Well, you play mostly big team games, so I understand why you have this opinion. But in 1v1s (which I play most of the time), reaching vet4/5 never happens for vehicles and almost never for infantry other than Volks (and maybe Füsiliere, but I haven't used them for a long time). Also, there is nobody to build caches for you, so OKW still has fewer resources in 1v1s.
Obviously, the vet5 system is a problematic design decision, as it has different impacts in different game modes. IMO:
- either make vet5 superior to vet3 and achievable in every game mode but limit OKW in another way (like others mentioned: unlock the ability through extra tech, lock most units in tech buildings behind a separate unlock for each unit locked so you need a plan which units you will need in the match, or whatever you can think of)
- or give OKW vet3 with a comparable bonus to the other armies and give them caches if needed
Regarding Luchs: I haven't played as Brits yet so I don't know their exact timings, but US and Soviets can build AT-Guns, mines and/or handheld AT weapons before the Luchs hits the field (Soviets even without delaying their T70, which wins against the Luchs). Even in case it is OP, it is not as OP as people try to make it. Don't forget: OH has to fight light armor without light armor but with AT-Guns, mines and/or handheld AT weapons. So I don't see why allies will not be able to so.
But whatever, we'll see in the next few weeks, so everybody relax
Fair enough. Keep in mind more than half the population plays games larger than 1v1. About half play 3v3 and 4v4, so saying its rare in one game type but common in another tough luck, is really not effective at retaining player base.
All the handheld AT you refer to (excluding guards) requires a fuel upgrade, slowing your tech. Guards struggle against Luchs because it can move so quickly, can push them, and their aim time is so long the tank is not likely to ever be in any real danger. In larger games 2 Luchs in one place on the map will be nearly impossible to stop early game. To deal with them you need to invest fuel, slowing your rush to T70's. While the OKW player can still be picking up heavy AT (shreks) without fuel, and moving along to P4 or Panthers. If you then sink your first fuel into T70 your opponent can pick up a Puma to make your life nearly unbearable. You can never push to finish off a Luchs because of cloaked Rakentens, and the huge amounts of Shreks.
Having tried the patch, the power of the OKW is vastly increased with few additional costs. No one has yet explained to me why OKW should receive, free healing, nades, repair stations, area-denial cannon for free, to list just a few.