"US forces. Specializes in blobbing riflemen into Jacksons."
"Wehrmacht is great at camping with machine guns and PaK walls. Also, LMG grens and turbo mortars that work better than the 120mm."
"Soviets can cheese you really early with flamer scout cars. If that doesn't work, try spamming maxims and waiting for call-ins."
"OKW reforms wounded men and old guys and expects them to fight better than anyone else, and they do because schreks and 5 stars of veterancy."
"The British: an Allied faction Axis players will love. We can't say any more because of the NDA."
lol, this was good. If you can't get a position writing for Relic, there are always spots open here at COH2.ORG.
Yes they should. It's what Relic refers to as asymmetric balance. It's what already set vCoH apart from World in Conflict. The only way to achieve perfect balance would be to give every faction the exact same units with a different paint job. Well, then the maps would be more in everyone's focus, prolly.
What you are stating is basically against everything CoH always was and always should be. Maybe this is the wrong multiplayer game for you.
Well said!
Making factions stronger at different phases of the game means automatic balance scaling issues. It guarantees that whomever has the best "late game" faction is more and more powerful in larger game modes where the probability of the match reaching late game approaches 100%. Thus, you can never have a game where the 1v1 and 4v4 are both balanced. To a smaller extent even 2v2s become skewed by this effect, a mode which is still highly competitive. If you balance for 1v1, then 3v3 and 4v4 become the late game faction's bitch. If you balance for larger games, then the early game factions will be OP in 1v1s. Balancing around resource shortages for OKW also has the same problem when combined with OH teammates and cache resource sharing.
Also a keen observation. This is probably the root of COH2's balance problems. How could it/should it be resolved?