So with this Update came with a huge buff for AT infantry and penetration changes for US Bazooka with that has consequences across the Vehicle gameplay.
In first edition of the Armour rework brought about Armour gaining more survivability vs AT Infantry (Reference to the picture)
The issue is now that while those changes increased TTK (Time to kill) and removing the ability for 1 AT infantry to take down a Medium on his own we've gone back to the status quo allowing a 1 manpower infinite spawning unit to once again solo a vehicle costing 200 fuel + it's cooldown to be respawned.
The impact is greater to Light and Medium vehicle gameplay, Heavy is able to withstand these changes.
Armoured Cars "Recon tanks" + Light tanks
I will start by saying that increasing health value for Armoured cars and making these able to react to an AT rocket infantry is absolutely the best way to go about it and I thank you for this change, breaking that terrible game loop of jumping into a vehicle and dying instantly without being able to react.
AT having the ability to have 3 rockets increases their success rate of destroying them even more and punishing AC/LIght Armour play further, reducing their impact on the field.
Luchs Penetration
With the 3 rocket changes and the now penetrating changes have now hit this vehicle even harder, people didn't want to use this vehicle because unlike it's counter parts had no ability to combat a medium armour, it's only edge was that Infantry couldn't easily deal with this vehicle from the front allowing it to push onto a position and suppress infantry from an area, with it's frontal armour now being able to be penned by Allied Bazooka's this thing has lost it's niche and received a huge nerf.
Mediums + Panzer IV
While TTK has increased with taking 3 hits over 2, it's reduced the need for multiple people to deal with the armour and brings about the infinite 1 man power unit killing something way above their cost, which is also easily accessible across all squads and easy to use.
**Panzer IV Penetration **
While I understand wanting to bring balance, I feel that doing this was not the right way to go and further stripping Asymmetry from the game.
Instead of doing that we could have changed the cost of Panzer IV from 200 to a 230-250 fuel cost + increase cooldown to respawn/drop.
Emphasise the premium aspects of this vehicles armour towards Bazooka's by increasing it's cost.
This way we're keeping the vehicle as it was but reducing it's spam and it's unique feature.
Heavies + Axis Heavies
TTK is still the exact same requiring 2 AT infantry to destroy it with rockets however greatly reduced survivability.
Axis Heavies
With the above changes and penetrating changes have once again changed how an AT infantry can approach the axis vehicles.
We should have kept the German faction trait and instead changes should have been
Increase cost.
Note: I have separated Tiger and Panther costs as the Panther has more mobility as a side upgrade to the Tiger
Tiger from 600 to 620/630
Panther 650 due to more mobility.
Half tracks
Half tracks were armoured vehicles designed for keeping it's occupants protected while keeping pace with armoured vehicles to support them, I was hoping the health change would allow them to survive a rocket just as the AC were however it looks like they're still 1 shot, please make these vehicles stronger and for a price of 300 fuel again weighting up the resource sink it should be able to have some counter play to infantry rockets who now also carry 3,. Which means at the cost of 1 manpower he can remove 100 fuel vehicle + 300 fuel vehicle