inventing strange roles for them. And I continue to think that we should remove one infantry unit and make the remaining unit competitive for the starting infantry of the remaining factions.
It would be nice to see toning down of "Mechanized Support" (guards + ISU) and "Jaeger Armor" (elephant with a scope) doctrines
Mechanized support have 'mark targer' on top of the bombing strike. So it can nuke both armor and arty.
Jaeger armor have recon on top of having spotting scopes and bombing strike, which it can use against allied arty and emplacements. You have a lot of armor? No problem I have elephant with a scope.
You have arty? No problem i have recon with bombing strike. It is kind of excessive.
Particularly these 2 doctrines are extremely toxic in team games and should not have a lot of A+ abilities in their arsenal.
TLDR: I think arty should counter long range heavies, but currently such doctrines have bombing strikes to deal with it and some of them even have recon on top of that.
Agreed and I have pointed it out myself.
Same abilities combination should simply not be available in the same commander.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
Target size from 22 to 20
Again I very pleased to see that there is an attempt to make medium tank perform better. On the other hand I am not sure if this change will actually be helpful in meaningful way.
Part of the problem is not that generally medium tank are not performing adequately but that TDs can damage them (both hit and penetrate) with very high probability even from max range especially when vetted.
So imo the problem has more to do with accuracy of TDs and less with target size of vehicles.
Here are some numbers of Chance to hit with a natural hit not counting collision hits (range and probability)
SU-85 30/90% 60/80%
Su-85 vet 2 30/118% 60/104%
M36 30/90% 60/70%
M36 vet 2 30/118% 60/92%
FF 45/143% 60/88%
FF vet 3 30/143% 60/144%
Note that practical probability of scoring a hit is higher due to collision.
So imo one has to check the accuracy of TDs and their accuracy vet bonuses and if there is an issue with "super heavy tanks" they could get a target size increase.
Heavy Panzer Korps
Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
Reduces the reinforce cost of all team weapons by 10%
Increases the capture and decapture rate of all Ostheer infantry units by 25%
An interesting approach (during the 7 men upgrade debate I had pointed out that it will probably lead to Ostheer getting a similar bonus). Need to test more before providing additional feedback.
One of the issue I would like to point out is the difficulty to gain veterancy for Pioneers especially after the first minute of the game. Maybe they could receive some sort of XP value reduction or an alternative way of gaining XP maybe when building structures like mines/bunkers/buildings...