This is a recap / overview of most balance-related posts I have seen floating around on the forums. This post will cover economy, weapon and vehicle balance, nothing else. It will be a place for the community to either reinforce the following statements, or debunk them. This post may be edited over time depending on community response.
Economy
RNG progression systems, such as the random parts given by disassembling weapons, the random chance to fail a weapon upgrade and the logistics system are seen as very negative things and most players would like to see these to be removed if possible. Progression needs to be linear, not random.
1: Leveling up squads and soldiers feel about right if this was a full release, but for further alpha tests, maybe consider giving the players a leveling boost to get quicker access to the higher level gear for further testing.
2: Campaign progress currently feels just right for a free-2-play game up to level 9. It is not too slow, not too fast. Beyond level 9 however, the ammount of XP required to progress skyrockets, with level 9-11 requiring about as much XP as levels 1-9 combined and level 11-13 requires even more XP. Please make the increase of XP per level more linear, 180.000XP per level should only be required past level 15. Furthermore, XP gain could use an increase during these alpha tests as there is limited time to unlock and test everything and progress gets wiped anyways.
Weapons
3: Bolt action rifles are powerful, but do not consistently one shot kill enemies on upper body hits (not arm hits). Consider slightly increasing damage output for consistent one shot kills on upper bodies. The Mosin Nagant could use an upgrade to a newer variant with better iron sights.
4: SMGs are extremely potent, maybe even slightly overpowered. Not sure what nerf would be required, however.
5: Semi-Automatic Rifles have seen a huge damage nerf compared to the berlin test. They should be more in line with bolt action rifles, but given an increase in recoil and reduction in return, as currently they are worse than the mauser pistol (mauser does the same damage, has the same magazine size, reloads faster and is easier to aim with)
6: Flamethrowers lack range and are risky to use due to team kills and self damage. Please make the flames more consistent around corners / through doors and increase their firing range to their historically accurate 20-30 meters.
7: Shotguns are supposedly tripple barrel weapons with 2 buckshot shells and 1 slug. However, it only gets one shot in which both buckshot shells are expended, the 3rd barrel goes entirely unused. Furthermore, the damage is lackluster even if it was only 1 buckshot shell being fired. Please slightly increase the damage per shot, give it 3 ammunition, the first 2 being the buckshot and the 3rd being a bolt-action level damage bullet for the slug.
8: Weapon bashing is an extremely powerful attack that is often more powerful than melee weapons, taking down any enemy with a consistent two hits. Please reduce the damage of weapon bashing to give melee weapons a use.
9: Grenades are almost perfectly balanced with the exception of molotov cocktails. They are good area denial but lack their damage against tank engines.
10: Light machine guns, while I can’t say much about the DP, I can talk about the MG13. It is an extremely potent gun, but it lacks ammo (3x50 drums at 900RPM) and does not benefit from its bipod when crouched behind windows. Please give the MG13 4x50 ammo by default and let them enjoy lower recoil when using that bipod in windows.
11: AT rifles are clunky, heavy weapons that seem to have very inconsistent performance against tanks. The PTRS seems much more powerful thanks to being semi automatic and having 5 rounds ready, rather than being a single shot rifle. BA-11s still have way more survivability than they are supposed to have with crew surviving multiple hits from anything, but the PzB makes short work of any BP-7 you might encounter. Please fix the damage model of the BA-11, as it makes it very hard to accurately test german AT rifles, also replace the PTRS with the PTRD so both sides have a single shot AT rifle instead of one having a semi automatic.
12: Mortars, while I haven’t unlocked them myself, are a terror on the battlefield. They can be aimed using the minimap, making it very easy to accurately hit groups of enemies at long range. They are hard to counter, especially on assault/invasion maps where they can shoot from spawn, with no possibility of enemy soldiers approaching them. Please remove the ability to aim mortars using the minimap, so that teamwork would be required to accurately aim them.
Vehicles
13: BA-11 is much more powerful than the Pz3B with better mobility, a better gun and better survivability due to its crew being further apart. Consider making the T-26 the default tank and making the BA-11 either the second or third unlock vehicle as it is more balanced against the Pz2 or Pz3E. In addition to that, the MG ammunition seems a bit low, it is easy to run out of MG ammo, the HE shell is not potent enough to make up for that. Either increase MG ammunition for tanks, allow us to refill ammunition somewhere, or increase the potency of HE shells for tanks
14: Stuka and IL-2 have 100kg and 250kg bombs respectively, which feel a bit underwhelming. Consider giving the IL-2 its historical 2x250kg bomb loadout and the stuka its historical 500kg bomb loadout.
15: BF-109/Yak-1 are pretty much useless ingame. There are not enough air players around for these to be able to shoot anything, especially as the MGs/cannons are nearly useless against ground targets. Not sure how to fix that though.