Pretty much, but you need to also be self critical, I like OKW the most and Soviets second but I know both currently and in the past of their fair share of bullshit.
Honestly people get to angry about shit on these forums. Me and Comm argue like a married couple and we play a lot, and Cookiez and me have made up despite arguing all the time as well.
Every 2-3 months, we go through the same crap man. Lots of complaining and nagging about Relic and the game, the game and Relic and Relic's game. Then someone shows up and creates a "I am happy, good job Relic" thread.
It's getting lame... this community reminds me of a chicken coop with a fox in it.
It helps you massively because your teching structure is fast, free and cheap. You can get all your buildings down and a repair bunker and a med bunker and a super anti-everything post for a grand total of 150 fuel.
Since OKW got buffed to 100% fuel their muni income has been overflowing compared to what they need to spend it on.
How is teching "free" with OKW? Also, munitions income was raised to 100%, not the fuel. How can I even take the rest of your post serious? Talking about hopping on the bandwagon, dude...
And about all your "l2p, you are doing it wrong", maybe you are doing it wrong?
Eh, the KT's rear armour is way too much. It's a rolling tombstone if you're a Soviet Player who didn't go for M4C or T-34/85 spam. Even if you get a T-34/76 behind it at point blank, it has a 50% chance to deflect.
And with Flak Trucks, Volksgrenadier Vet / Schreck, and Obersoldaten, OKW are the undefeated experts at stalling for time.
Think about it's price and conditions to get it out, though...
I actually think the KT is fine. It's a big investment, unlike the other super heavies, and it has to get up close. When focussed, it goes down very fast.
Surely, any OKW player has the possibilty to get one, but that means teching up all three tiers and spending his fuel wisely, meaning he will have to stall as much as possible, which is quite the risk!
The ability only reveals a small part of the map though, unlike calling in the recon plane. The other abilities in this commander are quite expensive (except for the grenades).
IMHO, this commander shines best in team games, I don't really think he is that great for 1vs1.
To better illustrate what I mean I am copying here something I wrote up in another thread:
Now compare that to the USF vehicles. You need more of them to attack, which means each vehicle has to be pathed by you taking into account dangers for each. Then you retreat them (hopefully all survive). You can't de-crew until they get to the destination and can't repair until the de-crew is complete. You have two extra commands that each have a minimum of time (de-crew and crew) that have to wait for the vehicle to be in position and can't be stacked in addition to the orders to retreat and repair. (What!? I just lost another squad while trying to repair these three glass cannons?! F-ing "different" faction design!)
During this time, the crew and its veterancy is now exposed to fire and to GTFO they have to jump back in and only then can you retreat them.
And you have to do all of this extra micro to more units than the axis does. That is as bad in 1v1 for a player as it is in 4v4 where it just gets compounded over 4 probably more casual players.
And remember, additional micro is not a matter of arithmetic or geometric increases in difficulty but an exponential progression. Every person can handle only so many APMs (actions per minute). Every action you add to a task reduces their apms available for something else. If US vehicles already have more micro requirements than axis (and they do since they are both more fragile and you have to use more of them) then adding a "balancing" mechanic with EVEN MORE actions gives the veneer of balance, but in the hands of the average player they are just plain harder to use, easier to lose, and require more work.
Dude, ever tried using your rear echelons for repairing? You can shift click them, too, if you are to lazy for crew repairs...