Go quote me on that, because I never said that build costs hold no value to balancing. I said that looking at build costs alone and neglecting everything else is bullshit.
Apparently balancing by combat stats is the preferred way, although the effects are much more indirect than changing purchase costs. Should make you think why, because I am sure that balance team is not interested in creating more work than necessary.
Are some units, despite being balanced early game, far more effective than others in a pop-cap situation?
If yes: which is more work for the balance team?
1: rebalancing 10s of units around the pop-cap performance without disturbing early game balance
-or-
2: changing 1 arbitrary value
No they would not. Kubels get two-shot (or even shot+snare or shot+small arms). Building them mid and late game is simply throwing resources away since there is a medium and an ATG available.
The SOV clown car has the exact same health. 2x WC-51s dominated USF meta for months. 222 is an OST staple. Bren carrier has been a staple of UKF for awhile though currently there isn't much reason for one over super sections.
Kubels are the only ultra-lights that don't see much play not because they don't have high value individually, but because kubels tie up a 340 manpower worker/mainline.
Also suddenly there are interdependencies?
Why is there no interdependency between IS and REs? Grens and MG42s? Penals and the lack of any team weapon? Obers and the otherwise lack of a cost late game AI option for OKW?
That's what I am talking about: You cannot completely neglect the environment your comparison operates in.
So you want me to write a 1,000 page book on every unit in the game before commenting on anything? I have a sneaking suspicion you wouldn't want to read it.
Maybe let's take a short cut:
Why do you think that the purchase cost is such a better measurement of performance than any actual performance stat like DPS or health?
I think the purchase cost, after 5 years of balancing, is a decent summation of the relative value of a unit's DPS and health stats, and though they may not be perfectly accurate, are a good tool for high level discussion compared to the alternative situation wherein I write a 1,000 page book.
I cannot think of a single unit that consistently beats a more expensive unit in it's same class role. Semi-elite infantry beat mainline infantry, elite infantry beats semi-elite. Mediums beat lights. Heavies beat mediums etc. etc.
The only equalizer for cheap units is numbers, which works great for the first 30 minutes of the game until it becomes impossible to outnumber your opponent.
Again, I never said that even if you're trying to insinuate so.
I'll bounce this question right back since you are convinced of the purchase cost theory: Why are T70s not built in the late game when they have way higher cost density than T34/76s? Heck, even the IS2 cannot cope with this cost density.
T-70 is built in 99% of SOV games, and the entire faction revolves around it's effectiveness so I'm not sure why you think this is some sort of gotcha. I've seen 100s of games where someone replaces a destroyed t-70 for every 1 game someone replaces a 222.
The worst thing you can do in a winning position is not keeping the pressure.
If you keep playing at the same army strengths you allow your opponent to punish a misplay of yours and wipe squads/steal weapons etc. If you have an additional 1-2 units on the field (the advantage you gained previously), the chance of him doing so is much lower, because he needs to fight an uphill battle. You on the other hand bleed less, put more pressure, more map control, more income.
If you don't believe me, then believe any of the other pro or non-pro players that have said exactly the same in this very thread.
This pressure mindset sounds great until you hit a base entrance mine chasing low health squads, or get ambush snared in front of two AT guns.