I really like COH1 US gameplay, which is very fluid, exciting, includes a lot of skilful flanking, harassing, forcing distraction, finding gaps of Wehr weak defence point and stomp into them, steamrolling Jerry again and again. But in COH2, there are NOTHING related to those. COH2 USF is just, BORING. All you need to just walk into the Nazi, outrageously totally shutting down Ostheer T1 units, and hope you can win in resource and have hell lot of Jacksons, 57mm, and skillplanes preventing Jerry raping you with big catz.
There are few comparison between COH1 and COH2
(1) Rifles and Volks/Ost Gren engagement
Initial cost:
Volks: 280
Rifles: 270
Reinforcing cost:
Volks: 22
Rifles: 27
In COH1, if Volks are in green cover and Rifles charging them, there is a high chance Rifles would marginally lose, yet Rifles have the higher reinforcing cost and upkeep. If Volks is in yellow cover and Rifles charging them, there is a high chance Rifles would win. Volks can easily win an early engagement by putting a sandbag and forcing all 5 models in that green cover. But it can be solved by adding an engi. Rifles + engi usually win Volks + pio.
Initial cost:
Volks: 235
Gren: 240
Rifles: 280
Reinforcing cost:
Volks: 23
Gren: 30 (WTF, the weakest in T1 but the highest)
Rifles: 28
In COH2, no matter what, Rifles shoot the hell out of Grens and Volks no matter where they are. Some may argue Rifles are more expensive so they should win. But, why? Why should Rifles be expensive and win no matter how the player skill involved?
(2) Speed of infantry
Any COH1 players feel COH2 infantry being too slow? Flanking is very rewarding in the first game against Wehr, but in COH2, they are like walking on the moon. You rather take out the MG by frontal assault than putting out a good flank because running the flanking route is too slow. That’s not good for the gameplay.
(3) Rifles and Wehr/Ost/OKW MG42/MG34
Wehr MG42: 250
Ost MG42: 240
OKW MG34: 210
Wehr MG42 is a hell killing machine. It shoot instantly and suppress a big area instantly in front of it. Rifles crawling on the floor would also being tear into piece one by one in matter of seconds, just like the incendiary round of COH2 MG42. MG42 can be easily counter by a good flanking, but it can be also counter by putting mines, wire, MP40 Volks, flamers, for the fatherland, putting another MG42 behind the first one and so on.
In COH2, both MG can’t kill shit. They shoot, Rifles got suppressed, that’s it. Grens and MG can’t effective killing the Rifles, mortar may wipe them out in this stage but it depends on RNG. If Rifles pop smoke, Ost lose the engagement, for sure.
(4) Wehr / Ost snipers
COH1 sniper is hell to a lot of players, they are strong, NOT easy to kill with infantry frontal assault, always cloaking, they can bleed the hell out of Rifles when used right. Theoretically Ostheer can do the same, but why? Getting snipers in Ost vs USF matchup is almost like suicide.
- Ost snipers can even easily killed with one M1 shot far range, while in green cover
- Ost ridiculous high teching cost, you struggle to pull out a Pak40 or M20/M18 win the game, faust doesn’t worth a lot because the crew can just jump out and repair instantly
- Even the sniper survive the early game, any indirect fire can easily kill him before he payoff his cost
There are some ideas fixing COH2 USF vs Ost early game,
- make all infantry movement increase by 10-20%, make flanking of all faction more viable.
- tune down Rifles cost to around 240~250, make them more squishy, punch less hard, just don’t let them easily frontal assault the axis that easy, but more speedy in movement, maybe increase their capping multiplier like COH1?
- make USF vehicle crew repair an universal upgrade, delete or make the repairing Crit at vet 3, fix their vet level according to the vehicle they drive.
Their possibly of preserving vet is good, but able to repairing their armour making a lot of effort damaging them is NOT rewarding. RE squad exist with a purpose right?
- Tuning cost of MG42 and MG34 to around 260~280, but make them REALLY the most fearsome MG in WW2, not popcorn sprayer
- Make wiring faster and slow down light vehicle crushing it, making wire more viable
- Get rid of smoke, or get rid of smoke from nade upgrade, upgrade after Lt / Captain unlocked
- Separate Lt&Cap spawn from tech tier unlock, having an “free” extra unit is an obvious flaw in balance
- Grens become 5 men squad?
- Ost teching must be cheaper
- Make Grens reinforcing cost cheaper, they are too expensive and suck
- Yeah, fix Ober and LMG42, I would like to see LMG being a light suppression output instead of frontally assault gun
- fix Ost sniper HP and Sov snipers balance AGAIN, make Sov sniper one dude or Ost able to kill them both with one shot. Counter-snipe exist for a reason.