That's why OKW has weakness in resourscer income, but has cheap tech, powerful units and insane vet 5. No need for ultra bunker a ka schwerer.
Relic decides upon that and not you. OKW gets utility buildings through teching that can be placed on the battlefield in order to represent the high risk & high reward design of the faction.
Rather then nerfing the new factions features (free units as USF, utility buildings as OKW) the vanilla factions should get also unique mechanics and forward retreat points.
Off map arty?
Recon - 120 ammo for one + ammo for recon - no late game.
Mechanized - 8CP, no late-game.
Rifle Company - only decrew.
Armor/Infantry - you cant call it barrage even, waste of muni, no recon to spot.
Just because you fail to utilize commanders & abilities they are not bad. Decrewing a pak43 and then rushing it with tanks in order to destroy it is perfectly valid and every good soviet player does so frequently with the incendiary barrage. I did the same using white phosphour as USF and it was used against me. I learned this trick when playing against PauL.ad.
But the last sentence is amazing.
Volks+Obers+Panther which is the case in 70% of the OKW games + pak43 is called combined arms by you. Are you serious?
I have never stated this unit combination as a true combined army combo. A combined arms army holds counters to every threat. Unfortunately Ostheer & Soviets are better designed in that way.
Get a Scott, owned by Panther.
Get a Jackson, owned by Volks.
The person with the better micro wins in this case. Scotts to deal with schreck blobs and Jacksons to deal with panthers. USF need however more micro in that case because its harder to control 4-5 mediums with poor health. Easier early game, harder late game = USF. Late game is however more important so it feels like USF is really sanctioned compared to other factions, if you have the micro however, they are just as rewarding as other factions.
Early Sherman is the best way to fight agasint OKW, then a second one and pray to RNG god for wipes.
Once Panther is there, Shermans are useless, Pak43 is covering Panther and most of the time it's gg.
Destroy the pak43 with offmap arty, then destroy the panther with jacksons. For every okw tank you have at least 2 medium tanks as usf.
US Forces have so many holes in design that it's amazing they are playable faction.
Versus Ostheer they are deadly.
Versus OKW they are pudding.
That's just incredible bad design.
They are just designed in a way you don't like, there are plenty of players who main the USF faction and have fun doing so, if you find them so flawed, why do you keep playing them?
And like I said before, you are OKW hero, not CoH2 objective player. You have around 50-60 games as USF and hundreds as OKW so how can yoy make objective statement? You can't.
If I'm a OKW hero, then you are likewise a USF hero. Like I stated, focus on arguments not this Ad Hominem bullshit.
It was important when OKW got 200% from points with trucks. Now it's not that important.
In the alpha OKW got 100 % from points with trucks and 33 % from every other points. The Schwere Panzer HQ was t3 and sometimes the first building on the field.
Schwere Panzer HQ was buffed after WFA release because you could simply walk with one baiting squad up and finish it with a second bazooka/ captain squad, reducing the huge ass canon on the Schwerer Panzer HQ to a potato cannon.
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=66861#post66861
The biggest change to the OKW were to the Base Building Flak Gun. Currently the building does not feel very threatening to infantry and light vehicles (which it should feel like) We are seeing at the high level players always setting up their truck inside their base because it is too much of a liability to put it anywhere else.
Schwerer Panzer HQ 3.7cm flak gun
Damage increased from 20 to 40
Penetration increased from 35 to 45
Range increased from 40 to 45
Suppression increased from 0 to 0.3
Nearby Suppression multiplier increased from 0 to 0.8
Nearby Suppression radius increased from 0 to 15
AOE increased from 2 to 4
Rate of fire increased from 2 to 4
As you see the Schwere Panzer HQ is supposed to be a threat
ON the battlefield.
In this thread various hints have been giving how to deal with it and I even posted a replay of high level play. So you either adapt or remain a crying baby.