it would rather that the reason for that is strategic diversity and complexity
That's been naive. If the alternatives of play aren't better/viable, people are just gonna still play with the path of least resistance/ease of play.
Also reminder that the quote i was answering was: USF/SU have the advantage early-mid game cause they have OP units (the ones i mentioned). The thing is, they are getting nerfed so that apparent early advantage is disappearing in a slowly fashion. If you nerf what makes them good early/mid on, why you shouldn't nerf what makes other factions good later on?
Neither am i. I just think that making it harder to win vs faction X after minute Y and introducing the option of winning due to outplaying your opponent adds a nice mechanic and increases strategic diversity.
I'll give some examples:
-been able to build a mortar pit + forward assembly for UKF during the midgame (small/choke/urban map)
-We complain about AoE instawipe tools, but how are u supposed to deal with double LMG/Bar 5man IS/Rifles, Vet4 Obers or high vet high number of 6man PF.
-Amassing crushwell/comets and using in combination party cover is "really a high skill" strat.
-Sitting down a JT on a linear map or in a tunnel section of a map requires huge amount of micro.
I'm not saying nerf things into oblivion but remove the scenarios on which: i got a certain unit composition therefore i'm "invincible" right now. Specially if that certain unit composition requires the least amount of effort to use.
"
option of winning due to outplaying your opponent"
Outplaying shouldn't be:
-i choose X commander and i click IWIN offmap
-i built a unit and i sit it on certain position therefore now it takes you triple the amount of effort to deal with it while i look at the damage it does
-I got X amount of vet/weapon upgrades, now i can effortlessly roam around the map with a blob without taking care of positioning or whatever.