The biggest problem with Company of Heroes 2 is that they changed things for the sake of change instead of building upon what the franchise was known for. If I go to McDonalds I expect my Big Mac to be a Big Mac no matter what McDonalds I go to. Relic on the other hand took the recipe and changed it without consulting with fans as to what they wanted. Company of Heroes 2 is a crappy chicken sandwhich under the disguise of being served as a juicy burger, that is one reason as to why people are mad and Relic is clueless as to what they should do.
+1
They literally have less than no idea - they changed every single aspect of the game that was working..
Verterancy - check. you can now get vet 2 units in less than 5 mins, the idea of veterancy is a joke now. You literally do not have to play well to get vet 3 units.. in fact you get it from playing badly by taking damage.. I'm sorry but did they think the player base is 5 year olds that need a pat on the head and gold stars for doing their homework? It is insulting.
Veterancy is meant to be earned from top play not a given in every game, in a matter of minutes.
Resources - check. Now you can have no map control all game and still not only win, but bring in superheavy weapons
Superheavy weapons - check. Unlike the KT of old, which was a area denial weapon that could be countered by 2-3 at guns the big tanks in this game are absurd. Shooting 2 screen lengths away, squad wiping in one shot and being able to return as soon as they are killed since the resource system is a joke
Pop Cap - check. now you always have 100 pop cap its not determined by map control so further reinforces the terrible resource system
explosions - check. Before in coh you could basically use the eye test, what you see on screen has basically the effect youd expect it to, in coh2 there is no way to know what will happen with explosions. will they wipe a whole squad? Will they do nothing?
Support weapons - check. For the most part they have one, ONE job to do, and they are god awful at it or too powerful. FFS
mortar are meant to provide slow but incessant out of sight arty which is super vulnerable to counterattack, and not take cap, mgs are meant to pin/ suppress anything in their arc, but be usless as soon as flanked, flame weapons are meant to provide some punch at close range not make the unit a army wipe squad. Art is meant to be short duration but fairly accurate weapon against static weapons and blobs - not long duration RNG machine. This is what it was like in COH, if you dont want to use this as the basis of the game then there better be a massive good reason not to, so far I see zero evidence of this and I just see pure incompetence.
Slow moving buggy units - check. Coh has great response and unit animations was super fluid and extremely responsive, so its great that coh 2 has buggy movement which is not only slower in general but also not responsive at all. Perfect for a RTS game that relies on player reaction then.
Inf Combat - check. This use to be the bread and butter of COH, in fact games could go to 20 mins with just inf play alone, and it. was. amazing.
Coh2 inf combat is a joke, basically each infantry unit either dies in seconds randomly or rapes everything in front of it (lmgs, flamers, smgs all awfully done) but worst of all is the single shot rifles of any sort. The retreat button doesn't mean shit as squads die on retreat all the time for no reason. Casualties are like ab on/off switch there's is no finesse at all
I could go on for another 10 points .. but I wont.
In short there's zero hope for the game now, I feel bad for anyone who puts any more money into the game.
The devs either have no idea about the first ( or even this game) they don't play it, they never have and they don't know what makes the game work or they just don't care - either way its a lose lose.
Every communication smacks of delay tactics to try squeeze the last dollar out of the fans, each new release has nothing to do with what people want.
I've never seen a game mismanaged so badly, or a company doing a worse job of appealing to the customer ( or getting new customers) - its nothing personal about the people working there, I'm sure they are as nice as you and me.
But when it comes to any aspect of game design, listening to community or customer / community management its a perfect case study in what not to do.
They burnt every single influencer that loved the series, 90% of the prolific pro community or casters that poured hundreds if not thousands of hours of their own time to promote their games.
That is literally the exact opposite of what it means to successfully launch and manage a game - if its already going to be a niche game make sure you keep the influencers happy, supported, listened to ( hell, they might even have some good ideas.. right?) not divide them, waste their time and lie about everything.
You reap what you sow I guess.