But numbers don't lie, the average CoH2 player is overwhelmingly a teamgame player. 4vs4 completely dwarfs 1vs1 for playerbase and yet it's rather second fiddle in patches or updates with most of the attention on 1vs1. Commanders when they have been introduced are rarely with supporting teammates or team play in mind bar a few select abilities (P4 command tank, mark target etc). There should be more abilities and more team based fuctions if you ask me.
There's also the balance issues with teamgames in mind, where as OKW and Ost seem to synergise quite well for teamplay Brits and Americans for example just seem to be a cobbled together mess and work as such in teamgames. Balance is currently achieved between a mix of crutch units in each faction rather than good faction design. I hope for any future factions included in CoH3 as DLC to actually fit and work better amongst each other.
Personally I would like to see relic increase player numbers and map sizes for CoH3, possibly 5vs5 or even as far as 6vs6. This is the way I can see CoH growing as a franchise, capitalising on what is popular and catering to that market to make money.
B-but Swordfisch muh 1vs1 ESL scene! it can't fall behind 4vs4 pleb pandering ruining balance!!?
I too enjoy the 1vs1 aspect, it's one of the most thrilling parts of the game. But the certain elitists in this community should probably realize whatever money relic will profit from can only help game balance (it's not like the current model is working, the Esports scene is dead bar some community efforts to pump life into the game for relic). Maybe we could see a seperate resource income and unit timings between modes... who knows