i think what hes saying is having a little bit of extra armour on 1 tank over another doesn't make much difference ingame as the chance to pen only changes a little bit, so small its really insignificant. Ther are more important values that make more of a difference like health, accuracy etc.
Look at the panther, it had its armour nerfed and vet 0 health increased and it was a considered a survivability buff for the panther. People need to stop with this myth that allied tanks don't have well armoured tanks. One other reason as to why heavily armoured tanks on allies makes so much more of a difference when on axis, is because axis simply dont have 60 range high pen TD's so they tend to struggle more vs tanks like churchills compared to when allies have to go VS a KT.
And srsly OP, REKETEN IS THE WORST AT GUN IN THE GAME AND MAN WANTS TO NERF IT. srsly OP list for me in order which u think is the best to worst AT gun : (6 pounder, reken, USF m1, PAK, and zis)
EDIT: I wrote this post in two parts due to being busy and did not see achpawels response in between.
This might be, I still disagree with that.
However, OP suggests a nerf, yes, but he does not say that the unit was overpowered. He just said it's a little too hard to kill with infantry.
Performance wise the Raketenwerfer is very good. Decent reload speed, 180 far penetration, decent arch. The only thing that is frustrating is the projectile colliding with walls more often than other AT guns. But stat wise, the unit is absolutely fine and pens everything that the Allies can field with 100% chance. The only vehicles where the Raketenwerfer becomes unreliable are doctrinal units. Currently your the most important trade-off to the standard layout of AT guns is the fifth man and the ability to retreat vs a missing shield and 5 meter range. And adding that the Raketenwerfer is also cheaper, I don't see a point why the unit is bad.
And more to achpawels post:
It obviously depends on the matchup. Against Allied TDs or ATGs in general the extra bit of armor for most units like mediums will not help you at all. Against other mediums however this is a huge difference, and mediums are usually around for the whole match.
I also do not agree that is were a "myth" that Allies have less armor, although I would phrase it differently: Axis vehicles have overall better chances to bounce shells from vehicles of the same class. That's why Axis vehicles are usually more expensive.
What we have to work around though is still the remnants of the initial CoH2 design: Axis were always supposed to get heavy armor out way more frequently than Allies, that's why OKW has a non-doc KT and OST has so many options to get a Tiger, plus the Panther that is still highly armored, but was even heavier back in the time.
This lead to Allies absolutely needing high pen TDs to survive, but since there is usually only one heavy TD unit per faction and Allied mediums are less reliable against Axis mediums than the other way around, Allied TDs get overloaded and suddenly (need to) perform well against everything. This in turn lowered the effective value of Axis mediums again.
However, achpawel said that even if a unit bounces shots somewhat reliably (I'll just assume 10-20% bounce rate, especially considering he responded to a post that had 25% as an example), it would not matter.
Now I don't know which game modes he is talking about. If he talks about 4v4 only where it is fine that you jump from LVs straight to heavy TDs and heavy tanks, then he might be right at least on the armor point and every armor below the heavy TDs far penetration is basically the same. But as long as medium tanks are played regularly, which I assume from his post, this is just not the case. Even a 10% bounce chance lowers your chance of being killed in a 4 shot volley by about a third and halves it for 6 shot vehicles like the Panther.
If range and accuracy were the most important things, I think we'd see way more JPIVs from OKW, since this unit is also able to reliably penetrate almost all Allied stock armor.