![:) :)](/images/Smileys/smile.gif)
The list is as follows:
Coh1 did better:
-pacing
-strategic diversity
-vet only from kills
-more variety in vet (bought, shared, only on officer,…)
-ressource/territory system (small/middle/large mun and fuel, territory points not giving ressources)
-no abandoning
-sound of explosions & arty
-commander system (although a higher number (like 6 or 7) would be good)
-many global upgrades
-better house-counters
-input lag
-performance&optimization (although this is partly explained by worse graphics)
-no buyable commanders (im fine with buyable skins)
-visibility of your troops
-grenades ("sharper" feel)
-ressources below each other instead of next to each other
edit:
-multiple faction search
-dedicated 2v2 AT
-more refined animations
-Suppression mechanics
Coh2 did better:
-graphics
-vaulting
-vision (true sight, smoke)
-target ehicles button
-quality of life stuff like: multiple squad reinforcing, units in top right corner, timer, reverse!!
-capping system (although paks and mgs shouldnt be able to cap when setup)
edit:
-menus
-spectator mode
-snipers (invisibility in general, except OKW)
debated:
-offmap units only costing manpower (makes it less ressource efficient, therefore balanced)
what both didnt do good:
-campy playstyle for brits
-no rebindable hotkeys (even if you would need to change everything in a file it would be a great addition)
-state of balance at release
-no reload button for MGs
-AI quality
-overgimmicky DLC factions
-gamebreaking bugs
-too much RNG at times
-no reconnection feature
what both did do good:
-fluent gamestlye, right balance of makro and micro required
-emphasis on positioning
-voicelines & music (although slight edge for vcoh possibly)
-long support by relic
Possible additions from DOW3 to coh3:
-nothing, for the love of god