What about OKW combined Arms?
Not actually possible with the current unit list OKW has. Unless your talking tank with infantry, which is currently also hard to achieve because of the 66% fuel income.
So IS-2 and Tigers can be (according to your previous posts)spammed despite huge pop they take, but KT which takes exactly the same can't?
I don't know who your dealer is, but he sells some quality shit permanently altering perception depending on where you look.
The KT costs 150 fuel more than the IS-2 and Tiger, and that's with full fuel income not 66% fuel income.
There is so much wrong in that statement that it makes a brain cry.
OKW population to resource costs are exactly the same as for any other army, nothing is better or worse for them in this regard and if anything, the cost effectiveness of vet5 infantry is completely neglected when calculating OKW pop cost for infantry as its the same as for normal vet3 inf. I don't think I need to do more explanations here, a monkey would get the point.
OKW has the highest popcap infantry in the game, and highest pop cap vehicles in the game. The only exception to this rule is Volks.
Thats some quality fact twisting.
JP4 might be least mobile medium TD, but it doesn't prevent it to be almost equal in that regard to any other TD, comparing it to SU-85, its actually much more mobile because its extended sight doesn't slow it down and it being on the move doesn't affect accuracy as much as it does SU-85. Mobility is certainly not a disadvantage at all compared to all other non super heavy TDs.
The JPIV has the mobility of a Katyusha, it's the JPIV's greatest disadvantage and makes it terrible on maps with plentiful flanking opportunities. The unit itself is great, don't get me wrong, but it's got weakness's just like the SU-85 and Jackson do.
AA HT USF and OKW one have different roles when fighting ground targets, there is also considerable cost difference so I don't know why you are saying that 251 AA performs worse then M15 when it costs 50% less, and why won't you include soviet Quad which performs as worst of all and comes last to the field.
The OKW AA HT costs 55 fuel unadjusted if T2 is your first HQ. If you adjust it's cost then it's 20 fuel more than the USF AA HT in cost. And no they do not have different rolls, they are both AA HT's that suppress infantry. Except the USF AA HT is a million times more mobile and comes with self repairing.
The M5 HT is a reinforcement and transport unit that can also double as AA, but yes the Quad mount sucks and that's bad.
You was floating MP because there was ZERO attrition pressure to you, your infantry squads did not lost even a comparable amount of models because of sheer firepower of your blob, which led you to you bleeding your opponent while he was unable to bleed you-THAT is the reason for float, nothing else.
I lost several units and was losing models just like he was, but while Oz was getting IS2's and KV8's all I could afford was a single humble Panther.
Add +1 pop to all infantry units. There, fixed and popcap reflects superiority of vetted units.
If Relic was fine with adding additional pop cost for grens just because they had LMG advantage, then there is no reason the same can not be done for OKW for superior weapon upgrades and 2 additional vet levels.
Which would solve nothing, because OKW already takes up a significant amount of popcap with it's infantry and still floats MP.
But what can I know at the end, I'm just a fucking game designer.
And I'm an Industrial Engineer. When I'm analyzing a system to fix it and reduce inefficiency I look at what other systems use to fix things and reduce management issues instead of addressing my system in a vacuum.
Point 1: OKW Floats MP
Point 2: Other factions do not float MP
Point 3: OKW does not have the same tools as other factions
Point 4: Therefore the issue with OKW floating MP is due to lack of tools