OP, because you're a game designer you can clearly see that the OKW has a number of design issues that make very little sense. Upon calling for these issues to be reworked, your told that you are actually calling to nerf OKW. This is because the entire design of the OKW is fundamentally flawed, so flawed in fact that it's gimmicks are the only things holding the faction together. Make a infantry blob, get a leig, kill all, rush vehicles with dirt cheap teching and hope your blob doesn't get killed or you don't get run over early/mid game by light vehicles.
I think that any thread dealing with resolving OKW design flaws must also propose rational buffs to the faction, so everyone is appeased.
Of course, I'm not one to bias in favor of faction, It's in my opinion OKW that make this game a massive pain to play but the only way 'true' to stop it is to strip the faction of its identity which is, in my eyes, a really bad solution.
My focus wasn't OKW, this faction is simply the one I see that has the most striking issues which is why it is mentioned more times. I understand the people that are saying I should at least play as them, I see where you are coming from but I reiterate that I have watched countless people playing as them so I know how painful some situations can be. Yet, this doesn't exclude the fact that most of what I said is a clear issue with the faction. It may be too harsh, unnecessary or out right ridiculous but this is why I shared it with you, so we can discuss the issues and possibly find a solution that will really help the game in the long run.
Please don't think I am being malicious or have an ulterior motive, I'm simply stating big issues that I see are damaging the games balance.
Bruh, it becomes nearly obsolete 4 minutes into game, this isn't a issue at all imo.
I agree that it has its limit of usefulness just like the UC but those 4 minutes in the early game are vital in establishing a foothold.
SNIP!
1. Agree completely other than that the flame damage is fine, as I showed here:
https://www.youtube.com/watch?v=73V85WLFlLc flame HT (The same for the crock) give you next to no reaction time to get an MG out of a building, it's possible, don't get me wrong, I tested it several times but the timing has to be near perfect (and the Gods on your side so the squad doesn't setup on exit -.-).
2. Aye, its just a misleading description along with the rifle nade that I'm most annoyed with.
3. Not 100% sure what you are stating here, the AA ability should be an upgrade or the gun itself? I like the gun itself, it's gardening annoying but acceptable and easy to take out, the main problem being, the free AA.
4. What's wrong with the flak emplacements that can be built?
5. agree and disagree, I'm the stance of either all abilities in the base or none at all, what constitutes as one that can't be targeted in bases?
6. Kind of like the soviet AT guns ability but that as the leigs main role? That could work but would obviously remove indirect fire from OKW unless they spend munitions for the ability. I think that's too drastic a change other than simply increasing scatter or reducing range.
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10. It is harsh but its several ideas merged into one. If I had to pick any it would be that no AT weapons should be fired at infantry and should have a minimal range against tanks so you can't shoot at them from near point blank range.
Wouldn't giving the volks the MP turn them into CQ units? meaning they would in essence, have no mid game standard long range infantry until volks arrive?
11. Decent compromise, wrecks only but with a slight increase due to the no cache and no more weapon salvage.
12. Don't talk to me anymore

Just kidding, This is just my biggest pain in game at the moment so unless you agree with me, I refuse to listen to you on this point, ha. No, I still stand by the de-caping ability rather than capping, possibly increase its health or Armour so it remain useful later on, christ, I'd even let it have cloak at vet 1 so long as it could only decap!
13. Thank you, it is just incredibly annoying to destroy the bases and then oh, a super duper none doctrinal tank has arrived -.-. Well, that was pointless I should have kept the base alive and just fought panthers instead.
14. So long as the Churchill remains in its current state, then agreed but as the Churchill has really no defining role now I can envision a change coming which may or may not, need it to be limited.
15. That's a difficult one to predict, we already have group buffs with the Captains 'On me' the airlanding officers charge and the officer blob

so the essential lines are already there that increase the squads potential within a radius to a specific unit.
In theory all that needs to be done is enclose the code in a timer gate and begin the effects when the time runs out, increasing the effects the more squads are near the given squad, resetting the timer when they move away. But, that's just a theory, a game th.. Sorry, a theory that, in the coding world, is never that simple, ha!
Thanks for the reply anyway, I really appreciate you taking the time to discuss it with me and sorry for the late reply!