As for OP, yes it is just being salty and didn't like losing to good teamwork.
If I chose breakthrough but someone else brings out KT, I cannot use my own doctrinal call-in, despite not having KT myself?
What next, I also can't call in my own KT either because one is already too many?
In such a scenario both OKW players have to save fuel and coordinate once both actually arrive. In the meantime they've got nothing but faust and Rak43 to deal with armour.
What next, OKW can't have more than 280 fuel at any time? A call-in's a call-in, everyone else can bring in a new heavy tank if they got the fuel and dispatch recharge has long since been expired.
Most of OP is just bitching about OKW in general anyways; just looking for an easy way to win.
I don't believe OP was calling for only one heavy tank on the field
per team at a time, but limiting it to a one-time call-in for players similar to the JT in Coh1 or Tiger Ace (in title) in Coh2. This would be fine for all heavies (Allies too) as well, not just OKW IMO. Right now heavy tank play is very favorable in team games that go that long, and OKW is just the faction that seems to call in the most heavies due to KT being nondoctrinal.
My views on why heavy tanks are "favorable":
1. They are much easier to keep alive than TDs and mediums due to long range, high armor, and intended use. Losing one or two mediums is a drain, and much more likely than losing a heavy, which will usually escape.
2. Long range means TDs have to be careful when fighting them, as they can usually be fired back upon, and get two hit by most heavy tanks. AT guns have the same problem, and are usually easily sniped by heavies that have anti-infantry capabilities (so all except JT and ele).
3. They are call-in, 'nuff said.
4. They are much much easier to micro than other tanks and take much less babysitting.