I've been thinking quite a bit about the ideal role of Blizzards. A lot of good points brought up in the OP, so some of this is just restating it.
What Blizzards should be
- Reset of cold tech terrain
- Opportunity to more easily flank and open up the map for harassment
- Opportunity to set up ambushes
- Opportunity to take advantage of specific units and build orders
What Blizzards do now
- Occur every 200 seconds to 400 seconds
- Last between 160 seconds and 240 seconds
- Cut line of sight by 50%
- Reduce speed and maneuverability of vehicles by 25%
- Increase heat loss by some amount
- Disable Campfire construction
- Increase scatter of indirect fire weapons by 25%
- Increase barrage cooldowns by 50%
- Allow infantry to camo in deep snow
- Refreeze ice and replace deep snow
The physical visibility impairments on players is a different matter (see Inverse's thread), but now that I look at them the effects of Blizzards aren't all that bad. The main issue is the increased cold and the inability to create new campfires. This alone is really causing the bogged down campy play.
The first step to fixing Blizzards is to retool Cold Tech in general. It's a fine idea on paper, creating another resource for players to fight over - heat. The problem is it's difficult to leave your own heat sources (cover, buildings, fires) to assault your enemies. We need more dynamic sources of heat that allow aggressive gameplay. To that end:
Changes to Heat Loss mechanic
- Moving units should have a further reduction to Heat Loss
- Units in combat should have an even further reduction to Heat Loss (I can't find anything that indicates they currently have any reduction)
- If possible, units around other sources of heat (burning wrecks and terrain, incendiary weapons, active vehicles) should gain heat or at least lose less
Campfires are probably the biggest issue with Cold Tech and Blizzards right now. They're supposed to be your dynamic heat source, in contrast to stationary buildings and cover. I think most everyone agrees the Manpower cost needs to go. I also don't know why they should cost Manpower rather than Munitions, which has always been CoH's resource for field defenses and upgrades like this.
Changes to Campfires
- Free to build in normal weather
- 25 Munitions cost in Blizzards
- Causes no criticals on vehicles
- Visible through the FoW
Campfires visible through the FoW would create interesting mindgames between players and make realistic sense. You could spot them to get a drop on your opponent, or he could be baiting you into a trap. Drawing artillery onto a bait campfire sounds really cool to me.
For completeness' sake, these are the current effects Cold has on infantry.
What effect Cold has now
- Warm - Heat 40-50, no effects
- Cool - Heat 25-40, -1 Speed when not Retreating
- Cold - Heat 15-25, -2 Speed when not Retreating and 1.25x weapon Cooldown
- Freezing - Heat 5-15, -2 Speed when not Retreating, 0.5x weapon Accuracy and 0.25x Cooldown(?)
- Dying - Heat 0-5, -2 Speed when not Retreating, 0.5x weapon Accuracy and 0.25x Cooldown(?), squad members die every 20 seconds
Units may also grow more resistant to further heat loss as they cool down, I'm unsure what chills per tick are. I'm drawing this from the tuning.rgd file as well as the coldweather_v2.scar file. The Cooldown penalty becoming a bonus when you go from Cold to Freezing doesn't make much sense to me, and it could be a bug. Outside of this I don't have any issues with the effects of cold, except maybe in Dying level units continuing to die off on Retreat.
Back to Blizzards. With more dynamic methods of generating heat and fewer penalties for staying active in the cold, I think that Blizzards would already be much more interesting and less campy overaul. These are just some ideas I've heard that would go a long way in making them less random and damaging to competitive gameplay.
Changes to Blizzards
- Decrease Blizzard intervals from every 200-400 seconds to every 360-600 seconds
- Decrease Blizzard length from 160-240 seconds to 120-180 seconds
- Slow the VP tick rate during Blizzards by half
- Reduce range of indirect fire weapons and abilities by 25%
- Increase Infantry LoS to 60% of normal, decrease Vehicle LoS to 40% of normal
I'd also love it Relic added upgrades to individual units to mitigate the effects of the cold or Blizzards, but I find that unlikely at this point.
Blizzards would serve to partially reset the battlefield, opening up certain avenues (ice) but slowing down others (deep snow). Low line of sight allows players to set up flanks on campers and slip out to corners of the map for harassment. Vehicles are penalized more/infantry less because vehicles are far more mobile than infantry during a blizzard (even beyond the 25% speed penalty). With campfires fixed you can actually use the deep snow camoflouge to set up ambushes. Artillery is mitigated in a more significant way (range) to break up stalemates.