Or, now listen to me carefully, it was a fucking MESS to balance 871 infantry armor types against 500 different damage types while every single infantry unit had a completely different amount of health on top of that.
CoH1 was balance mess and a nightmare.
This is why CoH1 is horribly imbalanced up until this day and was never anywhere near being balanced.
Sure, it was in better state then CoH2 during its first 2 years, but after that it and its messy balance were left so far behind, some people struggle to remember how much of a nightmare it was.
There was no RTS game in existence prior or post CoH1 which had as many different types of damage and armor and it was impossible to wrap your head around getting to know what does what.
Disagree, coh1 was fun and 'balanced' enough to play 2v2.
More stats variables to tweak the better. Relic just got lazy with coh2, or simply lack of manpower. Not just stats are dropped but the engine itself is at most a side grade when you consider physics and audio and ai and path findings.
No need to make excuses for them
Why does one need for a game to strive for 'perfect' balance which inevitably makes everything mirror sterile and down to apm and memorising build order timings?