Today, 13:16 PMelchino7
Though this is how i would add changes upon it (May or not all changes be applied)
-Nerf range/performance of the main gun. Remove suppression.
-Now that it takes slightly more resources to deploy, the weapon is active on construction.
-Panzer authorization is a one time upgrade, irregardless if the Flak HQ is destroyed.
-Flak HQ now gains access to a 60 munition time based ability which gives its offensive performance back (range dmg suppression) and give the building a dmg modifier against incoming damage (not as strong as brace) for a short time. Vision is still dependent on other units.
I don't like ANOTHER 2 PS squad.
Indifferent to medic upgrade. I see some positives and negatives.
BUT i feel like a big alarm rings by the huge overbuff in the nade cost. It goes from situational good to use in every engagement when possible.
I prefer Mirage's route overall. Cut down cost, 1 less pop and non mutually exclusive with sweeper.
Yes to pen buffs.
Fire on the move, even if offset slightly by increased cost, feels like an EXTREME OVERBUFF.
If we talk about experimental changes, i woudl reinforce the idea of the unit been good when setup and not just making it another aggressive LV.
As far as testing new things, i'll rather see the unit have increased cost and increase HP to 400 or just a +20HP with no change cost.
Regardless of this suggestions i think the pen changes should go regardless on live as a bugfix.
I like the faster arriving flame barrage.
I THINK it would be more cancer to play against if AoE is tuned down + suppression + low cost. It would still destroy support weapons on direct hits and now it just pins down your army.
Regarding the Flak HT, being able to shoot on the move seems very strong indeed. But I don't think it would actually be that good because the Flak HT relies mostly on accuracy to kill stuff. I don't see it being very potent with 0.5 moving accuracy considering it has pretty bad scatter and AOE values The only scenario in which this would really help a lot is against diving vehicles like the AEC or the T70. Also as Sander said it wouldn't have any suppression on the move so it couldnt suppress squads trying to snare it. This is a change that has to be tested for a few games to know how it would actually translate into the game. If it is too OP the moving accuracy could bet set to a lower value like 0.25 so it would be useful against vehicles only.
I don't like your suggested T4 changes, they seem overly complicated and "fix" something that isn't broken in the first place.
The nade cost on Sturmpios should definitely be reduced as Sander suggested in the OP. Right now their stun grenade is ridiculously overpriced. Paying 30 munitions for a super short stun is just crazy. I mostly don't even bother dodging it and continue fighting because of how bad it is.
Shocks are IMO also a unit that is slightly too good as it is. I find playing against them very frustrating as OKW. It makes skipping LVs almost impossible because Volks are basically useless against them.