Relic, here are a couple of units that are in need of looking at (with the current balance changes at the moment):
Obers will need a buff, or something that will make them shine in their AI due to volks taking that position.
Scale conscript to have some chance vs other infantry.
Slight buff to the Tiger/Tiger Ace to compensate for their greater weakness in the rear armor.
Etc.
Obers are fine, just get them to vet2 with 40% increased dps and you have a killer squad. Get them to vet4 and you have terminators.
Conscripts can get kinda good with certain doctrines (Soviet reserve). You don't want to have LMG conscripts running around in late game. Otherwise you can rely on Call in units or (in the future hopefully) penals.
Do u remember times when I and Apple Company played a 3v3 w u and u built sim city while we were 2v3ing the whole game and my friend also claimed he played with u in a 4v4 where u built a centaur at 30m and kept on pinpointing the fuel points the whole game m8 playing w u FeelsBadMan and this was all when ur name was Razor well thats me venting I hope u get better at COH2 w ur new freedom.
With logic like that, Soviets without Guards must be the worst thing ever.
I'd rather Schrecks stay in OKW in some capacity myself.
Soviet...poor faction has been crying for a huge buff for years but lelic are stupid and won't do it. Soviet should have a decent AI unit and AT unit. Buff tanks and change the cost of units so it is hard to spam them but they stay good late game if micro'd properly.
I also wants shrek and zooks too stay. Removing shreks is not good. Just move them to a costly unit like sturms and give volks 3 stgs for 60-70 munitions.
If you follow the link to the official post there are many more changes listed than in the OP of this thread.
Overall I think it's a good patch. I especially like the reduction in grenade range for suppressed units, buffs to underused units (t34, 57mm, Major, .50cal), cheaper Ostheer t4, firefly changes (dat long range snare) and removal of free zooks on captain.
I like the intent with the penal changes but I'm concerned they will be too good on close-range maps. I'm also worried about balance/power creep as most factions have basically received across-the-board buffs while OKW mostly received nerfs.
The only change I really don't agree with is the OKW Shrek changes. They needed a decrease to vet gain and possibly some far-accuracy nerf or side tech. Removing them entirely doesn't seem like a step forward and reduces the options OKW has in the mid game.
Before we get too upset about this patch to keep in mind this is a big patch and it will take a long time for the meta to settle once it's released.
Playing as OKW... the Centaur always arrives long before any of my tanks can arrive. Until now, the only way I have been able to defend against the Centaur is by a combination of Rakaten AND Volks with Shreks. With the shrek removed (and no AT gun option), a Volks squad will never get close enough to a Centaur to even launch a Faust. I fear that now, an early Centaur can pretty much end the game all by itself.
In next patch I hope to see Bazooka blob and Piat blob removed as well
Anyway, I see no reason to buff Major soooooo harsh like this
Volks can still be strong, OKW players just need to find a new way of playing it... Me and my mates are testing it. But why Stg44? I think G43 package would be better