One of the things that's made me use less stugs is because of the target weak point bug(I think it's still there) where it targets the ground instead of the vehicle
AFIAK the bug only concerns the Pak..? Seems to work fine on the Stug for me
The Stug is very good but also very situational i.e. the P4 is a much better choice usually as it can annihilate infantry as well as being useful as anti-tank.
As a few people have mentioned the Stug is good against T3 units. For example Soviet players will usually get 2 T34's in quick succession so getting a Stug out first supported by a Pak is more than enough to deal with them (as long as you position them correctly).
Once it gets stun shot it becomes excellent - have it hiding in the back and use your other armor pieces to flank and finish off whatever you have stunned. On that note it is also very good against KV-8's and IS2's as the P4's have a hard time reliably penetrating them
I think perhaps the issue is that people do not use the Tiger correctly. In essence the IS2 and Tiger have the same role - bleeding the opponent, however they differ in how they achieve this massively.
The IS2 is more of a ninja hit and run unit due to it's slow rate of fire. It is a lot easier to lose your IS2 if you over extend with it/get flanked. A few shrek barrages supported by a Pak and it's usually goodnight IS2.
Also a damaged engine is more of a death sentence for an IS2 than a Tiger. A lone P4 can beat an IS2 with a damaged engine.
With the Tiger you have to support it with other units. The best results I've had with it is to support your Tiger with another armor piece, a Pak and a shrek PGren squad (and of course Grens to screen and prevent ramming).
The Tiger can take a lot of punishment but use it conservatively initially (behind shot blockers etc) and snipe away at the enemy units, until you get blitz. When you get this you can use it with flanking P4's and infantry to smash your enemies defences when the time is right
A few minor issues which I don’t think have been mentioned –
Bulletins: they really do sod all at the moment. They need to be tweaked to have some use. I’m not saying bring back a lot of the damage ones they had earlier but something more could be done. They also should all be unlocked and not require leveling to unlock if any advantage they confer has any significant impact.
I think a large issue is them appearing at the loading screen. If you pick anything other than the standard gren/conscript ones then your opponent knows what you’re (most likely) going to use, which is more of an advantage than the bonuses themselves… Same goes for the commanders really, I would prefer them to be hidden also.
Snipers: I love what they've done with the cover aspect of them but I do miss sniper wars from vCoH. 2 man sniper teams are just silly. Making one guy have the sniper rifle and the other purely spot would also work for me (AFIAK I don’t think you can manual aim with snipers in CoH2 though…?)
How it works now with Ostheer if you pick a sniper you have to hope the Soviet hasn't gone T1, and if he has, you just have to avoid their sniper as much as you can (which just doesn't feel right) and use others methods (mainly mortars) as soft counters.
Mines: only 1 side being able to lay dual purpose mines removes a lot of strategic depth in my opinion (protecting MG42's with them was a vital aspect in vCoH). Making the anti-personnel mine patches smaller could also work and I think a lot of people have suggested this
i don't know about you guys but i'd rather Soviet bullshit rather than British bullshit, which is pretty much PURELY the only reason why coh2 is better
(because you can't stop playing against the brit faction in automatch)