Bad idea. The game does not only consist of top players but >99% of "average" gamers that also have a very different point of view on the game.
Sure, if we talk about things like "Does the Jackson need 300 Penetration, wouldn't it be better with 280?", this is a topic for the pros as average players won't notice any difference.
BUT
There are also strategies, which are laughable for Pros, but tend to suck all the fun out of the game for a larger player base. A good example is the former British Sim City. It is a huge pain in the ass for average players to cope with this strategy while the pros just played around the emplacements. Sure, "noobs" could also do this, but you still have to keep your retreat paths in mind to prevent your retreating troops running through the Bofors and getting wiped.
Not a big deal for a pro, but still amazingly annoying for average players. Pros would now suggest that everything is fine, while the average noob struggles and quits the game.
Why do i always see people talking about British Sim City? Where is the Wehrmacht MG/Bunker spam? Do you know how annoying is this?
Yeah, maybe on some custom map with only one bridge between opposing armies, it could be considered a reliable counter
Otherwise, get a Pak and keep a snare around it
He can bait him. He can also put the mines on retreat path. In case that he chases down a retreating squad, he will step on a mine. You can also expect mines to be placed at the most stupid places, but still take down a vehicle, or at least disable it.
Balancing is something that we can't do both pros and normal player because it requires totally objective opinions. I mean, if a unit needs to be adjusted, it will have to have an X strength and a Y weakness. This is what we can't fully understand. We all want to create the absolute unit or the next Universal soldier/Captain America. That's not how it works.
As an example i will point what G2.Fabian (professional player playing Rainbow Six Siege) said about an operator called Lion. He said that he is op and he has to be nerfed. He even signed a petition along with some players. The result? The specific operator has been banned and cannot be used in Pro League just because this guy is a whinnie and can't improvise when playing against this specific operator. Of course i'm comparing 2 different games in which balance is also different.
In CoH2 some units might be broken, but we need to sit down and see how they are broken or how they are underperforming in order to "balance" them. We can't simply give a unit the cost of a loaf of bread, the strength of a fortress, the firepower of an aircraft carrier, the armor of a modern tank, the speed of an F1 racer and the range of an ICBM.
Every time you ask yourself a "why" question like that, the answer is going to faction assymetry aimed at making the game more diverse.
When it comes to initial/builder units, the design thought is pretty obvious. First two faction create a gold standard for such units with their versatile builder/repair units. These two units differ of course, like in case of their cost, building options, weapon profiles and sight range, but similarities between create kind of a standard set of features that DLC factions are supposed to variate around. In effect:
- USF gets crew repair and self building base buildings, reducing their initial engineer unit to support role,
- OKW gets expensive, combat potent unit that forces time management problems on the players, as in deciding whether it is better to keep it on the frontline or build mines and fortifications or repair behind.
- UKF as the latest faction differs from the standard more than any other, it gets mainline infantry as first unit and the repair unit is only available further in the tech tree.
Yeah, well i know that, this is why i picked UKF as an example. Stumpioneers are fine, even if i was scared of them when i started playing this game. Each faction has something unique, and in OKW's case is the starting engineer squad which can melt mainline infantry and put some aggression. That's it. Other than that they are just a normal engineer squad.
I have seen people discussing this a lot while suggesting Commanders for their loadouts and i really can't understand how it works. The only example of counter Commander i know is that OKW's fortifications counters USF's Heavy Cavalry. How does that work, how do we know that a specific Commander from a faction counters a specific Commander of another faction? Can you give me some examples and how we reach to that conclusion?
While you are fighting for your cutoff, send a lone squad to cap other points around the map and harrass his fuel. In case that the enemy OKW doesn't go for your cutoff, you can go into his own cutoff and harrass it. It works very well.
So what bothered me since OKW revamp was; why Sturmpio was still given unit?
OKW does not suffer from lack of resources anymore, Volks are good(maybe too good) for their price since it became 250mp unit with STGs(I still don't know why Thompson is so tabooed compared to STGs. Wolfenstein stuff I guess)
can't they give Kubel or Volks for starting unit? why does OKW gets free assault unit in the first place?
Why does UKF start with an infantry section squad instead of an engineer squad? There are many "why" in this game, but keep in mind, Stumpioneers aren't a big threat as long as you keep your troops together. In the early game, you can also put your lone squad (be it Riflemen, Cons or Tommies) in garrison and see it dealing with Stumpioneers very well. I have done it, many people have done it and they keep doing it. Again, Stumpioneers are NOT a big deal.
Well, you'll definitely see a lot of blobs, but not only on the Axis side. But i will agree on the heavy infantry play that Axis now deploy which favors light vehicle play, especially the new M20 which is a great tool. One thing that i'm currently questioning is why the majority of OKW players go for Sturm Offizier and blob THAT much.
Well, the MG-42 can pin a blob in 3 bursts (1st pins 1-2 squads, 2nd supresses the rest and the 3rd puts a red pin on them), the MG-34 needs 3, while the Allied counterparts need 2-3 (.50 cal), 3-4 (Soviet) and 4+ (British). The only units that can effectively pin are the DShK and the AAHT. Axis blobs can easily wipe an Allied machine gun frontally, the Allied blobs can't do that.