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I'd just like to know how this abandon mechanic can create such a big part of the CoH2 experience if it virtually never occurs anyway. All the other RNG features? Okay, but I have not seen you opening a thread about it, arguing why you want those back and how they add more flavour than they take away from balance. But this thread is not about all these other features, it is specifically about abandon. A feature that in your eyes has barely any gameplay meaning anyway.
You regularly use balance changes and more recently also used a poll from the pro player discord as a means to support your own opinion. Now these same players agree that abandon DOES make a huge impact and needs to be looked at at least for tourneys but apparently potentially for standard play as well. So, if good players think that the abandon mechanic is a potential issue, and you yourself say that it does not affect your personal gamrplay experience at all (because it virtually never occurs), then how can you say that it should not be changed? You even did not even notice it missing in tourneys for the last 1+ year despite even the casters mentioning it multiple times! So if it does not bother you, but bothers others, why do you want tokeep the game in a worse state for others?
I agree, not all of those features are the same. My point was to get to know where you draw the line. And many of those vehicle crits were in the game a long time after release iirc (correct me though if I am wrong, I am fairly sure to remember and have seen replays with them from after release). They were part of the early CoH2 flavour but got removed as well. I was not in the forums back then, but I can't recall you arguing for bringing them back in a more recent thread (again, correct me if I am wrong since I can only read a fraction of what is posted on the forums). But even if they were removed before release: do you want them back? They follow similar principles like abandon. Random chance with no counterplay possible, but it might cost you the game if your tank just stands still because of RNG.
Your main argument seems to be frequency, but I disagree. Accuracy and penetration rolls happen on a much more frequent basis with limited control over them, yet they are fine. What breaks the game is low frequency and high impact. Donating a medium means donating 4-5 min worth of resources to your opponent. That's often a fifth of the resources that you can put into tanks before a fair game ends. And every abandon causes another action. You need to stay longer to kill the abandoned vehicle, potentially risking a second unit, taking more damage etc.
My stance is to make abandon more interactive, we've had some good suggestions already. That way it would still be a special feature of CoH2 since other RTS usually don't have such a take over mechanic while being less frustrating.
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You're still claiming that you had complete control over abandon, providing nothing else as backup except for 'don't dive' which basically comes down to 'don't lose your unit'.
The bugsplat is a hyperbole to exemplify this: you have no control over it. You might play a game, even 10 or 20 games and not encounter it once. Or you play only one or two and already get one. And in most cases you will either win/lose the game because of that.
I can see why you might not want to rework this from a 'flavour' POV, but you have been arguing with it not being a balance issue or evening out for all players. Provide proper reasoning for for this opinion, because I have for mine. Otherwise it is just nonsense.
disagree, coh2 is as dead as coh1. that says a lot.
None of the games is 'dead', and CoH2 has 4x the player count. It (even before MS gamepass) grew in size over the last years, which is very good for such an old game. If your argument is that people should vote with their play time, wll, they are already doing so and apparently not supporting your take on the game.