Note: This is just an idea that I have been thinking about recently. It probably isn't a great balance idea or any better than the current state of OKW, but I'm just gonna put this here and see how people react.
So by the title, this idea will make OKW seems rather like a second Ostheer. However, before you guys spamming in how dumb this idea is (Which basically, it is), we can all agree at one thing: Vanilla factions have the best design. So I was thinking: How about we redesign new factions back to be similar to the old one? I know, it will ruin the new factions' special features and such, but these new power creep factions are making old vanilla factions struggle for non-professional players (which are like 90% of the player base).
EDIT: Ok, for new people that just come in or those are too lazy to check the rest of the discussion, the reason why I said OKW will be the second Ostheer according to my post is due to the similarities in units composition in tiers/tech structures, NOT that OKW gonna be the Ostheer clone! Why are there similarities? Just read below and imagine the tech structures individually and as a whole.
I will start with OKW first since I have been playing as them recently and see them either shine or die quite unexpectedly! So this would hopefully helps them:
1. Forward Retreat Point's cost is reduced to 200 MP.
"In the past, the FRP was 300 MP due to the fact that you have free medics. Now you have to 100 extra MP to unlock the medics, shouldn't the price for the FRP be 200 MP? "
2. Sturmpioneers: Remove the Panzerschreck upgrade; make flamethrower upgrade non-doc.
"Sturmpioneers right now are carrying to many duties and most of time, many just won't give them Schreck since it's too risky (You removed its mine-clearing capability). By removing Schreck and give them non-doc flamethrower, they are now act like Ost's pioneer: An engineer unit excels in close combat and dealing with units in buildings/trenches/emplacements"
3. Volksgrenadiers: Replace 2 StG44s package with a LMG 34 upgrade; replace incendiary grenade with normal grenade.
"I still think that the double StG44s are great, it's an overall increase in performance after all. However, volks is a long-range units and become defensive later on in the game due to the fact that rifles/penals are better at attacking through open ground. The StG44s would help remove closing-in enemies, but we already have Sturmpioneers for that job. By giving volks LMG 34, volks will now excels in long-range combat while Sturm will helps with dealing with CQC units. On the other hand, since Sturms are now effective at dealing with units in building due to change 2, there is no need for incendiary grenade."
EDIT: (Up for debate) LMG 34 can be replace by LMG 42 or 2 G43s.
"It seems that the LMG 34 is stronger than my initial expectation so it is up for debate: Replace it with the LMG 42 or 2 G43s? Or a new weapon that excel in long-range combat? Idea?"
4. (Debatable) Replace the Raketenwerfer with the 50mm Pak 38 (
https://en.m.wikipedia.org/wiki/5_cm_Pak_38) which at Tier 1 (The Base HQ) but unlock and buyable after setting up a truck.
"The Raketenwerfer is actually very good in my opinion, the only problem I have would be its aim time. Sure we can fix the aim time but then we would have a stealth, quick-aim, quick-fire AT gun that would strike at any time (Especially after vet 1). So unless its aim time can be fix well enough without make it being like above then sure, no need for this change, but according to what I have seen, many people seems to prefer a frontline AT to a hit-and-run one so probably this change would be better."
5. Obersoldatens: Move to Tier 2 (Medic HQ) building; replace LMG 34 upgrade with a double Schrecks upgrade for 120 muni ; cost reduce to 350-375 MP.
"Since Sturms no longer carry the duty of being the mobile AT unit, Ober would be a good replacement, in my opinion. Right now, they come out too late to actually make a different and for a 400 MP anti-infantry unit, they just won't stand a chance. By giving them double Schrecks upgrade and come out at Tier 2 (Medic HQ), they can now fulfill the roll of elite infantry like Panzergrenadiers (Except long range), AI early and AT later on while also give T2 a better chance in fighting against LVs rush. The price reduction could get a reconsideration though."
6. Flak HT: Reduce fuel cost to 40; reduce set up time to about 2.5 - 3 seconds.
"This unit is like a rather-static-and-defensive suppression platform that better than the MG 34, in my opinion. However, its fuel cost is just too much for an AI unit and the set-up time right now is rather slow. By doing what proposes above, people will actually use this unit rather than just plain MG34s and have no vehicles presence on the field."
7. (Probably not needed anymore due to change 2 but this feature is rather important for all factions) ISG: Give the abilty to fire smoke rounds.
"This probably not needed since Sturm can now have flamethrower to deal with units in buildings, but smoke is rather important. By giving smoke to ISG, OKW can deal with buildings with volks while not having Sturm around."
8. Move the Stuka to Tier 4 (The Schwerer HQ) while give Tier 3 (The Mech HQ) the SdKfz 251 half-track.
"Going Tier 3 right now as OKW means that you can go LVs strat but your infantry force's field presence would be rather low since you don't have FRP. By giving Tier 3 the SdKfz 251, OKW can be aggresive more effective and combine arms, rather than just LVs. Meanwhile, putting the Stuka to Tier 4 would allow player that go Tier 2 to get access to the Stuka without having to back-teched to Tier 3 after going Tier 4 and at the same time, preventing the Stuka from getting to the field earlier that other rocket arty units like Katy, Panzerwerfer."
Other units that I haven't mentioned about will be either they are fine or I'm just not sure how to change them. If anyone have any different ideas/changes, I would gladly listened. We are here to discuss/debate, right?
Just a reminder: other two Allies factions (USF and Brits) may need to revamp too, to be like the SU, but right now, OKW seem to have quite a hard time in picking going Med HQ or Mec HQ since go either will put them into a higher risk than other factions, in my opinion.