What unit do you miss from COH1?
Posts: 531
bikes, jeeps, light veh's with no gimmicky garrisons
panzerfaust's and AT nades that made sense
delay input
Posts: 79
If Strategic Depth were a unit that's the one I miss most.
BEST>>> FUCKING>>>> POST>>>>
COH2 is just... lacking.
Posts: 978
The Elefant is way too clumsy compared to the former super-heavies.
Posts: 135
Kingtiger, Jagdpanther.
The Elefant is way too clumsy compared to the former super-heavies.
IMO the elephant is harder to get than those units were right? You really have to manage an elephant to get use out of it yes.
Posts: 248
Posts: 3293
jeeps/motorcycles
goliaths
its not a units but Bars
Posts: 879
Posts: 292
Posts: 99
I love non-combat support units.
Posts: 2742
It made the late game more interesting and viable for the Americans. The SY mitigated manpower penalties and increased rate of veterancy for rifles which made fresh squads be able to catch up and be competent after minute 20.
It gave a worthy objective to the Axis for base rushing: it could delay armor and tanks, and simply slow down manpower income and destroy an American fuel investment.
There is sadly no equivalent. An interesting change though is that both factions gain veterancy in the same fashion, as opposed to the vCoH dynamic of purchased Wehrmacht vet. This offsets the need that Americans had for 'catching up' fresh squads against the purchased legions of crack German soldiers. Also receiving vet for incoming damage is an interesting addition. Still miss me my supply yard though.
Posts: 915
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Posts: 157
Posts: 783 | Subs: 3
Plus the fact that cutoffs give munitions and fuel means that there are actually more ways to play the map than there were in vCoH.
Posts: 480 | Subs: 1
Budwise, I don't understand your comment about strategic depth... In vCoH as US the only thing you can do that you can't do an equivalent strategy for in CoH2 is going BARs.
Going for BAR was a very important decision. From WH perspektive there were many reactions (going for Vet Inf, going for Snipers, going T3,..). Thats all gone. Plus you have way more situations to tech BAR, after T3 tech for example. Such a important global Uphgrade is missing in CoH2.
btw
The fact you can´t buy vet as WH anymore has also huge consequences. There were many things you could do thanks to this option (important note: don´t mix up the Common strategies and the potential strategies). It made the WH tech tree much more flexible then the Ostheer tech tree is.
Posts: 2075 | Subs: 2
-Doctrine system is poor, no strategic choices at all. Probably my biggest gripe. Gone are the days of seeing a doctrine choice and adapting because guess what, 3 doctrines have the same ability and you cant even choose a path to unlock them. Its all done for you in case we're too nubbish to make a strategic choice like in COH1.
-Resource system lessens strategic importance in map strategy. Why rush a fuel if you get plenty of fuel from right outside your base?
-You can cap with an AT gun ffs. Remember the days of choosing to cap or fight? Another strategic choice gone.
-Without a fuel investment for upgrades axis has no strategic choice on how to spend fuel. You just tech freely. Another choice gone.
-Cold Tech is a gimmick that dumbs down flanking and agressiveness. It looks pretty but it dumbs down the pace of the game and makes early flanking near impossible on some maps.
-Shall i mention pay to win commanders? I choose to spend $5 every month for the new OP flavor of the month, now there's a strategic choice that Relic likes!
-You cant even choose to strategically soft retreat because units cant fire backwards anymore. Yet another downgrade from COH microing.
-Try to lay a german single anti infantry mine xD... Talk about stupid downgrade.
Sooo many strategic choices that made COH1 great are gone.
Posts: 157
Posts: 2075 | Subs: 2
Posts: 2181
DanielD:
-Doctrine system is poor, no strategic choices at all. Probably my biggest gripe. Gone are the days of seeing a doctrine choice and adapting because guess what, 3 doctrines have the same ability and you cant even choose a path to unlock them. Its all done for you in case we're too nubbish to make a strategic choice like in COH1.
-Resource system lessens strategic importance in map strategy. Why rush a fuel if you get plenty of fuel from right outside your base?
-You can cap with an AT gun ffs. Remember the days of choosing to cap or fight? Another strategic choice gone.
-Without a fuel investment for upgrades axis has no strategic choice on how to spend fuel. You just tech freely. Another choice gone.
-Cold Tech is a gimmick that dumbs down flanking and agressiveness. It looks pretty but it dumbs down the pace of the game and makes early flanking near impossible on some maps.
-Shall i mention pay to win commanders? I choose to spend $5 every month for the new OP flavor of the month, now there's a strategic choice that Relic likes!
-You cant even choose to strategically soft retreat because units cant fire backwards anymore. Yet another downgrade from COH microing.
-Try to lay a german single anti infantry mine xD... Talk about stupid downgrade.
Sooo many strategic choices that made COH1 great are gone.
+1
Posts: 329
Then again - COH2 looks to be all about having choices taken away from you...
Anybody else find it funny that with each "new" DLC commander they're reintroducing elements of COH1? The first round we saw the reintroduction of FHQ's, trenches and half tracks - now the second round we see Tank Traps and repair bunkers...I wonder which DLC will give us back Custom Lobbies and lag free play...
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