Battlegroups
This system will be superior to CoH2 and CoH1 once itâs properly balanced, but right now it still requires tuning. There are some general issues with the abilities right now:
- Some extremely powerful passives, which globally buff armies, require no player input and provide no real counterplay. Examples of this are the -25% reinforce cost and the overall cost reduction on vehicles. Mileage may vary on this, because it does allow for interesting strategic choices, but if passives have to be included, they could be more specialized in order to require more effort from the player to get the most out of them (i.e. faster construction speed). Even a passive like CoH1âs Zeal allowed for some counterplay, because you could mitigate it by not directly engaging the infantry, but using suppression, vehicles, snipers, etc. instead.
- Re-used stock units, like the Wirbelwind with Jaegers and 251 with Stosstruppen. This might be temporary, but if not, it takes away a lot of character from the Battlegroups. It would be great if units would even just be minor variations on existing units, for example a stubby Stug, a non-command stubby P4, open top 251 you can shoot out of, 251/17 with Flak gun installed, etc.
- Powerful call-ins that allow for tech skipping / stalling, like the Wirbelwind, Command P4 and Tiger. This has led to major balance issues for CoH1 and CoH2 before. Preferably, powerful call-ins should fill up holes within tiers (for example: Wehr T2 has no meat shield tank, T3 has no AI tank), but still require the appropriate tech level. The branch system supports such an approach.
- Most off-maps seem to arrive way too late to drop their payload. The far majority is lacklustre because of this and have no game-changing impact. CoH1 had a good off-map system, aside from a few undodgeable ones like the Strafing Run, 152mm off-map, Sector Overwatch, etc. CoH2 also had a good off-map system, aside from skill loiter planes arriving way too early (shouldâve been designed as mostly area denial, not as delete button) and most of the more expensive end-game off-maps taking a very long time to land, making them mostly reserved against static targets.
Manpower Upkeep
Unit upkeep seems very steep. It seems the goal is making upkeep the main limiter on army size as opposed to pop cap, with overall lower pop requirement on units, but right now even balanced armies around 60 pop seem hard to maintain manpower wise. This leads to players having no manpower except for making vehicles in the late game, leading to pure vehicle spam.
Auto Construction
No manual construction is not a big sacrifice to reduce player macro requirements and allow more varied faction openers. That said, it does reduce some depth with timing engineer retreats and hiding such retreats from opponent as to not give him any clues about your teching progress.
Could have some sort of trade-off between the two approaches, like auto construction being very slow (for certain buildings), but allowing engineers to speed it up, to allow for some more decision making.
Auto Reinforcing
Automating reinforcing doesnât really hurt the core gameplay that much, although it might lower the skill ceiling by taking away the only resemblance of traditional macromanagement in CoH. It might also incentivize new players to be inconsiderate about how to spend manpower, making it harder for them to gain a good understanding of how manpower bleed works in CoH.
One thing that should definitely be considered is constricting auto-reinforce to HQ sectors. Some strategies are balanced around being limited by available micro, namely halftrack and bunker play, and auto reinforce severely lowers this âmicro taxâ, making these deathball type strategies way too easy to execute for how hard they are to counter. Also, by auto reinforce being available on the frontline, it takes value away from merge, because you wonât disable auto reinforce just to save some manpower with merge.
Medic Casualty Recovery
Field medics are currently a dull mechanic involving little player choice due to their massive radius and being tied to healing buildings (that you will get anyway, in case of USF). The radius of medics could be decreased and in the case of USF, medics could come in a separate building that can be placed on the field by Engineers, so thereâs a decision of if and where to build it. Effectiveness can be increased accordingly. Wehrmacht medics could remain tied to the healing bunker, seeing as itâs a Field Marshal strength.
This will especially be a positive change if combined with no auto reinforcing on the frontline, as players are then encouraged to make actual decisions with regards to how to use casualty reintegration.
Auto Vaulting
Sounds good in theory, but has the effect of making maps flatter and infantry routes less predictable (for mines, ambushes, etc). Whether this is an issue that limits map design is something that Relic should discuss with their map makers, seeing as there might be other tools to counteract this, like verticality. Manual vaulting did make difficult escapes and avoiding danger zones feel more skillful and intense.
Caches
These all provide a flat +4 bonus, no matter which resource point. Having the income bonus depend on the type of sector might provide more interesting risk / reward dynamics, but ultimately Relic should discuss with their map makers on the best way to balance caches.
Infantry Animations
There is a slight inertia to infantry units as they start and stop moving. This seems to be due to the more realistic animations. Overall infantry feels slightly less responsive than in CoH2 because of this, however this might be intended and isnât negative per say as long as itâs tuned to add as little unnecessary delay as possible.
Another more direct result of the new animations is that infantry often seem to prefer ducking in cover before shooting when moving into cover during an engagement. Whilst the ducking animations strike a good balance between CoH1âs out of control cover jumping and CoH2âs robotic infantry, it should be limited to where it doesnât have a big impact on combat performance.
Audible Footsteps
Footsteps in the fog of war give away infantry positions. Predicting infantry movement is a major part of CoH and hearing the footsteps prevents this layer of depth.
Wires
Wires seem to be very thin at the moment, and require too much precision to reliably deny cover.
Support Units
HMG team
MG suppression overall seems very reliable and near instant, really punishing frontal assault and blobbing, which is fair considering the higher abundance of stock scout infantry and recon and sprint abilities. The level of suppression is something the game should be balanced around to prevent MGs becoming too oppressive, which seems to be done fairly well right now.
Thereâs one crew member next to the gunner, ensuring the gunner doesnât get death-looped, which is a nice trade-off between no crew members and the double forward crew members as in CoH2.
Mortars
Mortars seem more responsive and longer range than the CoH2. The latter might make it harder / unviable to force them off with infantry play, and if thatâs the case, better (de)setup times instead might be a more healthy way of making mortars more useful instead, and promote more active repositions and dynamic gameplay.
Snipers
Snipers seem to get more reliably killed by small-arms. The fire rate is noticeably faster, which might be an issue, but remains to be seen, considering squad sizes are generally larger as well. The camo seems to not linger as long, which mainly has the effect of making it harder to get into a position to countersnipe, but at least all factions will have access to a Sniper now.
Snipers are a unit that should remain a part of the game, due to their unique high risk / high reward design that adds additional layers of depth to the game. That said, the only reliable counter will likely remain a countersniper. An idea to make infantry play a bigger part in countering Snipers would be making the range advantage of Snipers less extreme (say 45 range CoH2 equivalent), but giving higher small arms durability.
AT guns
Compared to CoH2, AT guns seem less responsive and less reliable at penetrating armor, in return, theyâre cheaper and have a wider arc. Theyâre somewhat unsatisfying to use due to the long setup times and lack of reliable penetration, but itâs a way of making them less dominant and essential. They will probably remain a core part of your army if you have access to them, however.