Couple of things here.
Yes OKW is fuel limited, I get that. But they don't have access to build caches, that is a fundamental limitation. Unlike both Allied factions which can make caches. Indeed OKW get less per cache, but I fail to see how that prevents OKW from accelerating its fuel when a Wehr player OP's points.
I think I should rephrase; OKW's teching gets accelerated but will be still artificially behind the enemies. Sure OKW can't make caches on their own but there isn't anything wrong with the factions helping each other. Team games should be TEAM GAMES. Soviets can do shit to help USF, USF can do shit to help Soviets. Brits will soon be here to add to the party to.
Once upon a time when we had the King "Baneblade" Tiger and other shenanigans yeah I would say speeding up OKW teching is problematic but this ain't WFA release no more.
You also don't even attempt to address my points about number of points, rate of capture, ease of locking down, all of which aren't seen in 1v1 and all of which happen quickly in 4v4.
Actually I did. I said the number of points
wasn't big enough because it's to easy to entrench on a small area quickly to lock down everything you need to win. If you want more balance in 4v4 you want more shit for the players to do not less.
Second point here, larger maps favor OKW even more because they have early forward retreat points. Case and point is Hill 331. Whereas a single retreat from Allies early game gives up both fuel points mass retreats from OKW players is common.
Yes and? Big maps are limiting for OKW because they can't be everywhere at once. If you tie yourself to your trucks you open yourself to being flanked and cut off. The reason OKW gets early forward retreat points is because their basic infantry unit (volks) is outclassed by every other basic infantry unit in the game (minus engineering units). FWP's are easy to punish especially since OKW has zero counter to artillery right now.
Finally, defensive factions are at an advantage to some degree, but it is the acceleration to the late game which makes it worthwhile. Imagine if Ost had no T4 or super heavy call ins. They could turtle all they wanted and they would lose. The extant of what in smaller game modes may be 5-10 minutes may lost more than half of the games.
Uh do you play Ostheer? They have 1 super heavy call in (which has been limited and pushed back several CP's) which is the Elefant. T4 is a massive waste of time as well. Sure Panthers are cool but Pwerfers are a literal joke and the Sturmpanzer requires retardedly large amounts of micro due to it only being able to hit things with attack ground while having some of the most horrible pathing in the game. Ostheer T3 is infinitely more effecient than T4. If you need an indirect fire unit get an LefH 105 instead of wasting time with a Werfer.
Allied units simply don't have the access to some types of units German factions have. There is no similar unit for anything bigger than a Tiger. This is not a complaint, it is an observation and means in super late game situations Germans have a huge advantage since they can use those tech options. Even 45 minutes into a game as USF I can only field Jacksons to deal with heavy armor (Fielding large numbers of jacksons is impossible for a number of reasons). Soviets may have IS2 or ISU152, but mostly likely have SU85's and SU76's. They also have access to stationary artillery, maybe, if Stuka dive bomb isn't around. Contrast when I play Germans, I have access to Panthers as stock, and a range of excellent call ins for late game slug matches.
Your are falling into the fallacy that bigger = better. Yeah the KT is huge and looks scary but it's battlefield impact is a joke compared to what a good player can pull off with some good PIV Ausf J micro with a JPIV supporting. Sure Ostheer can escalate to T4 but
why would you want to do that when you have everything you need in T3. Panthers are made to fight heavy vehicles, which are now limited to 1. So why would you need Panther
's when you can just as easily handle shit with some StuG III's.
And Soviets MAY have ISU or IS2? Christ most Soviets players exclusively use those commanders, I seem them all the time in every game mode. And what's wrong with SU-76's? They are insanely efficient.
The IS2 outclasses the Tiger I. You can't spam late game call in's as Axis (or anyone else) anymore so I don't know what your trying to say here because in the context of the current patch it makes no sense.
In most large games VP's are completely ignored as the game starts. These are of limited importance since you can always take one at some point and limit vp loss. Fuel is what counts. Look at Steppes. There are two vp's largely ignored as the game starts and the third is only relevant because it sits near a high fuel point.
Ignoring the top 2 VP in steps is like the number 1 tactical mistake you can make on that map. Getting the munitions points + mid fuel is much more advantageous than holding the Island.
Steppes is actually one of my favorite maps because pathfinding is good and there is flanking opportunity throughout the game.
That's my point. Why is the most sensibly designed 4v4 map so old yet since then is seems Relic has been totally unable to figure out how to replicate it's success?
Dude stop accusing me of not reading your posts it's childish as hell.