Commandos at Vet 3 have a target size of 0.65 which is better than that of vet 3 Paras, their have plenty of EHP.
As for their DPS a single vet 3 Bren is about 122% superior to that of lmg42 of vet 3 grenadier. Their vet bonuses are fine and their stat are inline with other infatry.
The KV-2 has 180 rear armor. That means a P4 has a 30% chance to bounce even at point blank range. A P4 would need about 9 shots to kill a KV-2 from the rear, which would take ~46 seconds from the first shot. The KV-2 only needs 3 shots to kill a P4 (with 100% chance to pen a P4H frontally at low range) which would take ~22 seconds from the first shot. The P4J only has a 15% chance to bounce but even so that would take the KV-2 a maximum of ~33 seconds.
TLDR: Panzer IVs do not stand a chance against the KV-2, even when blitzing its rear armor, unless it's very badly microed.
Does that mean that the nerf to rear armor as described n patch notes was not implement?
The mentality that unit A is better than unit B so lets buff unit A is what has brought the power creep.
Rangers are fine and they certainly do not need a buff.
What they could use as many other QCQ unit is redesign so that they have a reinforcement discount and lower base but a timed ability allowing them take less damage. That would allow these units to perform good but for a limited time.
I would argue that the rifles add very little DPS to the 3 LMG setup, and the munitions cost is so absurd that nobody would go for the option. I mean, they don't now, right? I'd be ok with it taking up a weapon slot, though.
The SMGs and flamers should be mutually exclusive.
And I forgot that the cover bonus was from vet 1... I'd move some of the big vet 3 RA bonus to 1. Vet 2 is also pretty weak, so it could gain an accuracy bonus.
Thank you for your kind words.
Some comment:
Veterancy bonuses
1) UKF unit get lower veterancy bonuses the same way Soviet unit get higher veterancy bonuses by faction design. Most UKF unit would start strong and scale worse so one should be careful when tinkering with veterancy bonuses.
2) Pyro smoke is good but I would take it a bit further giving Section the scoped Enfield redesigning to be good long long weaker close range taking at least 1 weapon slot and removing the cover mechanism.
3) Bolster in its current form is problematic since it makes the price of IS hard to balance, 270 is to high for 4 men and low for 5. Simply redesign the tech to increase the entity number by one but having to by the extra model individually similar to Ostheer/Soviet. Price for IS could go down to 260. Upgrade could even take up 1 weapon slot making easier to balance the units and weapons
4) Ro.E. at 240 could become 5 men by default or could have price stay at 210 but get the extra entity via reinforce as suggested for IS. Rifles are on Ro.E are good.
Heavy sapper upgrade split into 2 paths one providing no weapon but increase repair speed the other turning sapper into a CQC unit (or even providing flamers) but having repair penalties.
Vickers K removed.
5) AT Tommies now come with 5 men price down to 280 now have different vet bonuses better suited for an At infatry.
Boys accuracy rifles ready time reduced, now have lower accuracy but can "hit the ground" as timed ability and their accuracy vs infatry goes up.
6) UC WASP upgrade price down 30-50 but DOT move to a timed ability costing munition no longer get engine damage from Faust.
7) Weapon drops from m3 should simply be removed, Vickers K could become an upgrade available only to 4 men squads.
My suggestion make the redesign bigger already, so I will not even go into Hammer/Anvil choice for every building...