I totally agree that there is a balance required, and that OKW should actually have more powerful or versatile infantry than average, as per their design. However they should not have more powerful infantry and way more infantry at the same time
Cons 240
Grens 240
Volks 250
Rifles 280
Tommies 280
I have to admit I think 250mp is cheap for Volks, considering the complete lack of sidetech costs (aside from the truck, but that's not an optional upgrade, it's not like you can go without one).
Also while you compared upgraded Rifles/IS to upgraded Volks, I'm not sure that's fair because as I said upgraded Volks are often facing unupgraded Rifles or IS, and by the time Rifles and IS get their upgrades OKW also has Obers / Jagers / PFusils. In early game USF v OKW the discrepancy is just ridiculous, you're facing off a RE + 3 vanilla Rifles against a SturmPio and 3~4 Volks with flame grenades and at least one StG upgrade, and Cons vs. Volks isn't even worth mentioning.
Please tell me if there's something wrong with my interpretation but to me, although USF and Sov are supposed to have an early game advantage, it seems to me that OKW has both the best early game and the best late game at the moment (even if their mid-game is not as good).
But what about Penals? It's not like you wouldn't see them literally every game. And then due to the dual weapons possible, IS and Rifles have a better scaling damage-wise. Volks stand out due to their high survivability, but with all the deadly stuff on the field (120mm, rocket arty of various kind, HE-Shermans, etc.), what is that really worth anymore?
The problem is that OKW has a very limited choice of infantry units (non-doctrinal), similiarly to USF. Obers just come too late (no vet vs vet units) and cost a lot, but still go down easily).
I think most problems stem from Volks survivability once they hit high vet, in combination with LeiG spam for example, which then manage to dish out loads of damage.
Nr. 3 doesn't seem viable for me, because it would seriously interrupt the healing of your units. Soviets wouldn't receive any healing anymore and would have to walk to the HQ (thus rendering the whole thing useless), while you would need an extremely forward Med Bunker, to heal your guys. Depending on when you would be able to activate this 60m radius (on some 1v1 maps that would make a significant difference, less so on 4v4 maps), you would probably have to build two med bunkers during the game in order to get effective healing. OKW would also have problems with healing, but a bit less due to auto-healing of Volks.
This would, imo, benefit the Brits (nothing would change in terms of healing compared to now) and USF due to the mobile healing platform.
Lol can it really though? Crush them falls next time they pop out of a house to kill mah katy.
Just park it next to the door they would pop out, if it can crush they are dead. That happened to me once with an enemy T34, 440mp instantly wasted. Even if it could crush, it would be useless tho, because that vehicle has to be the most clumsy thing in the game, together with the Bren carrier probably.
Everybody knows that Katy > PWerfer because Katyusha can crush infantry (no joke!) and Panzerwerfer cannot.
Ofc Katitof could not admit that something allied was op, so instead the German counter-part has to be better
Well, I would rather have an infantry-killing machine from distance (and we all know the Pwerfer is certainly capable of that) instead of having to rely on crushing. Maybe if it was a British Katyusha, it would look different.
I wonder what Katitof would have said about the Stuka, it has a mounted MG AND survives one at- shot. Basically completely op against infantry, you can probably fight guard squads 1v1.
As the legendary Katitof - and his word is law - once said (out of my memory): Pwerfer > Katy, because the Werfer has a mounted machine gun (no joke). Boys, don't forget to use your Pwerfers to support your men in infantry engagements with the mg!
I think it is beneficial for certain 3v3 and 4v4 (and maybe some 2v2) maps. WIthout them, infantry becomes practically useless when it takes you mins to retreat, refresh and return them to combat. Ofc there is the problem of 2 factions not having them...
It sure costs less, but the pit gets countered by double indirect fire and the game is also over if you lose all of a simcity. At least as okw you can get a command panther if you pick that commander (which I usually do for flares if I'm using double isg). Medhq and flakhq are also part of teching, so you would have to include platoon cp and bofors sidetech. Still, emplacements are lulzy and awful, but I guess they're cheaper as you say..
Well, it is not really hard to destroy the Flak HQ, while it takes a large effort to just destroy one Bofors. And if you lose your Bofors, it is not a big deal (if you don't lose it outright ofc), but if the Flak HQ is down, you can basically surrender or have to rely on the single Command Panther call-in. THat's why you have to place the Flak HQ so extremely defensively, because it is pretty fragile.
Now, if you have double OKW in team games and they both go LeIG spam, then you get into problems, because 120mms get countered as well as At guns attacking the Flak HQ. But I guess if you have 2 Brits going mortar pit, it can also be cancerous.
However, since the Cromwell/Comet have been nerfed, the cheese has become less for Brits, one thing that could use some attention are the racist trenches though, which allow to cap a point in extreme safety and if destroyed you won't lose the squad, which means no real risk.