I think that the main reason I hate playing against such types of units is that it turns games into campfests (pretty much like emplacement spam):
- If the opponent is bad, the allied team NEEDS to have UKF in the roster to push back; but they can win.
- If the opponent is good, it's an autolose for the allied team. However, the game will probably end fast, and there's no need to suffer.
- If the opponent is not good, but decent enough not to throw, the game will turn into a stall, and the allied team will probably, eventually, lose; but only after 20 minutes of pointless struggle.
Now, the reason I'm thinking that talking about a direct nerf to the JT might be too soon, is that we don't know what Relic's plan with the OKW plan is (if any). Any change in the following areas will severely impact OKW's ability to support the JT:
- Something involving Volks with schrecks
- Forward retreat points
- Post-revamp, all the OKW super-heavies; Sturmtiger, Command Panther etc (i.e., apart from KT) are underpriced. Hopefully, Relic will realise this and come up with a more thorough solution.
Also, the JP4 needs a bugfix (aka Relic should just copy-paste what Miragefla did it his mod).
If allies surviving hard midgame with amount of advantages they have, they should have done lots of mistakes and should pay for it.
1. Having different power levels at different stages in the game is a design choice, and it's not necessarily bad. Having all factions have equal opportunities at all stages in the game might make the game fair, but it might also make the game stall and make it boring. (if everyone is equal, people will not risk making offensive plays).
2. However, it's one thing giving factions advantages at different stages in the game, and it's an entirely different thing giving some faction a definitive end-game advantage (when they win the game once they attain that advantage). Ideally all factions should converge to the same power-level by minute X. That way all factions have equal opportunities to screw up and lose their advantage.
3. If one faction is destined to have the end-game advantage, why don't the vast majority of these doctrines of that faction behave the same way?
The final question is the most crucial one. Having a commander that (1) performs significantly better than the other commanders and (2) takes significantly less effort to use than other commanders/abilities (e.g., using the Command Panther requires at least SOME degree of micro) means that you have, pretty much, an auto-pick commander. This makes the game a bit predictable for both sides.