This has been one of coh2 biggest shortcomings for a long time and has contributed to a great deal of the problems and attempted fixes with game balance.
Respect to you Lugie for figuring this out. I spent months back in 2015 trying to make sense of it and ultimately gave up. I'd given into it being hardcoded out of our control.
if ML-20 is overpwerforming in FBP, why not revert back some old changes like AOE? rather than keep adding on to it?
Where is the fun in that? The goal is to make changes and see what happens and if the changes are liked by people. You're suggesting solving problems and making manageable changes, which is really been proven not to be the goal of any of the community patches.
You can't play passively as USF. You held your rifles back in cover where you should be trying to find the sturmpios to plink away some of that sweet sweet 4 man health. But you held back and didn't engage. He just capitalized on that tell: you were playing defensively the moment the game began.
Initially, you skipped the first resource tier to run to the fuel with your REs. I would actually advise against this because generic resource points give you both resources. They capture quickly enough that there's no reason to ignore them. This isn't vCoH where you're initially skipping a +5 muni or cutoff for a +16 fuel. Your opponent was almost done capping its 2nd and halfway through its 3rd territory when you finished your first.
You chose a commander very early and built a second RE squad early on. You also built a mortar very early on, I think before the first engagement. Easy 8s are nice, but the M10s and the Dozer Sherman may have served you far better than Rifle company's offerings.
It feels like you were going forward with a build order that may be effective against an ostheer player, what with the early commander choice (for RE flamers?) and a mortar. The mortar and second RE should've been riflemen. The second RE should only have been built when you had the spare munitions ready for slot items. But since you were against OKW, by the time you even had the munis, you were dealing with a Luchs.
You actually did rather well using infantry AT to kill off the initial light vehicles, I can give you that.
I'm not sure why you went with fighting positions. The one by the fuel didn't do much good, and the one by your cutoff was just a beacon for the lieg.
By the time the JT was out, you'd been contained for far too long and lost too many tanks. Plus there was a JT out.
You kept diving for the puma, which is actually where the puma performs the best: kiting and baiting.
Try and use cover more. You're good with garrisons and green cover, but in many engagements your rifles wouldn't be sent into cover. Eventually there were enough craters you were fine, but in those earlier engagements it is crucial.
OKW requires a much more aggressive build and playstyle. If you'd hammered out rifles before a second RE and even skipped the mortar altogether you might've had the field presence to tip the early game into your favor. Over half the match was a snowballing effect from those few initial choices.
As great as the ostwind is for killing infantry, it's kind of a trap for ostheer to invest its fuel in something that can't hurt enemy tanks. It's pretty much bait for USF, but can be effective against T1 heavy Soviets since Ostwinds can actually survive Soviet T3. (Note the same weakness of Soviets v Luchs.)
But the ostheer StuGs are, and still are, a crutch: meaning Ostheer can't really deviate from relying on them without collapsing.
Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like.
if mp40s replace stg's, ther vet also needs to be reworked for received accuracy so they suit ther purpose. i'd personally remove stg's and give them shrek thats nerfed to bazooka levels and see how that pans out
The upgrade itself could confer an RA bonus as well. It could have a vet requirement to boot.
It could also be possible that only the SMG volks had the lava nades, which itself is a powerful tool for assaulting a position. Normal volks could get their original grenade again. Though if you think about it, even current StG volks assault positions rather effectively without RA bonuses and using Kar98ks.
Returning to volkschrecks would require removing the faust as well most likely.
The biggest issue for cons right now is that they weren't really considered when volks got the StG upgrades. In fact, not much with considered with volk StGs except removing their panzerschrecks.
Volks without StGs are much more in line with how the unit is supposed to function.
The StGs do two things: improve volks damage output at all ranges, and it eliminates their weakness: close range. Both cons and rifles are designed to function best at close range.
If the remaining Kar98ks are replaced with mp40s in the StG upgrade, Volks continue to have a weakness: which becomes long range. Rifles and cons would then benefit staying at range against upgraded volks and it would be the volks that would have to close.
The StGs just give volks the full strategic advantage the way they currently are.