Preamble
This post contains a little criticism, praise of CoH-spirit awesomeness and a suggestion for added revenue.
But before I start: I don't mean to push Relic away or be un-civil, but we simply have to address the elephant in the room if we are to present honest, constructive criticism; the single biggest issue with CoH2 was the business model. I am not a prude or entitled (e.g. I don't mind Paradox's business model, I do want companies to make money on me from good products and continued game-support) but Commanders in CoH2 completely broke my heart and trust.
I will take a good, hard look at CoH3, but I cannot buy before I have a good idea of what it is. If it looks like another micro-DLC platform that messes with multiplayer, I will be all over every board ever indexed by Google, presenting arguments on why not to buy that game.
If Relic makes another tight game in the spirit of vCoH,
the opposite is also true, of course. I am not saying this to "threaten" Relic, that would be pathetic. I'm simply trying to say aloud, that for many of us, the CoH franchise is fiercely a love/hate relationship. Fiercely.
I love this franchise and put my money where my mouth is, but I have become an angry, tight-pursed man
People I've read and agreed the most with
Imperial Dane (never thought I'd say that) #40
Highfiveeeee
ZombiFrancis
What you loved about COH1 that COH2 didn't quite deliver on
- CoH2 took away tech-choices and strategy, leaving only tactics. The system where most resource-points give every resource, takes away the ability to choke your opponent. Controlling certain areas of the map has become less important than just having a big percentage of the map. That's not very interesting and it doesn't force players to make long term choices and set goals.
Having some resource points and supply connections is much more interesting.
- Investments (BARs, SY upgrades, Wehrmacht veterancy - just read Inverse's posts, he's way smarter than me).
- Vertical UI, not horizontal.
What could be improved on COH1 that COH2 did not deliver
- Introduce close quarters combat (bayonets and shovels, helmet-bashing, earbiting - you name it). Don't make it OP, silly or game-changing, just have it there. Don't have the soldiers stand 2 yards from each other aiming and firing. You can do better - we can have more fun.
- Fortifying houses and house-clearing combat.
- Make soldiers with AT use their rifles and pull out their AT when they need it. Rocket-infantry is just sooo Dune 2.
- Removal of emplacement-factions.
What you love about COH1 - Where did it excel
- The best part was Riflemen vs. HMGs - suppression, cover and flanks. Punishing blobs and rewarding flanks is what I want the most out of this franchise (and what makes the gameplay itself downright beautiful). Please do not give any infantry a counter-suppression or almost-free suppression-resistance ability. Embrace the CoH franchise core mechanics, don't negate them.
- The infantry/car to armoured vehicle to real tank ladder was awesome.
The introduction of too many un-armoured vehicles (e.g. with Panzer Elite) was IMO a mistake and a disappointing lack of trust in your own product and game mechanics.
What you love about COH2 - its best features
All the new technology: truesight, disbanded vehicles, capping areas, reverse-button and handbrakes, vaulting, units rolling in from off-map. Maybe not heavy snow or mud in multiplayer though
If you could, what you would cut from COH2
- Commanders (multiplayer micro-DLCs of any kind)
- Commanders (multiplayer micro-DLCs of any kind, whatsoever)
- Commanders (no really, I mean it; multiplayer micro-DLCs of
any kind)
- Vehicles infantry can shoot from (this was true for the CoH1 'Roo too, technically). It is stupid, has never happened in real life and is very hard to balance. At the very least, limit it to the vehicle standing still.
What would you want to carry forward from COH2
- its best features?
Where possibly both COH1 or COH2 fell short
- You@relic are not proud enough of your core mechanics; suppression, armour that goes "pling!", firing-cones, cover-types, retreat and replenish, resource-sectors etc. They are not annoying constraints, they are mana from heaven.
- Make it so the clearly better player can win somewhat early, but equal players can play a long match. If you want a death-match, please don't arm the combatants with pillows.
- I know CoH was made as an alternative to Starcraft's mathematical-BO basement-dwelling life-choking E-sports nerd-mentality, but maybe embrace what a superior product you have here. You've taken away the hardcore mathematical BOs and introduced a decision-based RTS with RNG mitigation. That's awesome!! Embrace it or work on a different game. CoH is INCREDIBLY audience-friendly; cultivate it and combine it with leaderboards and tournaments.
- Build fun, high quality, story-drive single-player campaigns and a modding community around it.
How much money would you make, if you had a series with heroes like Sgt. Rock (
I seem to remember others called BIG and Yankee, but I can't find them on teh interwebs), where some of the money could be donated to tournaments if the p(l)ayer so chose (having two different products on steam with the same content, paying 1 extra $ for 2 donated to the next tourney)? Combine them with in-game comics for story-telling rather than boring briefings. Get that hype going! Have fun with propaganda from all factions. Be edgy.
- A better system for patches. Again, I believe Inverse had a suggestion some time back.
- Both games had call-in meta's which made players unhappy.
- Please remove all one-hit squad-wipers. In a game all about unit preservation, it looks disingenuous.
Your favorite way to play either game
- I played all modes, but by far enjoy 1v1 the most - both as audience and as a player.
Random Suggestions
- Be very, very open about your business model for CoH3. Make us want to support your efforts for a healthy multiplayer community. Be open about not supporting efforts which does not make you money; we are not stupid (well, with a few exceptions of course).
- From the players' perspective, CoH is
NOT a WWII-history inspired franchise - it is a movie-and-comics-inspired franchise.
CoH2 took a really wrong turn when it wanted to be a history-lesson. Whenever the German commanders start talking, be it single-player briefing or in-game announcements, I wonder why nobody in the CoH2-production tried to protect this game. Every time they talk, it's like a bad dream where my GF suddenly has a penis. Please don't.
I get my WWII history fixes elsewhere. CoH lends itself to thrills; again, please embrace your own awesomeness. I know it is not easy to go back on a choice you've made in the past, but I'm convinced this issue is make or break.
- Bonus Info: Canadian or US citizens probably haven't heard German dubbing of movies, but many European kids grew up with John Wayne saying "Hände hoch!" on certain TV-channels. In CoH1, German soldiers sounded like that and it was so awesome and nostalgic. Perhaps try for that again? There must be a big pool of high-quality voice-actor material to choose from.
- My suggestion for a simple gameplay rules-of-thumb;
--Have one faction defensive and one faction aggressive in the early-game (infantry, flanks vs. MGs and such).
--Have one faction aggressive with a better (or aggression-rewarded) anti-infantry vehicle and another defensive with better anti-vehicle weapons in the mid-game. Or something like that.
--Don't have a pre-set aggressive-defensive tank-gameplay for the late-game.
It should be possible to have 4 factions that adhere to these basic rules. From that, the players should be able to develop their own metas.
- Consider only allowing one faction per side in leaderboard multiplayer (2v2+). It would be so much easier to balance.