Whermacht in general have access to some of the best vision tools in the game. Wether it is from free Pioneers, Sniper, Scout Car or spotting scopes, they have numerous viable forms of extended vision options while USF really only has Pathfinders. Which is problematic considering that the design for USF is based on Rifleman and "flanking" the enemy. Kind of hard to do that when you have a vision disadvantage at almost all stages of the game minus one doctrinal unit.
To be clear im not advocating that the Pioneer vision be nerfed but rather numerous options for vision be spread out across the factions in a fairer manner.
Such as Rear Echelon getting a vision bonus, USF vehicles not needing to hit Vet 3 (Stuart) just to do what a Kubel can at Vet 0
Combat Engineers getting vision bonus at Vet 1, things like that for Soviets instead of crutching so hard on T-70 for vision or Mortar Flare Spam (which should be nerfed if other vision options are granted)
Pios have sight range 40. This means that they can know in advance where the vickers or maxim is located. And suppress your machine gun. For a long time I did not understand how the mg42 was shooting at me from the fog of war. Everything turned out to be simple - this is the sight range of the pioneers. How easily I take fuel or another important point in the early-early game, this is guaranteed.
This is not a problem in general, it is only debut problem and the solution to the problem is very simple. Move the sight range 40 to the 1 vet. The base sight range should be 35, like other units: combat eng, royal eng, and RE. It made more sense to give such to the rear echelon in order to coordinate the mortar. I remember Sturmäger talking about the pioneers a long time ago, but then no one else paid any attention to it.
So in every popular competetive multiplayer teamgame you have a fixed number of players (5v5, 6v6 etc.):
Counter Strike, LoL, DotA, Rainbox Six, Overwatch, you name it. The ranked matches are fixed by this teamplayer number.
One of CoH2's problems is the unbalanced 4v4 mode. This is partly due to the playerbase. The teamgame playerbase is divided in 3v3 and 4v4.
Random/Solo searchers usually want the big battles of 4v4. There are like none people who specifically search random 3v3 and not also 4v4.
So my suggestion is to remove the 3v3 Mode in Ranked matches:
-Its easier to balance out maps, because there are only 4v4 maps
-more maps (the specs for making a new map are easier, there is no dire need for mapmakers to make 3v3 maps)
-you have more time to polish existing maps
- you have a larger player pool
- with the larger player pool its much easier to balance out the player search
- teams of 3 (guys who want to play with 2 friends) play with 1 random which works absolutely fine in other games (counter strike, DotA, LoL, Rainbow six, etc.) and is widely accepted.