This sums it up extremely well.
For me however the structural change from Doctrine to the "Commander" that we've seen really is a key issue that's severely broken to the point I don't think it can be rectified with a patch.
The problem is as the OP indicated - in COH1 - the Doctrine defined the player - the tactics - everything. The doctrine used was essentially where a game was won or lost - it defined the whole WAY you played the game.
Now - I find myself seeing some blinking light on the bottom of the screen indicating I can chose a Commander. I think to myself - "oh - that's nice" - and then continue to ignore it and play without even choosing one - because quite frankly it makes absolutely no difference to how I play the game.
THIS IS BROKEN.
Whats worse - it makes me uninterested in the game strategically - I'm not thinking ahead of what direction my opponent is going to take and plan a counter etc, or how I can exploit their Doctrine etc - it makes ABSOLUTELY no difference anymore.
The reason they did this was obvious in today's DLC world of continuing revenue from games initially purchased - if they made the Commanders actually worth a d@mn strategically - players who paid for that DLC that was "good" would have an advantage over a Vanilla player who did not chose to "Pay to win".
So while ensuring that the DLC paying player wouldn't have an edge - they effectively made the whole system useless to make sure of it.
This makes me really sad in that Sega/Relic have basically hamstrung and handicapped the game to the point where it's a terrible strategic experience all so they could get an extra $1 for some DLC that might entertain some 12 year old because now his soldiers look "cool" in their new uniforms or now I have "on field" artillery vs a bomb dropped by some magic DLC plane that effectively does the same thing, it's just a "cool/bling" element.
This EXTREMELY short sightedness has limited the lifespan of the game incredibly.
Instead of making a rock solid game that doesn't require DLC - where it's all there - ready to go, making Doctrine/Command tree's that you can base your whole strategic play on - ensuring a large fan base continues to play the game for many more years, enticing new players to join in and buy it....Sega/Relic went for the "low lying" DLC fruit - get some easy $ upfront, but in the long run the game dies off relatively quickly, thus losing long term sales.
Well done Relic/Sega - you lost me as a customer with this decision.
i totally disagree with you here mate. yes commanders arn't as powerful as doctrines, but the game being decided by doctrines is stupid. oh i outplayed my opponent but chose the "wrong" doctrine, so i lose? fuck that.
the commanders are much better, they just need some tweaking to make sure they have useful stuff on every layer (aka the HT mine is stupid). the commanders should be there to support your style of play.
right now they're too weak (mainly german commanders, not the russian ones really). but i dont want the doctrines we had in vcoh back at all. doctrines made too much impact on the game's outcome