There are a variety of inbuilt balance issues in team game modes.
- Some factions are stronger in the endgame than the early game. As you add more players to a game, the longer / later the game gets on average. This implies that the larger the team game mode, the more likely it is that late game factions will be allowed to shine compared to early / mid game factions. The window of opportunity for teams that need to do their damage early is shrunk considerably and most of the game time is spent in the phase where the lategame factions are strongest.
- Some factions are intended to be resource limited, but can benefit from resource sharing to a significant degree in team game modes
- Resources are plentiful in team games generally, and any balance based around rationing of fuel becomes diluted or made outright irrelevant.
- The larger the team game, the more simultaneous fronts a player may have to worry about. This increases the micro burden.
- Higher player counts on small maps means concentrated firepower. Fragile units are very likely to die when a single mistake is made, while heavier ones are more survivable and can be repaired for "free".
Axis dominate big team games because of these factors even in the current meta where they are inferior in 1v1 to Soviets. USF is borderline useless in large team games, if your whole team isn't Soviets you might as well pack up and go home. The micro tax for USF is already huge, when you've got big team games with paks on every flank, roving shrek blobs and multiple CAS players making you dodge strafes constantly you WILL make mistakes and you WILL lose your tanks, even if you're playing very well and eventually win. The USF tank swarms get stuck on shitty pathing constantly especially on urban maps or maps with weird / tight geometry.
Currently SU76 spam into 152 dominates OKW players mostly, but this is a temporary situation which will be fixed soon. OH is more popular regardless in my experience of this patch and is probably in a better spot balnace wise vs the howitzers, but more vulnerable to a fast quad. But fast quad isn't as devestating when there's guaranteed to be early shreks / paks all over the enemy lines. It's still damn good, but not as devastating as it is in 1v1 and 2v2 to some extent.
The British may bring some serious punch into BTB for allies, but it will suck if USF continues to be the irrelevant black sheep of the Allies in team game modes. That's the main reason I'm lobbying for Persh and Calliope for America, even if they're not very good in 1v1s because of economic balancing, they'll be very useful to augment Americans in team games and make them viable by giving them the late game indirect and late game heavy armor they lack.