I am talking about their options.
I never said OKW should be better in everything than the Allies!!!
Even then, OKW is not OP! Just putting words where they do not belong or never were does not help anybody. They are simply different in their own way but suffer the ability to counter their fuel issues. When I mean by that, it is either counter their Fuel or AT problem. NOT BOTH. Look to what I said on the last sentence. Does that still mean I want OKW to be OP. The answer is simply, NO!
If they have issues in gaining fuel, at least have the potency enough to counter properly the enemy who have tanks. Right, that makes sense does it not?
It does not make sense to have a fuel deficit on a top the inability to counter enemy vehicles at the same time properly right?
Either have a problem in Fuel or AT. Not both. That is unbalanced right since Fuel and AT is what keeps the balance in check, right?
Well as I said. OKW stands only a chance in surviving against Tanks is with Tanks mainly. Rak we all know is unreliable since it gets countered easily. It needs to be proificient and potent enough like all other AT guns.
Why suffer both in AT and Fuel! One only is justified because having problems in both does not make sense, does it not?
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Allied factions have some good team weapons.
What sucks is simply and I will say this in order>
SU suffers MG only, Maxim as we all know. AT gun and mortar is great since they are potent enough. They have also the best survivability. So capturing an enemy team weapon counters their problem. Although it would be nicer just to acquire yourself the team weapon from base.
USF has great support weapons. AT gun and Pack Howizter I believe is the best or top in game because of the impact it has in game. MG is very good also but its arc is limited in comparison but has great suppression and damage. The fact that you cant use them all at the same time, that is the only key issue!
UKF has great survivable strong support weapons although AT support weapon is not as good as USF. The emplacements downside is just its manpower cost but its performance is great. Perfect for holding/maintaing ground. Dont have mobile mortar but have a decent MG.
All of their AT guns except USF (the ability to get penetration counters their problem) have less penetration but are overall proficient. Raketenwerfer simply is not!
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I am not saying Tanks should be more accessible. I am saying. Accessibility to better, proificient AT equipment is what they need. Can have penetration like USF AT gun or like what allies have since it has been stated, it is worse. Remove camo, have same range as any other. It must be a proper AT support gun. Revamp.
How are you guys not see this right.(Those who suddenly change the story or jump into different conclusions!)
I stated clearly, "Better AT support units". Where did I even mention, get tanks earlier?
Never said, never had. Although I suggested before the possibility to get JagdpanzerIV if and even after last PanzerHQ is destroyed because of their current incompetent AT choices! Only dedicated AT unit choices! Even thedarkarmadillo (You do not I mind if I reference you right? https://www.coh2.org/topic/91739/to-justify-okw-no-caches-no-bases-refund/post/750863) mentioned this idea because of the very same reason. I (We) not trying to make anything OP. Rather we seek to balance out the problems which OKW especially other factions suffers.
Lack of proper AT, that needs to be fixed! That is all to it.
Well than it mostly is a misunderstanding since you threw a lot of points in there that felt like a general ramble about OKW.
I do agree that the Raketen should get a buff. I know that I will be alone with this opinion, but I like the current design of it. Just make it 5 or 6 man and that should be fine. I like the cloaking of the aketen amd find it very useful for ambushes and scouting (and sometimes even capturing). It also helps tremendously against allied TDs since you can creep forward, take a shot or two and then retreat. This puts the TD out of operation, since the TDs are all glass cannons and will always take damage in a fight, so having less health makes is risky to use.
The main issue I have with it is it's randomness. You cloak and move forward to take the stealthy shot, the Raketenwerfer decloaks, you retreat and the rest is up to rng. Often it will run away just fine, maybe drop a modell. But due to the spacing, if the first counter shot of a medium randomly wipes two models - that's basically our Raketen gone. This is just pure luck, nobody can plan for this. So I think buffing the crew number should be alroght. Since the Raketenwerfer is meant to counter stuff up to mediums, and OKW has good late game AT options, it does not need pen buffs and similars.
Short note in USF AT gun: I think this is the most comparable to the Raketenwerfer. Cheap, small, a bit gimmicky.
Fuelwise, I think OKW ist mostly okay. How much more fuel does it take OKW to tech up to T4 compared to the other factions? OKW needs 2x15 (Trucks), 35/50 and 120, so about 185-200 in total. But they get something out of their bases while other factions don't.
USF needs 55 plus 120 = 175, but they do have sidetech that sometimes must be teched to delay fur further ~20 fuel.
Sov? Not quite sure. 15/25, plus 90 plus 85? Would make approx 200.
UKF has 35(?) Plus 115(?) Makes 150 plus often required sidetech