snip
Since a year ago, the game has started to normalise over the top abilities so those that are fair have a chance to appear.
The point is not to talk about raw performance of abilities/units ON THE CURRENT META, just that once things that are "oppressive" or underperforming atm are adjusted, some of the things i mentioned are gonna be brought up.
OKW
1-Kubel IS a easy unit to keep alive, specially once you get the maphack on toggle ability. I preferred the changes on WBP but it was "out of scope".
2-So, all the other barrages abilities which cost munitions shouldn't be tied to cooldown? Something to remember for future reference: The fact that is locked down behind too many levels of vet doesn't mean it's well designed nor not OP. Vet should be attainable (a long game) not something you see once in a lifetime.
3-Obers arrive too late. UP till vet 2, OP from vet2 onwards. Not worth the risk when you have STG Volks.
4-STG IR should be AR and have it's damage profile adjusted (that's why i also mentioned BARs at the same time). The ignore acc cover is a gimmicky. Light cover is basically negated. But that's not the problem: IMO ARs performance at long range (which is basically max range) should be toned down across the board and other aspects adjusted accordingly if necessary.
5-JPIV as pointed on point 2. For first shot fired out of camouflage +150% damage & +150% accuracy & +150% penetration, that's stupid design. Keep the acc/pen, damage modifiers are always gonna be a headache to balance.
SU
6-The clowncar part was more in light of how it was brought back to meta, while basically no changes had been done on the unit. If you delayed it, it's just gonna be useless since it's effective time is when there is no 222 or OKW has no snare. The only danger is the flamer, which means it has at most a 1 min window to operate. The clowncar concept is always gonna be BS (roos remember)
7-Rapid cons is really good value and is the perfect example of something which can be problematic if somehow cons are viable and most of the cheese in the game is adjusted.
8-FHQ is a one trick pony on specific maps and modes.
9-Single strafe is good, but as i pointed +2 years ago, has huge issues with tracking. Single strafe problems comes from been useless at targeting things on the middle of the map (specially big ones) but uncounterable on the sides of it.
UKF
10-Unlimited scout plane is bad designed but i forgot to brought it cause it renders combat useless a specific unit (you are basically forced to AEC or maybe defensive Centaur).
11-Raid would be OP if it was on another faction. I guess you consider OP that vehicles can cap, but the rate is actually inferior to other abilities. Counter attack and Breakthrough are 200% capture while raid is 100%. The OH capture vehicles abilities also give it pseudo blitz (+25% speed) and is part of the wonky wombo combo commander.
12-UKF is basically mostly offmap abilities due to initial design. Little variety of fuel/mp abilities. They have a lot of crap mixed as well on top of not been able to be used properly on teamgames due to captured/own territory mechanics.
13-PD: the salvaged was toned down IIRC.
OH:
14-I'll rather have it be a reliable stun and counter snipe SU ability than been the secured retreat squad killer.
15-Balanced on 1v1 and starts to get stupid on teamgames (unit volume).
USF:
16-The barrage is godly but it only fires 3 shells. As i said on the opening line, this is about things people might not know and should be taken into account when proper buffs are applied. The unit needs buff/tweaks.
17-Pathfinders, same as before. From what i remember, you don't have to build them (they set automatically) and provides vision and reinforce. The only things that irks me is the cooldown and automatic setup.
the thing is you are just comparing abilities to abilities but are not taking them in consideration with the context and synergy of the faction and units
On the contrary, i do take them into account. I think you should read the context on the comment i was replying to.
https://www.coh2.org/topic/61376/lend-lease-is-completely-broken/page/3#post_id611149
I'm not saying to adjust/nerf the things i mentioned before, but i gave examples of things that can gain light on the broad public once other things or the units/abilities/commanders which are related to them are touched.
OP complaining about Lend Lease now just shows how much other cheese overshadowed the current one. LL saw play before and was already strong.
Another example: say, you nerf Lend Lease, SU receives buff on other aspects (say conscripts) and suddenly people are going to complain about Advance Warfare.