Anjian, on 11 May 2021 - 09:34 PM, said:
Starcraft is actually quite well balanced in craft. You cannot compare RTS for asymmetry as they are deliberately made for that purpose. See Command and Conquer with their pseudo US, China and Soviet factions.
But for shooters, no one ever does asymmetry. Have you ever seen World of Warships have a game mode that is all Japanese ships in one side and all US ships in another? All German ships in one side and all British ships in another? No. Because the developers understand that with factional asymmetry, there are inherent imbalances among the units that is part of their lore. I have never seen War Thunder either with one side that is all German aircraft and one side US aircraft unless you are setting up a simulation battle. But for the simpler shoot'em up arcade battles, its all mixed and always mixed.
Point of order, Planetside and Planetside 2 were very successful and one of the selling points of them was the factional asymmetry, to the point that one of the larger problems was maintaining decent balance when each faction had fairly different performance specs on everything from sidearms up to MBTs, aside from the few shared neutral weapons and vehicles.
There's the whole lineup of Tripwire shooters, stuff like Red Orchestra, Rising Storm, &c. -- Rising Storm 2 is still actively played by a fairly substantial playerbase and
that's all about asymmetrical warfare given that it's set in the Vietnam War.
You see similar things from Insurgency, Counterstrike, Day of Defeat, &c.
Team Fortress 2, although it doesn't have team-based asymmetry, is likewise heavily focused on balancing PvP when players have radically different sets of capabilities, and there's a whole host of knockoffs that try to do the same thing. This tends to shake out into asymmetrical teams outside of high-end competitive play, and sometimes even there for specific purposes.
Your own point about War Thunder is unfair, because Realistic Battles (i.e. asymmetrical) is far and away the favored mode for everyone who plays armor. Nobody with half a brain plays Arcade outside of air.
SCP: Secret Laboratory, although it's not really a traditional arena shooter, is an asymmetrical FPS with no less than six factions, and there's always the sharp divide in how you play as a human as opposed to a skip. Left 4 Dead in the PvP mode functions very similarly.
Pirates, Vikings, and Knights II is a bit of a cult favorite rather than mainstream, but it
is a wholly asymmetrical FPS, even if the S stands for "slashing" as often as "shooting".
The premise behind a
lot of ArmA ops throughout the lifespan of the series has been asymmetrical PvP, from stuff like checkpoint RP to counterinsurgency missions to outright "the Soviets just rolled through the Fulda Gap, WWIII is on" scenarios.
The point of all this is that these examples are just from the top of my head. The assertion that shooters don't, or can't, do asymmetrical teams is absurd. The market is
full of shooters that leverage asymmetry. Maybe you'd think that way if you hadn't played a single FPS since Quake but I can't imagine how else you'd reach that conclusion.