there is no certain Unit that hardcounters a whole faction. its not what this game is about. avoid information like "i tried cons" because that is no information
try a combined arms approach like 1 cons, 2 penals, 1 scout car
or cons, maxim, cons, cons maxim
build sandbags for your maxims, secure your flanks with flamer pios and mines. try to keep 1 fuel save and don't overextend in early game.
In between i like the PTRS penal idea, because it gives soviets cool non-doc and lategame handheld-AT options. I already think about stuff like stunning with guard mg + AT satchel ambushes.
then, in my humble opinion, it should be balanced out with T1's shockness from when units get pumped out of there 1 min into the game till end of early game. KEEP THE THEME PLEASE.
AT first OKW was a specialised faction with limited resources, limitations in many department but advantages in many areas. Did eveything worked? no, but I rather wished Relic stood by their decision and design rather than give OKW semi-same resource, HMG, medium tank....
USF's tanks used to get longer to build which could be more than circumvented with Captain. Now they the idea is just scrapped.
Brit's in alpha had epic abilities but Relic just couldn't stand by their decision and FIX and tweak so now the advertised "epic" abilities are just glorified bombing strike, strafings etc etc.
Everything is getting homogenised now even at a smaller scale. Every SOV tier just has to have some AT. and by looks of it some people even want to homogenise initial build speed of every freakin starting strategies.
maybe if you had played more that 18 1vs1 games in total you would know that this is a good thing