So i'm going through the list of buffs/nerfs and i'm quite pissed off with the direction Relic/Miragefla are taking with these nerfs.
First of all; i'm happy pschrecks are removed, it will probably make somewhat of an end to the blobbing that is seen quite often as STG44'd blobs are... not that gud against mid/late game tanks.
To get to my point, currently OKW has the following options:
-> Go medic truck and get mediocre (at best) units with the ISG, IR HT (won't be taking that serious) and the Flak HT.
-> Go mechanized and receive units that can be used in every situation (need anti-infantry? luchs. need light AT? puma. brit abuser? stuka.), downside being you need to preserve your units a lot better as you are stuck without medics (going mechanized always means you are looking to pump out at least 1 vehicle at a cost of AT LEAST 60 fuel).
At this point it's fair imo, you either go for unit preservation -> medic truck or you are looking for counters to specific playstyles by your opponent -> mechanized.
But then...
Battlegroup Headquarters
• Medics must now be purchased as an upgrade. 100 manpower 15 Fuel.
This remove every incentive people would have to get the medic truck out first. Removing medics means you're stuck with ISG (only good against brits/more defensive players), IR HT (xD) and the Flak HT (more on that later. for now: underpowered). Going through the units i see no reason to get the medic truck over mechanized right now, having to pay for the upgrade to heal units means you're putting yourself at a disadvantage as you have to invest fuel you need for vehicles only to get a healing function. After that you need to have fuel for the halftrack and then fuel to upgrade it to mechanized and then the fuel to get a Puma/Luchs/Stuka.
Let's go through the other medic options for a moment:
Soviets -> medic in HQ, 250 manpower
Brits -> medic per unit, heal in aura 30 munitions
USF -> Ambulance, 250 manpower 10 fuel
Ost -> Bunker, manpower 150, 60 muni for medic
First thing that is noticeable is that, except for usf, all factions pay manpower and/or munitions for their healing capabilities and they all have somewhat fair prices.
-Soviet pay 250 manpower due to the consistent low risk it has (as it's attached to HQ) and the constant heal it gives.
-Brits pay 30 munitions for a decent heal but they require units to be inactive (close to the unit with the medpack) to get healed, thus meaning less map presence at the time they need to be healed.
-USF pays 10 fuel but they have a very mobile healing platform that can be positioned in such a way that they are able to keep constant pressure on the map, especially effective with the major.
-Ostheer pay less manpower than soviets but their medic bunker has a lot more risk attached. Opposing tanks can easily drive in, shoot the fragile bunker and drive back out again. If it's positioned outside of the base it can also 'easily' be taken out by any artillery or even infantry when properly equipped.
So what does OKW get for its medic facility? If the HQ is destroyed you lose the building options attached to it, thus making it important to not be positioned too far ahead. It's immobile so you can't reposition it if the battlefield changes and it's still quite fragile if not defended properly in fights. Meanwhile it still pays the most fuel out of all the factions for an immobile piece of shit that gives a solid healing off. My quick solution would be to change the cost to either between 20-40 munitions or just leave the medic function in the HQ.
If these nerfs go through OKW players will most likely go mechanized company first EVERY game as it's the only HQ that gives value to the army. Relic is trying to get rid of the 1dimensional gameplay that's currently being abused by Soviets in maxims -> IS2/SU76 spam but by nerfing this OKW HQ they are basically implementing 1dimensional gameplay somewhere else.
Also, giving the Flak HT an small AOE surpress (AOE around the main target it is firing at, that is) would give OKW players some more reason to go battlegroup HQ over mechanized. an AOE surpress means the Flak HT would be a more solid choice against blobbing players than the tanks that mechanized HQ offers. At this point the flak HT is near useless, 3-4 squads can be walking through eachother and only 1 will be surpressed.
As a final point i'd like to ask why miragefla was involved in all of these buffs/nerfs, for someone that basically helps design the whole flow of the game/meta he doesn't play a lot of UKF and OKW. Here, some tl;dr stats of this player:
OKW 81 games 1v1
Brits 2 games 1v1
USF 199 games 1v1
Ost 969 games 1v1
Sov 183 games 1v1
I'm not saying i should be contracted as balance designer instead of him, but it's quite weird someone with such a function fails to get a clear overview of what all the factions can do.