Honestly, OKW armour isn't that bad as you're stating. The main issue is replacing their T4 if it gets blown up which generally happens as call-in tanks attack the thing with no tech investment required, unlike the T4. If OKW could rebuild the T4 more easily or get like half the units from it (Obers and Jagdpanzer) for cheaper, things would be pretty great for them.
Yes, SOME Axis tanks could be slightly cheaper/better, but they aren't miserable.
Also, people are forgetting the Jagdpanzer IV has the fastest ROF over Jacksons and FFs, the hardest to hit -and the Jackson has the worst base accuracy of all medium-based TDs- and armour that reliably deflects mediums. Maybe it could come earlier or be part of that cheaper T4 I mentioned, but in the majority of cases, Axis don't need that pen as the highest armour out of Soviets and USF is 160. Only the British field anything remotely close to the 300 mark.
Only the Jackson ever got buffed out of the Allied TDs with those changes still being tweaked. FFs actually got nerfed with worse moving, Tulips no longer cancelling commands, and lowering its ridiculous accuracy.
Onto the actual topic of fuel:
The main discrepancy with fuel is the OKW snowball that builds unless you cheese them. The moment one truck comes online, which is likely Mech, you're facing a lot of infantry incoming with upgrades and the light tank. So you've got to pick, AI or AT?
Ostheer does get earlier vehicles than Soviets outside the M3 but they are all flimsy and lack the shock value of an actual light tank unless it's a very expensive 251 flamer half-track. 222 only does crushing things if someone's AA HT is looking directly at it, guns backwards, or they still have their ultra-lights still alive.
As for being forced into T2, Soviets can still stall via various methods that have been mentioned. Hopefully T2 and Cons can be fixed at some point to be more reliable outside ATGs.
Compare this to Weapon support center OR rifle openings,
Don't get me wrong, but most of the openings I've seen in most vCoH revolved around the Rifles/Jeeps and changing whether you wanted your global inf upgrades or moving into tech.
WSC was literally a building solely for snipers and the odd mortar smoke considering Wehrmacht hardcountered it from just bikes and their own sniper while PE's encounter mechanized force would easily push it back.
I say let there be a commander-like system that allows you to customize your roster and you have access to all three commanders at once. The catch is, it would used the CoH 1 system of CPs where you spend them to get access to certain items. This would leave whether you want to spend on smaller items first or go for bigger abilities ASAP.
Of course one could also make it a tree system where you need X amount of level 1s or 2s before getting level 3s.
They sacrificed Squad AI because the "pro" players complained about it. They wanted COH2 to be something that is not, an e-sports game like Starcraft. And look now, where are this "pro" players? All gone.
They messed with the game and then they left.
COH2 (and COH) is a great game, and it is a great game because is not like all the other games (BS E-Sport games or what ever).
I don't like the E-Sport thing, i am not convinced that it is good for the computer gaming scene. In the contrary, i think it is not good for it.
I doubt it had anything to do with E-sports considering units running out of cover has been a thing since the very beginning out of CoH existence which was especially prominent when you gave units attack orders. If you're targeting a heavy MG, the last thing you want is for 2-3 members to be ducking to object C when you need to kill the gun ASAP. You also had mortar bombs landing nearby, forcing members out of cover into MGs even if it did not land directly.
The only AI I would accept is slight position shifts when the squad is moving, different, alternating stances when firing, and spreading out in the open IF no attack orders are given or there is a 5-10 second delay before it activates.
Just boost their population to 7-8, removing the 15% accuracy boost from veterancy 4 and lowering the sight range increase from G43s would probably be enough.
They're good, but their guns aren't that strong and on a model-by-model basis, they are fairly squishy to small-arms.
OST tanks are shit vs infantry compared to its allied/enemy counterparts with no real punishment towards mindless blobbing.
I would say this is false. None of the Allied tank are what I consider potent against mass infantry unless it's a lucky Sherman HE shell. and Panzer IV at least can get tripe machine guns and its gun isn't terrible against infantry. It does quite alright when it lands hits. Ostwinds main issue is it inability to hit through objects or terrain.
Miragefla's key rules of Ostheer:
1. Do not fight fair. Never going looking for 1v1 engagements in the early game unless it's vs builder units or possibly Conscripts. You want to 2v1 most units or have them walk into MGs before having mobile units force them into a retreat.
2. Do not overextend. You're not going to be able to defend all your territory while avoiding both bleed or overextension unless you have really good positions. Lockdown primary areas and start pushing after you've forced the majority of the enemy off the field. Slow push, don't seek to rapid cap everything unless you're doing extremely well or can spare a unit to do so.
3. Constant positioning of MGs. Don't leave them static, they're your greatest source of firepower. Have them follow-up behind units and draw hostiles into to their arcs. Leaving them mobile also keeps the enemy guessing. If they've spotted your MG once, it's probably time to pack-up.