So thanks to everyone for staying on topic and providing a lot of useful feedback while I was asleep (except the one or two usual shitposters)
So just wondering. Where's the issue here?
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Good question, of course I was not saying that Volks themselves are OP units. I meant to say that their versatility and spammability give OKW a very strong early game in combination with the other OKW units (as soon as the first SWS truck hits the ground). Fuzeless flame nades, sandbags, StGs, and fausts are just too much at the 5-minute mark when SPios/Kubels are also around, and Allies also have to worry about a Luchs. Strummingbird put it very well in this regard.
Of course part of it is a L2P issue for me, I was just wondering about it because I was playing USF all day yesterday, and at my current rank I can beat Wehr 80% of the time, but lose to OKW 80% of the time. I played as OKW today and RedWings kicked my arse as USF, so I'm sure there will be some L2Ping from that replay (well, mostly he just had way better micro, but the aggressive ambulance push was nice!).
However I just felt that depending on the map, the Allies (especially USF) in reality do not have an early-game advantage anymore, which if true, is obviously not good for balance. I do not want to take away anything from OKW late-game, I don't want to take away their flame nade, or their strong vet. IMHO I think a couple of small changes or tweaks to the Volks' abilities would be fine.