The luchs is an AI light tank, it is supposed to be strong vs infantry when used correctly.
The issue is not the performance of the luchs as an anti infantry unit
. The issue is allies, usf especially do not have a suitable counter when the luchs arrives and as such the luchs can often just drive around almost uncontested.
The problem starts with the kubel, (sometimes multiple kubel) which not only gives okw the resource advantage through superior capping capability but also the added benefit of constantly decapping and/or cutting off allied factions. So okw can virtually tech straight to the luchs where usf is constantly being cut off and delayed. The situation is often made worse once the luchs arrives because usf has no hard counters, only soft counters, so okw can maintain the snowball effect while usf struggles to keep its head above water.
To the okw fanboys who wish to argue to the contrary, keep in mind it is not skill if you have an advantage.
The problem starts with the kubel, so to fix luchs rush the kubel needs to be adjusted. Personally i see 1 kubel as manageable but would like to see a nerf to its decapping speed
(add it back later with vet if necessary). Secondly I would like to see a fuel cost added so that building more than one has real meaningful consequences if it goes sideways. It should not be possible to spam multiple kubels, only to lose them carelessly and then follow up with luchs spam. Its ridiculous.
To compensate for the fuel cost I would increase starting fuel to allow for one kubel, then increase the cost of t1, t2 and associated vehicles. This way building multiple kubels will delay light vehicles. The cost of vehicles could be adjusted depending on the desired arrival time.