? What you loved about COH1 that COH2 didn't quite deliver on |
The campaign, some voice acting, commander system.
? What could be improved on COH1 that COH2 did and did not deliver. |
This is a really confusing sentence; I'll assume you are asking "what could be improved on in COH1 that was not addressed in COH2"
Customization hotkeys, dual monitor support, general optimization of the game, customization of UI, rewind in replays, balance for larger team games, state of balance/number of bugs at release, piss poor patching process (frequency, quality of patches, the shear number of bugs reintroduced patch after patch).
? What you love about COH1 - Where did it excel (balance, commander design, campaign, etc.) |
The campaign, sound design, fluid tactical game play.
? What you love about COH2 - its best features (campaign, faction design, TrueSight, commanders, etc.), whatever you feel they may be |
True sight, sound design, capture points, AA single player campaign, unit icons in the upper right corner, reverse button for vehicles, vaulting, unit skins, leaderboards, observation mode, sniper play.
? If you could, what you would cut from COH2 |
Dominance of indirect fire, stagnant game play.
? What would you want to carry forward from COH2 |
Pretty much everything outside of the points mentioned above. Additionally, I would want to keep the profanity filter.
? Where possibly both COH1 or COH2 fell short - where in your opinion is the untapped potential? |
Automatch for mods and customized games, CO-OP games, theater of war, E-sports, balance for larger team games
? 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.? |
Team games, casual.