Good thing the game isn't a multiplayer only game. That may be the part of the game you care about most, but it's not the only part of the game. That's like ordering a pizza and then complaining that you could buy pineapple yourself for less money.
I'm on a pizza kick at the moment.
To the OP's post.
Commanders
You select 3 Commanders to take into the game with you, everyone can only pick three. That way you aren't fully committed to any one particular strategy until later into the match. This allows for some of the same flexibility that CoH had while still providing a pre-game tactical element.
Factions
As people have pointed out we launched with 2 factions (Soviets and Germans) which is how many that the original game had at launch. More may be on the way, but we haven't announced anything yet.
The single player campaign in Soviet only, but the Theater of War mode which is new in CoH 2 is playable from both sides.
Balance
We didn't go out of business our publisher did. SEGA bought us and we'll continue to support the game going forward. 7 years on we're still supporting the original game, so we'll happily be working on CoH 2 for a long time.
I really appreciate you taking the time, as well as everyone else, to respond to the post with an informative answer, I can understand that reading through these forums as a developer is not by any means easy; people can be quite critical of a product these days, myself included.
I think everyone knows how much we loved the original; it changed everything, and you've heard it a million times. But, I do agree with one of the previous posters in stating that there was no reason to reinvent the wheel here.
The game ships with an outstanding amount of single player content that is more a "full game" than most "full games" are these days, but it still stands to be mentioned that some of the choices Reilc has made concerning multiplayer are questionable, if not, downright confusing.
You must know that the longevity of an RTS is found not in the abundance of its contents but in the diversity of play uncovered in its basic foundation.
DLC and Pre-order Commanders worked against this in two ways even before the game was released; it destroyed the illusion of a level playing field straight out and then consequentially destroyed the illusion that commanders mattered when we were told not to worry, that the playing field was level whether we had them or not.
It is competition that kept CoH alive and the lack there of that killed CoH-online. I thought something significant had been taken from that experience.
I do quite like the idea that you describe Noun, flexibility and pregame tactical elements, but is something that I don't have because i didn't pre-order really worthy of being called a "tactical element"?
I believe in Relic's ability to balance; I do. However, what dreams I had of Relic understanding how to create and foster a competitive environment, and appreciate that it is said environment that has kept Relic in business, are beginning to fade into simple memories.
Did you all want to create the Homefront of RTS, with all its bells and whistles, or the Counter Strike, with all its simplicity. I know a few people who played the former for a week and countless who have played the latter for over ten years.
Sometimes I ask myself whether the brilliance that was CoH was a simple fluke of ingenious proportions.