Whermacht Officers have the same vision range as far as infantry goes. You also have access to spotting scopes and almost all of your Vehicles get the same or more range than Pahtfinders.
Wehrmacht officers come at 2CP, spotting scopes 5CP. You have made a comparison of Ost vehicles against Infantry. You need to take a lie down.
I see none of you have mentioned the extra sight they have, which is broken. They provide so much sight range against Ost who rely on good positing and placement of MG's early - this unit is far too good at sighting for flanks.
What the others said, plus:
If you're looking for someone that is maphacking, you'd do much better to turn fog of war on, then click follow camera. It will show you where the person is actually looking. I've ran into some obvious map hackers who spent most of their time looking deep in the fog of war. Some people are better at it and just look a little distance into it.
Looking in the fog of war is a regular for me, I look for trees being knocked over and other items of the terrain etc, indicating armour moving through the area. I'd suggest many players do exactly the same thing, so a player looking into the fog of war is not a great sign of MH.
Better to look for other signs, like tech choices, avoiding mines and launching attacks in the weakest points of your army with no scouting.
Except Obers come at 10+ minutes and Sturms (who are much worse than PGs) fall off hard literally minutes after the game begins. Fusiliers have the trade off of being weaker yet more expensive from the start which is not ideal in 1v1s. Jaegers I must admit are pretty flawless.
Sturmpioneers are one of the best units in the game. If you aren't getting vet 3-4-5 for them as the game progresses then again, you are playing the game poorly. Sturmpioneers, are excellent at hiding behind shot blockers and cover and launching a surprise attack against at close range against unsuspecting enemy.
It's not quite that easy. OKW loses if they don't have momentum because their starting infantry gets worse comparatively to their opponents as time passes. The best advice is probably to push aggressively at the 6-8 minute powerspike when Volks unlock StGs, your HQ unlocks MG34s, and your light vehicles start to come out.
You cherry picked only part of what I said. I said;
1. Spread out and cap
2. Plant mines
3. Play hit and run, meaning only fight battles you can win or just chip away at his health and run.
If this is too hard, then the problem is with how you are playing.
Medic crates are not Vet 1, they're stock. Unless you suggest abusing stun grenades for whatever reason.
Even better then.
SU-76 is fine as is. I see them regularly used in team games and they are effective for their price - just like StuG III. However, they become less effective in the late game as do StuG III. In that situation you have the best TD in the game the SU-85 with free spotting commander map-hack to spot for your mortars, ZiS and Katy's.
If you are using SU-76 it means you are being outplayed and couldn't afford T4 SU-85 beast TD, because the enemy has prevented you from obtaining the necessary resources to supply your Army. In that case, well played to them as Soviet is the strongest faction in the game rn.
First, let's see what is needed for medic in factions.
Headquarter: 200 MP
Bunker: 150 MP for bunker + 60 ammo
Infantry: Veterency 1 + 10 ammo for each usage
Battlegroup: 70 MP 15 fuel for truck + 150 MP 10 fuel for convert + 50 MP 10 fuel for upgrade
= 270 MP + 35 fuel
Sturmpioneer supply: 45 ammo 3 usage
Ambulance: 250 MP + 10 fuel + 2 pop cap
Medic squad: 180 MP + 30 fuel for Platoon upgrade and 180 MP and 2 pop cap for squad
= 360 MP + 30 fuel + 2 pop cap
Infantry upgrade: 45 ammo
As you see OKW has a hard time reaching free medic and needs a lot of resources and time.
UKF can get free medic after squad upgrade so they haven't issue.
Ostheer need a unit in base to build that bunker so it takes time.
As you see for the soviet it's easy to get medic.
USF is easy too. also, they have powerful medic (ambulance is powerful and it worse 10 fuel).
For UKF if you go medic it's hard to reach and if you go infantry you get it easy and you don't need even MP but harder to macro so they are medium for that. (in my opinion, it's still easy)
Ostheer has medium timing and resources. ( As I say free medic not 10 ammo for each use ) I just don't understand why I need to use time for one infantry to build bunker. other factions can get it only from upgrades.
Imagine you need to retreat most of your troop and for medic, you have to waste a lot of time and the other players can push forward while you do that. keep in mind Ostheer is defensive in the early game.
For balance I suggest an upgrade like infantry section to get a free medic, instead of 1 veterency and 10 ammo for each time.
OKW has a very very hard time. if you need a medic technically you should skip mechanized.
There is no way to get medic for free only. if you go battlegroup you get access to support gun and mg (without mechanized upgrade) so I understand why these resources are needed, but why there is no other way to get only medic for free?
35 fuel is too much for medic. I think for balance this it's better to make medic in headquarter too. or at least make it cheaper for medic only and remove mg and support access for this.
If you want to go mechanized and free medic, you will lose a lot of fuel and since you have very expensive tanks, you will lose for sure
I think that's why OKW is weaker. usually, players go to battlegroup and they don't have a light tank. they should wait for panzer 4 and need a lot of macro and experience to handle enemy light tank with short range AT and panzersherek upgrade.
In the early game as Ostheer, if you are being pressured hard and find it absolutely necessary to hold onto ground (Hitler madness) then drop in medical by plane (Luftwaffe doctrine) or use Grenadier Vet 1 heal ability and sacrifice munitions to heal in order to hold your ground.
As Ostheer you must counter-attack early, if they push you, make sure you have something in reserve to counter push or attack and cap in other areas of the map. Again, this buys you time.
As OKW simply use Sturmpio Vet 1 ability and drop medical supplies on the ground for instant healing.
I can't see the issue with what you are saying - every faction sacrifices in different ways.
I don't think it matters now sire.
Whenever I play OKW, I see US 3 rifleman blob or Soviet's 3 Penals blob or Infantry Section 3 blob.
Whenever I play USF, I see 3-4 Volks blob.
They melt MG like a rear echelon, pioneer. LOL
Maybe it's just it for level 16 above rank.
Since you are in balance forum - I assume you are losing to your enemy blobbing his infantry? In that case, when playing as OKW what are you doing to counter it? Blobbing back? or sensible option like spreading out and capping, place mines and play hit and run style?
If your enemy is blobbing, they can't be everywhere at once. Saying otherwise rules out blobbing.
250 munitions, doesn't do a lot, doesn't cover a decent enough area either. Cost should be reduced to 200 munitions to be in-line with cost vs performance.