Everyone forgets COH1 had target tables, which enabled individual units to have more or less power vs other specific units, ie., infantry couldn't do a damn thing to light vehicles (I think if you had about 20 flame pios you could eventually kill an M8 though).
The simplification of the database is part of why COH2 has less depth. They just couldn't do things like give jeeps a bonus against snipers. So enough bullets from infantry will even damage a tank...
They were also a mess to code (IIRC) and made the game had even less balance patches.
Also, your 2nd statement is bullshit. LIGHT VEHICLES DO HAVE bonus against snipers and we do have target tables but those are rarely used at all. No amount of bullets (unless incendiary rounds) will damage a tank, because hits with less than 3%(?) to pen are ignored.
snipe
I'm implying that you are trying to hide an acceptable argument of bad game design behind "allies have always been OP, Axis UP!".
The pics were part of showing how every side had bullshit depending on which patch are we talking about. Your comments seems biased, people seems to think so. I would be surprised if you could show us a balanced distribution of faction play or a high level replay. Before this comes as an elitist comment, i think you should check how much does it cost the 222 in comparison to either ANY light car/tank.
Before going on detail about it, i'm gonna say that i recognise what Relic tried to do and why IMO it was bad and HOW it's been changing in the last patches.
Relic gameplay design was that each faction should had power spikes which would force the game to go into a back n forth state (from unit timing, to vet, upgrades or call ins). PROBLEM is that this can only be applied when you are making a game with only 2 factions. Throw up more variables and the whole concepts get's thrown out of the board. This is why SU vs OH has always been balanced and in some way USF vs OKW. When we mixed USF vs OH (it was a USF steamroll in 1v1 on release) or SU vs OKW (maxim spam or OKW infantry outscaling whatever you could throw at them). This doesn't even account for spawn or map balance.
So there's has been a normalisation of WFA (and soon UKF) to be in line with EFA while at the same time, upping the power of the old factions.
-222 ARMORED car not being armored while the other factions' ARMORED cars are is unfair
222: 210MP/15f You know what does it have a similar cost? The M3A1 scoutcar from soviets which get's utterly destroyed. The USF dodge cost 240mp/20f and is even worst. M20 cost 340mp and 20f and requires a munition upgrade to gain some armor which won't help against the 222. At least you get a zook, which won't help if someone boomrush you and attack commands the vehicle to later run away.
Do we jump to the Greyhound? 280mp/40f and get's destroyed by the 222.
Things that will destroy it 1v1 but not 2v1: USF AA HT (350mp/50f), AEC (280mp/60f + tech unlock cost) and T70 (200mp/70f). THE vehicle which will wreck it 100% of the time is the Stuart.
ATM 222 is OP for cost and one of the things which holds OH atm (in sum with the sniper).
DESIGN WISE: yeah, you could argue on why not making it a pseudo P2. Thing is, 222 is there to put a stop to SU T1 play and light harass. It's cost and timing are too soon for it to be any "stronger".
The PUMA, doctrinaly introduced, was the "armored" unit to deal with light tanks in a fight fire with fire solution.
222 is there to be an extra soft counter to all the light vehicles. This is why there's no longer a muni upgrade for it, so you can use faust, schrecks and tellers in conjuction with a pak if necessary.
INSTAWIPES: i haven't make a single statements against the changes nor i'm in favour of maintaining most of the ones which are in the game.
INSTA single model kills: this is your lack of understanding of game mechanics. Whenever a unit has LOS and is in range of another one, it will start shooting at the first model that it's in range. If you have units outside of cover or moving forward, it's very likely that a single model is gonna be targeted first. Not frequent but there is something called RNG. Shit happens. Most common thing is seen this with conscript squads with a lucky roll since each weapon has 16dmg. 16*5=80.
INFANTRY running and having no casualties: either the squad they are facing has low DPS or they have high veterancy which is not offset by simil vet and/or they are running through craters which grant light cover. The bane of mid/late game infantry play.
It's objectively wrong to design a game that makes things unfair for players at ANY stage of the game, in ANY situation, EVER.
I wholehearted agree with the idea behind this but THIS IS NOT THE ONLY WAY TO BALANCE a game nor is the magic solution to have a popular/good game.
To give an example:
Relic is between Blizzard and Valve. We are now moving into RIOT stage.
TL;DR: i agree with some of the basic design problems you bring up about the game but if you want to have a good discussion with people taking you seriously, then leave aside biased opinions about whatever factions. You are just getting labelled as a "X Fanboy".
PD: IF you think you can do better then please present us a mod. If it's good and popular Relic will make it into the live game. IF not, the words are just gonna be blown up by the wind.