So many people are willfully ignorant about some of the very core design mechanics used to balance CoH games: Allies need to win early game while axis need to survive early game aggression and win late game.
This is one of the most fundamental ideas around which CoH games are built. The balance of ally strength early game to axis strength late game is at least as important (i would argue it is more important) to relic as is the balance of any given unit against its counterpart on the other side. If you can't see this as a core principle of the game they have built then you don't understand the game enough to even participate in a balance discussion. In short, the asymmetrical balance of units (of which axis basically always has the stronger, better options long term) is counter-balanced by the asymmetrical balance of power over time (where allies are stronger early game, and can generally get their units faster, while axis units are much stronger after tech once they come out).
When you put 8 players into a game on a big map,multiple commander synergy, additional resource availability, and map size basically break the power balance over time that they try to balance in 1v1, and what you have left is the asymmetrical balance of units without the needed counter-balance of time. This shifts everything to favor axis by definition. It isn't impossible to win as allies, obviously, but you have to work against the very mechanics of the game to do so, and everything needs to go your way. As axis you can rely on game mechanics to pick up quite a bit of slack for you.
The only real way to eliminate this issue would be to A)give units different performance statistics or costs and population requirements for 1v1, 2v2, 3v3, and 4v4 games (an unrealistic option) or B)make allies and axis equally powerful at all stages of the game, early, mid and late game. This would require a much more symmetrical balance of units, something relic has repeatedly stated they are against and it would destroy a lot of the actual flavor of the game.
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