This doesnt make sense to me Shadowlink. OKW start with x1 SP and USF start with x1 RE. The OKW player builds a 2nd SP and the USF player builds a RM. Thats x2 SPs vrs x1 RE and x1 RM in a 1v1 vacuum.
The biggest problem is some of the larger team game maps have narrow lanes with very predictable retreat paths and if a SP gets on your retreat path early game it can be gg in the first few minutes.
No starting unit should have that much wipe potential early game, its very bad design.
I guess nothing will ever change now as COH2 is so old but imo the kubel should of been OKWs starting unit.
Bold: I don't know build times off the top of my head but i'd say the SP probably has a slower build time than the rifleman.
Don't think he's talking about 1v1 though since OP has a grand total of 7 1v1 games in automatch.
Welp but he is complaining about the first engagement, on which OKW right now have the tools to bully any faction.
When a faction which has the highest mp start to begin with (initial mp unit cost + spare mp), doesn't waste time building early on, starts with the 2nd strongest unit in the game and has the fastest unit follow up (Volk/Kubel), there's not much you can do on the FIRST ENGAGEMENT. That has been one of OKW strongest point since forever with 2 exceptions. Been scared of pushing too forward against a clowncar flamer when they had no snare and UKF release.
Unless the map has a glaring "imba" house or spawn position, you are not supposed to defeat SP rushing you.
SP is only good when they catch you offguard behind blockers. If they charge at you while you entrenched even with RE and rifle vs volks and SP, you can still very well win as long as you focus the sturms. It is a difficult first engagement, but it is never game ending unless the map has something really imbalanced like the old crossroads north wreck.
More importantly though, how could you fix this without completely overhauling the SP unit, the OKW faction, or talking about their lack of AI power lategame?