-->Making factions stronger at different phases of the game means automatic balance scaling issues. It guarantees that whomever has the best "late game" faction is more and more powerful in larger game modes where the probability of the match reaching late game approaches 100%. Thus, you can never have a game where the 1v1 and 4v4 are both balanced. To a smaller extent even 2v2s become skewed by this effect, a mode which is still highly competitive. If you balance for 1v1, then 3v3 and 4v4 become the late game faction's bitch. If you balance for larger games, then the early game factions will be OP in 1v1s. Balancing around resource shortages for OKW also has the same problem when combined with OH teammates and cache resource sharing.<--
Also a keen observation. This is probably the root of COH2's balance problems. How could it/should it be resolved?
Same way it was resolved in COH1, make the factions not AS different. A bunch of small differences add up quite fast. The best balance was VCOH, and before you look at the vet they KIND OF look the same. Each has a mortar, a HT, an MG, an ATG, a sniper, a scout vehicle, a light vehicle, AT armor, medium armor, etc. and most of the "other" units don't show up until pretty late in the game. Yet even before Vet differences they play very differently. The "like" units are not the same and not in the same tiers, etc.
Finally they balanced "bought" vet with really good earned vet3. (On armor I think the vet is a bit less balanced).
But in COH2 everything has to look different. With 4 such different teching structures and with a GOAL of different factions it isn't shocking that they end up with balance problems.
The same drive to make TOV factions so different is what messed up the PE and Brits. They would have played differently just because Infantry Sections/=Rifle squads, Fireflies weren't M10s, emplacements, etc. They didn't need infantry blobs to be different