Yea, right, my comment was too harsh and inappropriate, his 2vs2 stats seems fair enough. So i apologize for it.
Still i dont think that this particural problem in 1vs1 is also a huge problem in a 2vs2, simply becouse in bigger game one of the germans can rush for t3, and ostwind, IV or even stug is definetly a hard counter for m3. Also halftrack is appearing much more faster in 2vs2 than in 1vs1, and reinforcing units helps alot when dealing with this strat.
So i wouldnt recommend taking voice in a HUGE 1vs1 balance issue without having experience in this game mode. 2vs2 is not the same. But to be honest i think that it affects in some point bigger games too, its not so clearly to see it, but it still does.
+1
Let me point out that me playing mostly 2v2 means that I often go against double sniper strats, which cause more mp bleed.
I've also never said its simple. I've said it works.
I might not play 1v1 much as I personally don't have as much fun there, but I watch enough casts to fully realize how top level play works. After all, these strats there are being used by players better then me and they seem to handle it well, thou T1 play is extreme rarity and its all about T2+shocks to call in tanks.
Based on 1v1 casts and my 2v2 experience snipers are much bigger problem in 2v2 if I can call that a problem at all as again, you often see two of them, which is not really affordable in 1v1 against aggressive german, but you should know that already with your rank. And last but not least, most 2v2 maps are same 1v1 maps, so its not as much of a difference between 1v1 and 2v2 as it is between 2v2 and 3v3 where maps are completely different and much bigger.
I think, Ooray ability should have a penalization after the ooray it's done (same as Rangers in COh1).
vCoH fire up also gave complete suppression immunity for duration, press a button, brainlessly charge up, lob nuclear pineapple nade and you have free MG42 for using ability that didn't even cost muni if I remember right.