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That's just a fallacy. The whole reason people play CoH2 and not other RTS is because they are fine with certain aspects of RNG.
It's the huge swinging effects which have no proper player input or form of counter that most "top" players and most of the playerbase are annoyed off.
New players may initially like the randomness and chaos of certain elements of RNG ("every plane crash tells a story, Quinn Duffy trademark) but those are the kind of players who are not gonna keep playing the game in the long run after the novelty wears off.
You are confusing the kind of gamer that plays an RTS with one who likes "party like games" or a casual FPS.
There's different degrees of agreement in which elements are fine or borderline stupid, hence the competitive mod for tournaments. But those elements are still in the base game.
IMO, i think the effects are fine but they just need tweaking. Ex: main gun destroy threshold been lowered to 10/20% instead of 25%.
About the "was not designed to be played as a team game RTS". I am pretty pretty sure COH2 was designed around teamgames and not 1v1s.
I completely disagree. The games follows the same principles and design behind COH1 and share the same problems they had for teamgames as well. I'm someone who plays 2v2 and i'll say that you balance around 1v1, cause if you can't barely comprehend and do your job trying to balance on that small case, how the hell you expect to do balance in modes which way more variables. You walk before you try to run and jump. I'm not saying you ignore the issues that arise in team games at all (ISU/ELE/Artillery) it's just that most things are solved if you can properly balance the game well for 1v1. You just need to fix the exceptions and not try to force every single doctrinal unit to work for every game mode (Super heavy TDs on 1v1 and heavies on teamgames).
(I would like to make a small clarification that IMO 2v2 still follows many of the same principles behind 1v1 and that things go wild on 3v3+).
From your comment i deduce you didn't play the game back in 2013, the beta or are ignorant behind the decisions and comments the developers made nor how fragile Relic and THQ (extint) situation was and how it was later acquired by SEGA.
Most people who haven't been from the beginning assume too many things about Relic plans for the future. The game was barely able to release at all for starters. Sure, there had might there been some ideas floating around bringing new factions or commanders to the game but nothing was definite. Hell, the whole supply system and monetization arrive much later. Reminder that we have the heavy amount of EFA commanders due to them not knowing really what direction they wanted to go and were testing waters of how much BS they could pass off.
For those who were in the beta group post launch, they would know that some features that were been tested as commanders for EFA went to be push for WFA and beyond.
Ask anyone who started playing since release back in 2013 if the game was thought and design around team games. IF they had any proper "support" for those modes or if they ever end up releasing features which are key for any game which goes into team games territory.
Hell lets look at maps released and design. There is a reason Relic tested custom points which rewarded other things than resources because the whole concept of dynamic economy changes doesn't apply in those modes cause the concept of cut off is practically null.
How about integrating people who were mostly team game based players to the "secret"/private balance testing group or applying changes based on team games only. You can see at the change log that the word "team games" only started to appear like 2/3 years ago.
Just like "Smash" at it's core is a party game that can be played as a competitive fighting game, COH2 is a 1v1/2v2 base game that can be played as 3v3/4v4.
A team based game wouldn't leave factions with 80/90% WR screwing the modes for months without hotfixing it.