Objectively, and without a shadow of doubt, CoH1 did the following things better:
- Suppression mechanics
- Infantry squad animations
- Voice acting consistency
- Better tank-combat system
- Lack of a-moving LMGs
- Infantry snares/Clown cars
- No Tier0 infantry WFA factions
CoH1 did suppression way better. Yellow suppression is really moderate penalties that aim to allow you to pull back and recoup; if possible, with red suppression meaning that the squad is out of the fight.
In CoH2, suppression is too binary. If you aren't suppressed you can carry on and murder stuff from the front. If you get yellow suppression, you might as well consider that squad out of the fight. That's like a 0-1 transition, with nothing in-between.
Infantry models seemed to have unique animations when shooting it out. Granted, jumping out of cover ruined good micro invested in getting the units into cover positions in the first place. However, even when the units would stay put, you would see, e.g., Volksgrenadier models lean left and right to avoid fire, PGren models doing barrel rolls; little things like that.
In contrast, infantry models in CoH2 just stand upright throughout the entire duration of the fight like a candle, and cocking their bolt rifles robotically.
With respect to voice acting, all CoH1 factions were amazing; each faction had a theme (e.g., Starship Troopers for US), and each unit had different voice lines, e.g., for night missions, rain, etc etc. EFA and Brit voice acting is great, with a more gritty outlook (e.g., Soviet female driver out-of-control scream). However, USF and OKW voice-line delivery feels too cartoonish and one-dimensional
Tank movement felt more natural in CoH1. In CoH2, perhaps due to veterancy bonuses, some tanks have unnaturally high acceleration, etc. The armour/penetration system also felt better, forcing people to close in with medium tanks to finish off enemy tanks, rather than rely 100% on long-range TDs to do the entire job.
LMG DPS curve has been a blight to CoH2, since it literally rewards players for a-moving their squads to the enemy.
Infantry snares in CoH1 felt more rewarding, and were also (crucially) better balanced asymmetrically. Axis had access to the superior tanks, however only allies had access to any kind of snares. In CoH2, you can't really leave Axis without snares for too long, because they'll get wrecked by flamer clowncars. You also can't let allies without snares for long either, because they will get run over by heavy armor. Thus; everybody must get access to snares.
Sticky satchel was amazing in that it both required actual flanking and skill to pull off, and that the RNG effects of the satchel seemed to scale with amount of damage previously sustained by the enemy vehicle. Snares in CoH2 are prevalent; literally everywhere and, most annoyingly, binary. You're just above 75% and got snared? That's 50% speed penalty; you've been repeatedly snared and low health? That's s till the same, (steep) penalty.
USF and OKW teching still do a lot of things wrong. Even though both are supposed to support non-linear teching:
- They let their T0 infantry for way too long without support (no early indirect fire for OKW = MG spam). This is the reason why OKW STG Volks have to be OP for a good portion of the early game.
- USF Tiers aren't really self-sufficient (you can fix that by swapping AAHT with Stuart)
- OKW Tiers have nonsensical trade-offs (healing vs Luchs rush), and then T0 is forced to provide
everything, anyway
- It's often prohibitively expensive to get both T1 and T2 up; especially for OKW. Soviets used to have this issue for their T1/T2 and T3/T4; somehow it got solved. Same for OST T3/T4 teching. It's high time this is also fixed for WFA factions.
CoH2 did the following better:
- Pathing
- Smoke mechanics
- Truesight
- Multiple QoL changes (e.g., reverse button)
- The fact that Relic, at least, tried to give units unique abilities (even copy-paste EFA Vet1 counts)