I am sorry m8 but right now , whoever wins the early game has absolutely no advantage whatsoever , what if you have contained the wehrmacht into 1/4 of the map and inflicted heavy losses they make a pak a pgren and a halftrack and they destroy your 2 t34s and concrips and what if they buff the soviets well we ll see something like 2 guards and a t17 capturing berlin by themselves .
And you know what ? Its very very reasonable because when you artificially ruberband the skill differnce between the players the faction makes the player victorious , thats not supposed to happen . Now that would not be relevant but were talking about relic , balancing is not their strong point and with a ton of doctrines bulletins maps (and bs units like snipercars) and so on its gonna be a nightmare . right now i see the staghound and think its fine and dundy MVGame
Also on comebacks , if you have too many of them they become mundane , they are not exciting they are part of the routine , kinda deafiting its own purpose isnt it ?
The game must be enjoyable either when you r winning or when your losing and games that involve any kind of competition have one basic component awarding the winner and not the one who is loosing .
Finally , LoL has been overtaken in North America by Dota2 which is especially designed to award the winner and punish the looser quite harsly too , tbh LoL didnt have much competiton anyways in its field .
I realize that there isn't a strong advantage for whoever wins the early game. That's the point of talking about upkeep. It needs to be fixed so the early game advantage actually matters.
I don't know how a pak, Pgrens and a Halftrack would beat 2 T34s and Conscripts unless you throw everything at them without trying to be tactical. Not really a good example.
Yes, faction and imbalances make a big difference as compared to base skill. That's what I said.
Yes, comebacks cannot be that common, which is another reason why upkeep needs to be reduced. I'm stating that comebacks are an important element to competitive games, not that every game should consist of a comeback.
The point is not to award the loser. The point is to give the loser a chance despite what has happened in the game, unless the skill or resource disparity is incredibly high.
This isn't the place to have a discussion on LoL vs DOTA2, but look at all the numbers for both games (consistent players, twitch viewers, twitch broadcasters, total payout across all tournaments, typical professional salary, number of countries playing the game) and tell me why you think Dota2 being more popular in North America (do you even have statistics that show this?) is a good point whatsoever, especially when a large portion of the COH and COH2 audience is European.
No offense taken, although you don't seem to have understood the intent of my original post and are making statements without backing them up with concrete evidence.