Having gone through 8 pages of this thread, there's quite a large number of posts that are invisible, and for good reason too. Please keep the discussion on-topic and end this pathetic bickering.
Some of the people here (without going into names and detail) need to stop posting unless they seriously reevaluate their methodology and way of thinking. The same goes for people who bash Imperial Dane and any other member of the community, no matter their position. This is amplified if you start attacking people that have contributed and continue to do so for the game, the community and are staff on COH2.org. Please keep the discussion civil.
Back on point: There are a number of underlying issues that I have with balance at the moment and I will not reference Dane's video because I have not watched it but I can guess what he's talking about from listening to him on his stream a few times and my own experience.
US Forces
Over Performing
- M19s need a blatant DPS reduction. They are extremely potent and combined with Defensive Stance, they're worse than the old Hit The Dirt! PPSh combination. The suppression is also problematic and with the high DPS, turns riflemen into proning MG teams with a lot of deadliness.
- M15 AA Half-track needs a tweaking, it is seriously over performing and is pretty much the go-to unit to build every game. Reminds me of the Flammenwerfer half-track pre-nerf. This unit destroys everything alike, in the hands of someone who is capable of any decent micro, there is nothing bar tanks that it cannot handle. It is too quick, too versatile and too cheap. It's suppression needs to go (this causes the early soft-counters to it to be next to useless). and it needs a delay in deployment time by either increasing the Lieutenant's cost or by further increasing the half-track's.
- "Easy Eight" Shermans are a huge problem right now in unison with vetted riflemen off the bat. This unit is far too cost effective and offers an extremely strong mid-late game option.
Under Performing
- The Pack Howitzer needs to be buffed, it is too costly and too inaccurate to be of any real use. When you compare this to its infantry support gun equivalent, it is a laughing stock and this greatly shuts down any possibility of a mid-game unit that can provide effective indirect fire.
- Mortar Half-track is another under performing unit that simply does not do enough to justify itself.
- Rear Echelon Troops, useful for a number of things but extremely limited combat ability and the lackluster state of Volley Fire leave much to be desired.
Oberwest Kommando
Over Performing
- Panzerfusiliers are a tad too cost-efficient and are the reason for making breakthrough such a prominent choice in any OKW game. They are a great all around infantry squad with a surprisingly high amount of DPS (especially with G43s) that make them the ideal complimentary unit or a replacement squad. Coupled with grenades, this quickly escalates to a Vet 5 monstrosity.
- Obersoldaten are another squad that I believe is simply breaking the rules of engagement. These guys have too many multipliers which makes things like retreating modifiers to be made pretty insignificant. Couple this with their naturally high DPS and you have a recipe for disaster which become near pointless to engage with infantry. While they may be one-shotted by Shermans, other armour and demolition charges, a wise player would not blindly send his elite infantry to its death without some sort of support.
- le-18 infantry support gun is another unit I've been keeping my eye on for a while and it seems to be extremely accurate, maybe a bit too accurate to be a "support" gun.
Under Performing
- The kübelwagen is a great unit but it is still far too fragile to be worth its 240 manpower investment. Take into account Western Front's silly drive-forward-then-backwards pathing and you're going to struggle to keep this unit alive. The HP increase was well deserved but I fear this unit can be slightly further improved in other areas such as cost.
- Flak-track - I don't think this needs any real explanation. It's too cumbersome, too niche and offers next to no advantages over spending 40 fuel on such a static unit which can be spent elsewhere. Its main problem is its deployment time, it makes any sort of escape a futility simply because you don't get smoke until vet 1 and if you get caught off guard even once, you're pretty much guaranteed to lose it. It's suppression and damage are great, along with its cost but its mobility, or lack thereof really diminish its usefulness.
- Luchs Panzer II is simply too pricey and comes too late for what it offers. It either needs to be buffed to match its cost and timing (but not excessively, just a small buff to things like the HP would be fine) or a reduction in cost is in order for its current price point.
These are the main issues I have with the Western Front's balance, I have purposefully left out certain units such as the M10 "Wolverine" for example because there are more pressing issues. I am aware that Soviets are extremely strong against OKW and that the Wehrmacht's teching system is far too punishing in some cases (T4 is a prime example) but these are less pressing issues which I feel can be independently resolved and addressed by the fixes above. You're very welcome to disagree and critique my opinion and I encourage critical analysis but I thought this thread could use some more useful input than "lol realism > gameplay".