Why the KV-2 Needs an Urgent Rebalance: Arguments for Reworking

The text has been revised to reflect the comments

With the release of the Sturmpanzer — a German SPG at Battle Rating II — a clear precedent has emerged in the game, calling into question the current balance of heavy vehicles at higher tiers. In particular, the KV-2, situated at Battle Rating IV, suffers from a range of limitations that render it highly ineffective even compared to much cheaper and lower-tier machines.

Comparison of Characteristics: Sturmpanzer vs KV-2

Parameter Sturmpanzer (BR II) KV-2 (BR IV)
Gun Caliber 150 mm 152 mm
Reload Time ~10 seconds 30 seconds (3× longer)
Shell Types HEAT + HE (amatol) One HE (tnt_cutted)
Actual Target Damage Destroys top-tier vehicles Doesn’t always cause critical damage
Armor Thin on paper, but shells often fail to detonate Thick, but easily penetrated by BR V vehicles
Turret Traverse Not applicable (cabin) One of the slowest in the game

Why the Sturmpanzer is Objectively More Effective
The amatol-filled HE shell has a large blast radius and can consistently destroy top-tier U.S. and Soviet vehicles, including heavy tanks.

A reload time of just ~10 seconds allows for quick recovery from missed shots and consistent damage output. In combat, it can fire three times more often than the KV-2.

Despite being an open-topped vehicle, the Sturmpanzer is not as vulnerable as it seems: due to flawed shell fuse mechanics, many rounds fail to trigger on impact, as if passing through the vehicle.

Infantry counterattack is difficult:

  • Due to hitbox bugs, the crew is hard to eliminate with small arms fire.
  • Most players use the Sturmpanzer from the gray zone, where infantry cannot reach it.

Why the KV-2 Falls Short
30-Second Reload
An extremely long delay between shots. During this time, the enemy can respawn in a new vehicle and destroy the KV-2 before it fires again.

Weak HE Shell
The tnt_cutted filler is limited in effectiveness: even direct hits often fail to deal fatal damage.

Slow Turret Traverse
The KV-2 has one of the slowest turret rotations in the game, making it extremely vulnerable to flanking and urban combat situations.

Armor Is Inadequate for Its BR
Although the tank appears well-protected visually, in practice it’s penetrated by most BR V vehicles, including tank destroyers, mediums, and even some light tanks.

KV-2 Almost Always Fights at BR V
Because BR IV is transitional and BR V is the upper boundary, most KV-2 battles are against higher-tier vehicles. This makes its position consistently disadvantageous and compounds all of the above issues.

What Should Be Changed
Reduce Reload to 12.5 Seconds
This value (1.25× longer than the Sturmpanzer) would still be relatively slow but would at least make the KV-2 functional.

Improve the HE Shell
Replace the tnt_cutted filler with amatol or an equivalent with a proper blast radius and historically accurate power.

Keep the KV-2 at BR IV — But Only After Revisions
With current characteristics, it clearly doesn’t belong at this level. Either it needs to be strengthened, or it should be reconsidered for a downgrade to the level of the KV-1 (BR III) if revisions are not implemented.

Conclusion
Today, in all key areas — reload time, damage, versatility — the Sturmpanzer outperforms the KV-2, despite being available two battle rating levels lower.

The KV-2 requires reworking to meet the modern standard of vehicles in Enlisted. Its reload time, shell type, and matchmaking situation make it poorly suited for combat, especially when compared to vehicles that are, in theory, supposed to be inferior.

The proposed changes won’t make the KV-2 “overpowered” — they’ll simply make it playable and appropriate for its level.

5 Likes

Reducing the KV-2’s reload time to ten seconds is excessive. Transferring it to 3 BR? Yes, that’s necessary, I agree. As for replacing the shells, I don’t know. But what really needs to be done is to fix the KV-2’s shells. Let me remind you that its shells still literally have “Cuted TNT” written in the code. Just give the KV-2 shells their real, deserved power. And it will be fine.

10 Likes

10 seconds by analogy with the same caliber of the Sturmpanzer. If it did not break the balance, then the KV-2 will not break it. They made a precedent and should be consistent

Reducing the reload time to 10 seconds is very unrealistic, this could be a little better. For example 25 seconds. Also this tank really should be BR3.

7 Likes

Let me remind you that the Sturmpanzer has:

  1. Cardboard armor that can be penetrated by any anti-tank rifle from almost the other end of the map.
  2. The crew is not even fully covered from the sides, not to mention the fact that it has no roof. Literally any soldier, even with a pistol, can destroy it. You don’t even need dynamite, TNT, or a Molotov cocktail.
  3. It has few shells.
  4. I remind you that the Sturmpanzer’s armor is cardboard and its survivability is ZERO. Any aircraft can destroy it with machine guns alone. You don’t even need bombs.
9 Likes

It’s BR4 but with Sturmpanzer 2 i’m not against it getting downtiered to BR3. I also want to downtier Panzerwerfer 42 to BR3.

Lowering it’s reload to 10sec is just completely unrealistic, as it’s vastly more armored vehicle than open top 5mm thick TD. Hell you can even destroy it in few hits frontally by hitting exposed ammo rack while completely ignoring it’s armor.

7 Likes

the only thing that would be reasonable is bringing it down to BR4 and seeing how it plays from there without changing its stats

Schlogg it’s at BR4

his post says br5 lol

The main issue with the KV-2 is that the HE in this game is inconsistent and nerfed. The high reload speed would be fine if every shot was as effective as 5.5 kg of TNT should be, but they aren’t.

Against tanks the KV-2 one taps everything if you know where to aim.

1 Like

Lol

And Sturmpanzer can be taken out by a dude with a knife.

3 Likes

it is unlikely that this will be done because this is a historically reliable recharge rate, otherwise it would be possible to speed up the recharge of the is-2, which is also too long.

in general, it will only be enough to upgrade the shells to their real power and let the gunner stick out of the hatch in the turret. These 2 improvements will enhance the gaming experience on this tank.

If he can run that far into the greyzone :roll_eyes:

The Reload Time for Tanks Should Factor The Distance Between The Gun Breech and The Placement Placement of The Shells

Is this post satire ? Because surely you can’t believe the sturmpanzer is better protected than the KV2. You can literally kill all the screw from the front / sides, lmao. It dies to actual machine guns from planes, not even cannons.

4 Likes

That’s a big if, lmfao (it does)

Flak 88 could fire up to 20 rounds per minute ( every 3 seconds).
King Tiger has 88mm gun so it should also reload in 3 seconds.

6 Likes

Make my PZ3N shoot every 0.5sec. Everyone gotta love their HEAT/HE auto cannon

2 Likes

Dont we have Guerillas for that now?
And if that is too much, straffing with a aircraft and sniper fire should be enough as well.

ah yes, let’s compare carrot with potatoes.

and balance TT vehicles based on the rare exceptions of event vehicles.