People we have talked about regarding Luchs -such as Luvnest and Dave who we consider to be good players- their main issue with the Luchs is the fact it arrives too early in the game compared to other light tank/light tank-esque vehicles hence the change. Originally I suggested the Mechanized and Luchs both get 15 seconds on their build timer, though people would just plop down the Mech truck sooner.
If anyone has a better suggestion regarding the early Luchs timing, feel free to put it in.
Did you ask these players about the live patch luchs or the dbp luchs. I know dave has played on the balance patch, so it depends on when you asked him i guess (before or after he played on it). When these players say they have issues with the luchs, I could easily see them meaning "i have issues with the luchs because of its timing when you consider all the power okw has surrounding the luchs." Another way to possibly rephrase it in case the previous way wasnt clear: "I think the luchs early timing is a problem because it allows massive early leads that okw can ride on then use to crush with later because they have an extremely strong late game." The thing is, volks flame nades were nerfed (less power already around the time you have your luchs power spike). Maybe the luchs early timing was an issue because it was paired with undodgable flame nades. Also, vet 4 and 5 were nerfed, so their late game isnt as strong and the leads become more necessary/justifiable.
Beyond this, the luchs already WAS nerfed. Sturmpioneer repair speed was nearly halved this patch. I think the reason why a lot of people seem to not think of AT guns and handheld AT as counters is because they only do damage and cant force kills onto luchs. Your AT gun takes it down to 80 hp, then 20 seconds later its repaired and killing stuff again. Thats why they only consider stuff thay can kill it and stop the repair cycle as counters. The thing is, with sturmpioneer repair speeds down, damage on the luchs actually sticks and actually takes it out of the battle for a meaningful amount of time. Things that used to hardly slow down the luchs impact on the map can now greatly minimize its effects. Killing the luchs with a light vehicle isnt as necessary now when you can actually remove it from the field for a meaningful amount of time with at guns. These are the thing sthe luchs is facing with its early timing, and they now do more against the luchs.
Its also possible they want it to have similar effective timings to other lights tanks because light tanks are the only viable way of shutting down the luchs in the live patch. In the dbp though, soviets have better early game map control against okw because you can go cons instead of wiaitng your first 2 minutes in a game for penals. Thats a better t70/su76 timing already. Add to that you had to have a t70 against the luchs because there were no other great options against them. But now there are viable con sprint AT nades, and viable AT guns (because cons and t2 were made viable). With volks anti infantry capabilities going down because of vet being nerfed and flame nades being nerfed, zooking up more stuff is also more viable because you dont need as much anti infantry power to win against volks.
Has the early timing of the luchs not already been effectively solved without the build time nerfs?
Also reiterating what a lot of people already have said: the build time nerfs are pretty unelegant.