I didn't play CoH1 online so I have no idea how successful it was on the PE, however my first concern would be that 1 selection essentially becomes meta and the other gets sidelined.
That's my fear too. But we don't even know if this is going to be available on multiplayer.
I really hope they add the black prince, so you guys don't buy the game.
Aside from that, it seems pretty clear Relic wants to give a special heavy unit to every faction. So they put an end with the actual design of factions being designed around lacks and OP units to compensate.
We shall all be glad about that instead of jerking because the black prince wasn't in Italy.
Have a Panther, a Brumbar or the elefant (or the 3 of them). Get a Command tank for the 10%, set hulldown and if you manage to no be able to hold the line, just pop the almost instant smoke for you instant move from hulldown to withdraw safely.
All abilities in this doctrine are set to be combined together. Its a real pleasure to fight an elefant with this set-up on lane maps (which compose 70% of the pool of map). Elefant Hulldown with 0 downside other than the 10 sec before being active, the instant pop-out from hulldown make it like its the exact same outcome if you flank it, with a nice smoke and the 10% health.
Not to forget the reco loiter, hey, it would be sad if your improved elefant couldn't shot anything in it range because you don't have vision.
Hulldown is a complete stupid designed ability with its instant pop-out, even more when associated with smoke and a command tank.
2. No. In CoH2 you can't cap as long as the opponent is present. In CoH1 you can cap while all the fighting going on.
You cap but the unit does nothing else. if the combat is even, that's a decision making to reduce your firing power to cap which could lead to a defeat as much as a victory.
My initial post wasn't about implementing full and exact replicate of Coh1 or Coh2 capping mechanism.
This fight over which one is the best make little sense since Coh1 has been design with no previous (except Dow1) experience while coh2 had the first iteration as base for its design.
The question isn't about if we prefer coh1 pushing cheesy strat or coh2 throwing all you have on the circle to forbids a cap but what would be the best base for design and improvement where if you take Coh1 mechanism you eliminate the pushing and all known cheese or coh2 mechanism and you eliminate associated cheese or wrong game play output such as capping and building sandbag at the same time.
I haven't play the campaign on the pre-alfa, just did several skirmish battles and I didn't see the possibility to wire stuff or build sandbag. Is it because it is not yet implemented or because they decided to get ride of those specific mechanisms, I don't know but I think the topic is interesting and i'd like to have a answer from Dev just to know, not even to complain or anything.
Yes, but I'am still kinda stuggling trying to find this optimal sweet spot distance. It might have a better long range scatter and show better results then regular mortars, but the results I usually get arent particularly good.
Park it close to your schwere and forget about it, it will vet alone eventually.