What about the Flak HT? M20? AEC? Or did you mean superlight
?
I meant in combination. As far as I'm aware (take with a grain of salt as I don't play COH2 much), LVs either get an HP boost with vet, or they get/have smoke dispenser.
Then... do just that? Either blob your squads together early, or simply retreat everything (and not with 10% HP left) and wait until you have LT or Captain at minute 3-4. The LT can upgrade to a bazooka and the captain can rush out an AT gun super fast with supervise ability
Well, it's all well and good, but who do you shoot at when the 221 dives in to displace you from cover, and spios charge in with volks or whatever. 221, which will get repaired and not bleed, or the volk/spio which can bleed, but then the 221 will risk nothing diving all the way up to the base.
Hell, last game, paths + echelon behind green cover were destroyed by a charging spio over neutral cover (charge was about 4 seconds before spios got point blank). Hence why 221 is really good vs USF, especially vs pathfinders. Of course, most people forget that you can use the 221 to drive up (and kubel) and win any engagement early on with OKW. So it's easier vs forgetful people.
That's why UC, kubel, M3, and all other super LVs should literally have paper thin armour and more decent offensive abilities if they lack utility. 2 frontal, and 1 rear armor. Only problem would be the 6 man cons. Since every shot will most likely penetrate, having 6 rifles firing at a decent rate is much stronger than pathfinders for example with the slow firing snipers, and the meh firing carbines. Or Sections, with higher damage but lower ROF.
The 221 is almost required in 4v4.
OKW gets stomped into the dirt by Brits. They have great infantry that arrive fast, MGs, and the UC. You have NO COUNTER AT ALL for MGs and the UC.
You need a counter to the Soviets clown car and sniper. Again as OKW you have none.
You can either make every faction the same (boring) or deal with some slightly annoying units. It is that simple.
True. I've yet to see a high rank OKW player not play elite armoured and go for the fast 221 in 3v3. Brits can stomp OKW early on, before the likes of JLI, ISGs and such, purely by placing the sections behind cover on most lane-y maps. 221 completely negates that. Mainly because even though there is a huge tank wreck, and the kubel is driving straight at it, the sections will run around

like the kubel will phase through the wreckage and drive over them.
Still, there should have been better designs than this. UC is stupid, but at least OKW has t0 raketen and spios with MGs to melt the UC if caught out of position (and raketen is never a bad investment, especially since you can retreat it if you're forgetful).
I haven't seen the M3 clown car action in 3v3 for a year now. Mostly because everyone plays either fussies or elite(221) so the clown car is pointless. You either get the min 0 snare, or you get the LV that can pressure the M3. And if you can force the soviet player to upgrade the penals with PTRS, then you're winning the lane most certainly.
Have never seen the WC51 in teamgames, at all. It's in a mega nerfed 1v1 commander, which will never work in 2v2+ unless the enemy is incompetent.
So all in all, there is a pattern of bad design/balance. Nothing OP or UP, just bad design