It is true that Axis are overpowered in 3v3 and 4v4 games (not in 1v1 and 2v2). However you all need to keep in mind if you nerf OKW on the basis of team game balance you will essentially throw balance out the window for 1v1s which would be disastrous. This would directly impact the competitive nature of this game and the 'esport' value. Like it or not, 1v1s are the most competitive game mode of any RTS and is often the best place to base balance off (as statistically the best players play 1v1s and can thus uncover the true balance issues as oppose to the L2P issues).
CoH2 is unique to other RTSs due to the emphasis on strategy and RNG. This make balancing 1v1s unable to correctly carry over to other game modes.
I believe the actual cause of this is in 3v3s and 4v4s resources are shared thus inflating the income for one particular person. This creates incomes which would be impossible in 1v1s. Rather than simply nerfing OKW - which is a rather simplistic approach with really bad follow-up consequeces for 1v1 - we should look at trying to replicate the 1v1 situation for teamgames. What I mean by this is reduced income for teamgames (which has already been suggested in this thread). This would mean the early game and mid game would last longer which would allow allies to properly apply their strengths in teamgames and would prevent Axis rushing late game super units and spamming them. This would also not impact the balance for 1v1 as you are not directly nerfing the faction but rather changing how the game mode works so the balance decisions from 1v1 play are actually carried through to the other game modes.
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