well one of the reasons (the main one in my opinion) that they are "game breaking" is that they expedite game advantages in a poor way. Due to having multiple players, it is easy to have someone build a cache or so early on.
I completely disagree. Building blobs of infantry which can run into suppression, throw nades and kill well-placed defensive line is bad for gameplay, and limiting resources will only lead to elite-inf spam into heaviest tanks. And guess which side wins elite-infantry battles and heaviest tanks competition.
In the allies side, if they gain an upperhand and have caches up all of the sudden there are huge early game or mid game vehicles out way sooner then they should be. This becomes a tremendous strain on getting back into the game as an axis team so there are many really short 4v4 allies wins.
So? It is not like Axis have much weaker early-game or cannot harass allied lines. If they on back foot they should work hard to get back into game, not get (relatively) free comeback machines on 11/15 cp.
on the other side, if the axis stall well enough and maybe even get the upper hand with caches up they are shortening the time to get their super weapons out by quite a bit. this like above have a root cause of caches and create a large problem in getting back into the game. In this case, it is also why arguably the axis get the better end of the stick because the early and mid game in a 4v4 lasts pitifully short compared to the late game where axis have their designed advantages
1 rushed t-70 or even m3 with guards can destroy cashes on most of the maps, punishing axis players who instead of investing into powerful infantry build worthless cashes even more. And axis holding their defensive line is what game should be. Axis have better tanks. Axis have better anti-tanks. Axis have better infantry. Better off- and on- maps. Better everything. Agin, if they want their powerful toys they should put themselves into risk. Building cashes is risky. Building blob on infantry which would steamtoll everything but heaviest tanks is not risky, it just stupid.
Extending kt arrival time by another 2-3 min will not somehow magically buff allied ability to push germans off the map, it only would make okw player to build 2/3 raketens in addition to his 3 shreck volks to COMPLETELY shut down any soviet player who will be foolish enough to try playing t3 instead just waiting for is2/t34-85/isu.
Then... call-in meta. I have enough of it in 1v1/2v2.