Sigh, again this discussion.
Someone already said it and stated perfectly.
To "fix" teamgames, specially 3v3+, we need to adjust resource gaining (specially Opel + Caches) so that the game becomes less "spammy". But that can be the whole reason someone plays those modes. So in order to balance it, you have to take out one of the reasons someone may have to play it.
...
AoE2 civilizations has almost the same units (at least early game). For the casual people (and mayority), its about "sim city" on the first minutes and then amass troops and attack.
When you learn a bit more, you know how to micro/macro well your economy or perform a couple of rushes but still the early game is "almost" the same (unless you play huns).
World in Conflict and Wargame don´t necessary fall in the same RTS category as AoE, CoH, SC2, RA, etc.
@BeltFedWombat @Cohforever: are this the main problems?
-Spam of units and resources.
-Ease of use of Panthers + PG shreck blob
-Even if SU have more "wipe" capabilities, the burst damage/resistance OH have on tanks and infantry against tanks makes them really great late game.
-Combine the last point with infantry losing importance during late game when tanks have such big power and paks can be clear pretty easily.
-Some offmaps have really good crowd control for it´s price (strafing run).
-It´s more factible to have a recon + offmap as OH rather as Soviets. It makes any artillery quite dead.
-Bunkers are cheap for what they can do.
-Sniper spam can be deadly early game since you can rely on your teammates to cover you and cap.
Did i miss something?
All what i said can be somehow find on 2v2. The difference is map presence/tactics and resources.
If there is an issue on 1v1/2v2, then its gets multiplied on 3v3/4v4.
Also the nature of OH faction makes it extremely easier to play on 3v3+ random in comparison to SU. You have all the tools at your disposal T1+T2+T3/T4 in comparison to the need of synergy of T1/T2 + T3/T4