I've always wondered...
A lot of OKW players complain the KT is now a joke, wether I agree or disagree is not the matter here but, I'd like to know how you would buff it to be relevant as OKW's baseline ultimate AI option.
As OKW's baseline? Honestly had to read that multiple times. I'd think you'd ask to remove it from the baseline. But if I were to balance it so it's supposed to be part of it I'd improve its scatter so its reliable and lower its OHK radius. The problem with the prenerf KT wasn't that it was "uncounterable", it's that you could get efficient damage done and it had enough HP and armor to back away safely without fear of losing it. Exact same problem with the Brummbar currently. Roll in, drop 2 or 3 shots, if TDs are present take 2-3 hits and back away. Extra points for skill tactician and blitz.
So unless your opponet overextended or missplayed, the only real way of going for the kill relied on:
- Getting off a snare
- Diving with tank destroyers/mediums
- Offmap bomb drop/mark target
- MAYBE ISU-152, but prenerf KT was around when JT/Ele were picked 99% of all games in doctrines so you'd set yourself up to get bullied.
Similar problem when OKW engages the IS2. The JP4s pen isn't high enough to reliably engage the IS2 at range and go for the kill. So you're forced to either clump raks and cheese out the IS2 with some good pens, or dive in with a panther and have it brawl with it. Depending on how overly drunk the gunner in the IS2 is it can most definatly come out as a loss for the OKW player.
Alternatives to getting OKW an AI buff in the lategame on armor would be:
- Adding the Ostwind
- Making panther a generalist similar to comet
Both of these have their respective drawbacks and bonuses. We'd have to replace the ostwind slot in scavenge with something else, and the panther buff would further solidify panther spam in teamgames, which again would further solidify allied TD spam.
TL : DR
Faction design in this game sucks from a balance standpoint.