Hey everyone,
Would love to get your feedback on something. We all know COH1 was and is a great game. It doesn't get to be called the highest rated WWII RTS of all time for nothing. And although COH2 may have never lived up to the same level of greatness, it still has some pretty awesome elements and is a ton of fun to play.
That being said, we want to get your opinion on:
What you loved about COH1 that COH2 didn't quite deliver on
What could be improved on COH1 that COH2 did and did not deliver
What you love about COH1 - Where did it excel (balance, commander design, campaign, etc.)
What you love about COH2 - its best features (campaign, faction design, TrueSight, commanders, etc.), whatever you feel they may be
If you could, what you would cut from COH2
What would you wnat to carry forward from COH2
Where possibly both COH1 or COH2 fell short - where in your opinion is the untapped potential?
We'd also love to hear what your favorite way to play either game is. Do you play mainly team games, competitive 1v1, competitively or casually, comp stomps, modded games, etc.?
As always, please keep the conversation civil, on topic and the feedback of high quality so we can actually use your feedback in the future.
Thanks!
Writing this as an avid COH1 player (still) and someone who tried COH2 several times and just couldn't get into it. (though I loved the idea and still troll these forums).
Where COH2 gets some things right:
- Trusight seems to add a new element of gameplay and strategy.
- QoL items like reverse and the unit status bar on the top right.
- sniper war is much tamer. it was/is cancer in COH1 (and feels less like WW2 and more like a mini-game).
- getting more experience for killing same units but which have higher veterancy.
Where COH2 fails:
- lack of global upgrades and commander "tree" (Inverse's complaint of lack of strategic choices.)
- squad wipes in general seem too easy
- way WAYYY too much difference for difference's sake. Some has been fixed but let's just talk about original design:
- unit composition was really really different.
- HQs and teching was very different (US officer squads?)
- veterancy was not consistent (vet5?!?)
- resource incomes were different
- repair systems (US vehicle crews)
I probably missed some big ones, but that is in addition to all the little ones. It makes for too much to balance.
Popcap - COH2 always has a 100 man cap. This takes away one element of strategy you could use in COH1. If you got behind you had an additional way to win. You could choke your opponents ability to be able to call on units.
The best balance of this game was late stage (2.602?) US vs Wehr. It still had some issues (snipers, though US needs them in case of vet3 inf, and I think vet3 armor was either too cheap or too powerful) but small differences, either separate, or combined with other differences, made for really different feels in each faction. (US mortar vs Wehr mortar, Mg vs MG, Stug vs m10, m4 vs p4, croc vs ost, etc.)
I think COH2s biggest sin (the part that put me off the most) was asymmetrical balance over time. It is just stupid. While there were times in COH1 when the balance shifted, it was smaller, and if there were major discrepancies (wehr vet3) they occurred much later in a game than they do in coh2. Also there was a much later bit of a balance.... late game US units could start to compete, mostly the infantry, at vet3, and could help you get back on the field. But that was fair since if you lost them you could only get back a vet0 (not the case for wehr who could rebuild a vet3 unit).