A 4v4 on a map like Faceoff at Rostov is very different from a 4v4 on Steppes or City 17.
So much of Company of Heroes is dependent upon the map design the factions are fighting over. Almost all of the 4v4 maps have critical and glaring flaws that make them exceedingly problematic.
But that's almost inevitable, because in map design for 1v1s and 2v2s, there is much more room for balancing. The constraints and limitations of what the players can feasibly do on the map is more manageable. Once you reach 3v3s and 4v4s the sheer amount of units each team is fielding makes things rather unwieldly. Faceoff at Rostov has two territory points cutting the entire team off from the map. With the new commander, and four players, just basic amounts of cooperation can result in incredible advantages. (Close air support stukas so Close the Pocket can be fired at the same time, etc).
A lot of it has to do with how things scale. In 2v2s the crippling flaws of the allied factions are, as a whole, mitigated if the players coordinate in the slightest. At 3v3 and 4v4 it's hard for a team NOT to have a full variety of counters and abilities available at their disposal.
Solutions? Well, there could be more 3v3 and 4v4 maps for one. Also, the way CPs and resources are scaled and spread out in 4v4s compared to 1v1s could also be balanced out.
But so much has to do with the maps and map options. No one in their right mind can play a match on City 17 and then a match on Lanzerath Ambush and feel like they played on an equally balanced battlefield. The strategies and design can be absolutely and unequivocally altered by map variation.
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