OKW
Tech issues.
1) Currently the tech issues are tied to trucks.
(Build truck unlock flame grenades
Setting up truck unlock ST,panzerfaust, HMG, G43, grenades
Panzer authorization unlock LMG/ST44IR/Fg42 (to be changed))
Imo building truck is not a good tech barrier since truck placement can be heavily depended on and play style, make some tech unenviable if truck is destroyed.
2)
FRP point
Requires 2 truck and 300 manpower cost seem a bit high and could be lowered. Could even be become a package with reinforcement requiring a SwS truck being build not set up.
Suggestions:
Add a separate tech similar to either BP or a side tech. The tech cost could then be deducted by the truck cost.
Early game
Imo many of the issues of OKW start with power of their starting unit. ST can push most enemy off the field and it much of the games progress depends on how this unit will perform. If the SP beat enemy mainline infatry it can snowball if the SP is caught in red cover even a little time or step in hmg arc and has to retreat the OKW might find themselves in very difficult position.
Suggestions:
Tone down starting unit:
SP could start with 2 ST 2 MP40 and have cost reduced
ST is replaced by a VG, ST44 for VGs tech requirement removed,ST44 has 2 modes single fire and a timed "full Auto" with munition cost.
ST is replaced by a VG and OKW start with 45 muntion. In addition VG are redesign to upgrade with MP40s (with lower or no tech) or VG start with MP40 and 5 K98 (or 5 ST44 single shot) is an "upgrade" and ST44 become doctrinal. This design will keep the "offensive" design of OKW.
T0 Units:
Stutmpionner
Suggestions:
Stun grenade: locked behind 1 building SwS redesign as offensive (anti-garrison) grenade having extra damage vs garrison or heavy cover.
Experimental: Flame nade move to ST, VG get HE.
Kubel
The unit is mostly used for it capping capability but its build time is rather long at around 30 secs. Vet 1 ability detection is to powerful. Unit has 3/1.9 armor and tend to do 3 point turns.
Modifier for on road and off road speed are high.
Suggestions:
Reduce build time
Make detection a timed ability no cost required(this change should be made for other abilities also)
Increase rear armor. This unit can easily expose its rear armor without that being request by user so it should be less punishing. (this applies to other units also especially vehicles that passengers can not shoot out of them)
Remove the 3 point turn plan or greatly decrease turn radius like in AEgion mode.:
https://www.coh2.org/topic/106380/initial-vehicle-adjustment-ideas/page/1#post_id832651
(the suggestions apply to other micro light vehicles also)
Volkgrenadiers
Now get Faust at Building SwS or another tech requirement and not truck setup
Other suggestions see MP40 (stock),ST44 suggestions(dual firing option) above
The "destroy building" introduced this patch is a step in the wrong direction imo since it should not be available to mainline and might end destroying buildings one wants. Could be move to SP and their grenade if there is need for it.
(How does this work exactly one has to hit the building with 4 grenades simultaneously? because when I tested singe grenade the building did not catch fire, if it requires 4 VG and 120 mu in rather pointless)
Rakketenwerfer
The units camo is working differently than other ATG camo and in very non player friendly way, I suspect most people do not even use it until the unit is vet 3. If the ability is used the unit stop but "remembers" attack move orders and will start moving if it become visible.
Unit does not have good vet bonuses, unit is not very useful in garrison although it give up camo.
The times before units fires are very high
Suggestions:
Unit can be lock behind track set up (if faust comes earlier).
Change to camo:
Either a automatic passive ability if the unit does not move that "breaks" when it moves (not when it rotates) or to work similar to M-42/Zis and able to move at reduced speed
Reduce "pre fire" times. (fire aim times?)
Reduce base stat but increase vet bonuses. Add vet bonus specifically for garrison like increases sight, increases range, increased change of side.
Experimental, allow unit to "Camo" in garrison. In the cases of a trench allow trench to "camo"also.
HMG34
Reduce reinforcement cost to 20 (HMG-42 has 22)