OKW has few very specific issues:
- The Volks by themselves arent OP. The stupid amount of XP they get once upgraded with a Shcrek is the reason for them rushing to Vet5 by 15-20 mins, and then becoming invincible blobs of cheap destruction vs ALL UNITS USF has i.e. Infantry, Light and Med Armor. Try and play with Volks without Schrek upgrade and not only will they take forever to Vet up, but then without the Vet bonuses they suck, hard. [So: Reduce the absurd XP gain Volks get with Schreks and the problem is mitigated. As its the Vet bonuses that make them absurd - and getting to Vet 5 is currently a cakewalk]
- There is a great thread on the long range efficacy of panzerschrek. However, if that is nerfed along with the above change to Volks Vetting, the OKW desperately need the Raken buffed, oh so slightly, theyre not as bad as people make them out to be (Id say a slightly wider arc and slightly quicker reload).
- Obers with LMG are absurdly good. For a MP only unit, they volley off 2-3 squad members inside first burst. Either their LMG upgrade needs to be purchased AND/OR long range damage needs a nerf.
- I cant say about Soviets, but USF has no way to counter Panther/Tiger without using the Airborne Strafe. This cant be acceptable that a single commander's ultimate power is the ONLY viable counter v/s Heavy OKW Armor. (This problem is shared with OSTH and is more about USF's lack of Heavy Armor counter.)
- The penetration of the Flak Truck needs a nerf vs Medium Armor, Period. It punches through Sherman like it punches through Riflemen. Absurd. Once its put down, that region of the map is a done deal. Leading to the final point.
Finally, Overall as Romeo puts its, its far too easy for a OKW to sit around the 3-4 territories protected by his mobile trucks, and churn out Volks+Pschreks, Obers, which frankly by themselves can easily win games, but then ofcourse hes just waiting for the God Tanks to arrive. Which is why you see far too often 'OKW comebacks'. There is no 'comeback', its either a super early Luch or Panther that once it hits the field, just flips the game on its head amplified by the Volks+Ober blobs.
OKW needs nerf, with a hammer.
Hit the nail on the head.
The faction might work in 1v1's but even in 2v2's and up I see the "OKW come back" its an almost gg as soon as the early pnzr II or panther hits the field. The vet on the volks lets OKW hold onto more manpower as they wait to gain more fuel to get god tanks or field more obers (that can take on 2-3 squads by themselves). The reketen could surely use a buff as well as maybe make the IR halftrack more useful or something. I dont want the OKW to be a useless faction, I just want them to have the same requirements for better play from players.
While a man power adjustment would be a smart idea, I feel like the problem lies within the units themselves, The vet on them is simply to powerful and easy to obtain and keep the unit preservation at its lowest priority for OKW players as their units soak up boatloads of damage.
Adding a few more support teams to the faction may be a better idea for the faction, maybe making the kubal slower but make it only cost man power could fix this. Putting the kubal as a normal MG unit could help the faction a lot against USF blobs while the nerf to its speed would allow the allies to counter it but it would still be more mobile than a normal mg.
Adjusting the FlakHQ would also make the game a little more tolerable, The base structure is oftentimes built very far forward and allows the OKW faction to lock down a point for over half of the game span. Often times they are left around Victory points simply giving the axis faction in team games a advantage on map control. Their large range coupled with their high health makes the base structure hard to take down even with an AT gun.
The faction has no downsides besides the fuel decrease and lack of early AT solutions. They have almost no holes in team games as the Wehr play can simply feed fuel via luff supply doc neglecting any of the cons of the faction