even with retardedly stupid ISGs, OKW had lowest winrate.. and from watching 1v1 streamers, the games against OKW were laughable most of the time. i doubt that small adjustments would have helped... and even calling it "revamp" is a bit much.... all they really did was move a few units around in tiers, remove the ressource penalties and in turn remove some of the vet4/5 bonuses (and "smaller" changes to units... especially the kübel, which i think is one of the factors that is making OKW so strong right now).
taking into account older patches was EXACTLY what i wanted to do, since OKW has been "revamped" you can almost treat them like a "new" faction like the brits... so you'd expect them to behave as such in winrate.
If you don't call it a revamp i'm not sure what has to be done. The kubel is not the main factor OKW is overperforming. Popcap, new performance and cost efficiency of Volks an SP early on into a fast tech with light vehicle play, buildings with utility and tanks is what's making OKW the ol OPKW.
It's just like the OKW post release. It's not neccesarily the best at high level of play, but it's has some mechanics that are idiot proof. Reminds me when i (by miracle) managed to get top3 2v2 AT by going double OKW playing KT + Pak43. At some point feels like playing Protoss
You know what things i would had like before this patch:
-Veterancy adjustment on some units so it was easier to achieve vet4/5
-Damn squad formation rework on Falls
-Fix the rak crew shooting while having vehicle priority
-No autofacing on ISG, removed suppression but added on barrage, toggle hollow munition.
-Current SP. Obers unlocked at HQ after 2 trucks. Volks receiving conscripts treatment: higher damage, increase receive accuracy. Forced to be used defensively and in cover.
-Mechanized truck: resource convertion. Increase either resource at the expense of mp instead of transfer of muni or fuel.