From what I got playing USF and Wehr - USF was much-MUCH more finished then the Wehr imo.
True, USF has clearly been the main priority thus far.
Like for instance this whole idea behind Luft\PG tiers is cool, but luft was wastly infirrior to PGs in pretty much every single scenario, it was playable but totaly infirrior.
It is also pretty clear that Wehr is kinda not supposed to have both T2\T3 at the same time, without being punished for that res vise. This only leads to the fact either both tiers should be equally strong or we will be left with soviet T1\T2 situation.
True, but while giving the tiers similar strength may be more difficult to balance, it will ultimately lead to more varied gameplay, as opposed to the linear tiering we're used to from CoH2 Ostheer. It's not setup like CoH1 either, so the ambition is commendable. I don't think the changes have to be massive to make it work.
Upgrading T1\T2 is also badly thought out, because you was able to get stug\wilberwind at 8 minute mark if you rush it. Pretty much at the time USF got access to LVs.
It's mostly just a cost / counter thing. I didn't see such super early timings outside the 3 CP Wirbel call-in. There's also more counters available like the Chaffee, so it can work.
So idk, for me Alpha just shown some working and not so much concepts, but I think it was rolled out way to early. Because, as I was saying, it felt like wehr was just quickly made up into its MP version from SP, while USF was more or less in a finished state.
Also it wasnt helping, that we didnt exactly know what is finished and what is not (aside of oblivious things). Relic really should have given at least some sort of a guideline on what we should have been looking at and about what feedback is needed.
Well, information given could've been better in that regard. They probably did an approach similar to what they're used to with their closed dev group, but on this scale it could lead to a lot of obvious feedback. On the other hand, such obvious feedback might show them what to prioritize next. I personally felt there was a sufficient amount of things to talk about, and I've read a lot of good feedback, so I'm glad we've been given the opportunity to give input and have some ensurance of how the game is developing at such an early stage.