Which super heavy are you referring to?
There's no way we are going to balance Elefant/JT around 1v1. That would be like trying to balance light vehicles around 4v4. That's beyond silly.
Calliope/King Tiger/Sturmtiger/AVRE are OP even by 1v1/2v2 standards (just overshadowed by teching/more OP stuff). Thus, they will be getting the nerfhammer sooner rather than later.
Finally, just popcap/repair changes alone will make no-brainer fielding of heavy tanks actually punishing if you don't use them properly.
i think Ele and JT should be viable in 1v1 however rarely viable they might be.
more and more i think about it, with exception of FRPs, and caches
everything really depends on maps.
You cant simply have same number of points as 1v1. The reason why super heavies can dominate and achieve critical mass with only a bit of support is because there is just so little room to fight for. Ele, KT, JT, IS2, whatever heavies become problem because they can simply sit on one of two places where the team has to defend.
ONE of TWO places. maybe that is ok for 2 players total but that cant really fly 6 players+ or even 4 players. Walking stuka becomes steadily more of a problem as the gamemode gets bigger because there is simply not much room for the opponent compared to 1v1. Same with all other arties.
solution?bigger size and the whole attitude and template for making 2v2+ maps has to change. for example, in 4v4, no longer maps designed to have two separate 2v2s on separated fuel points. We just simply need bigger maps with more resource points but with each of them with lesser income - again, we need to separate gamemodes to do this.
i'd say the size has to be at least as big as general mud or montargis region but with eyeball design of Hill400 and Hamlet to make distance from frontline to base not too far.
p.s. just remove FRP, make OKW base have 4x higher health so it becomes good soft retreat base. L2SoftRetreat FFS.