I know it's a pain, but it's counterable. The 1v1 game is going to turn into COH1 where every game was won or lost on the counter snipe. Standardizing snipers vs garrisons is another major stupid change. The sniper game in COH1 killed that game for most people, including me. You didn't have the sniper micro of a top player? Kthxbye, you have no chance to succeed at the game. I don't want to play Company of Snipers 2.
A lot of the other changes are fine, especially to mortars, but really this game is going symmetrical, which is just lazy game design.
Generally, if you like Ostheer, well, here's your patch. Ostheer finally OP.
Everyday people in here are whining moaning and crying about MUH BALANCE MUH RNG, however then this happens. However one of the most frustrating elements (tanks missing important shots), one of the FEW RNG which actually CAN DECIDE A GAME is to beenhanced?
WTF you have literally no idea how that is in decisive moments of a competetive game, which is easily stressed by the lack and not providing your playercard
I think for the Commmander System for Company of Heroes 3, it should be customisable, but also contain limits and balances. I've created a set of handy images below that I likely plan to make a video of.
Rather than simply selecting one commander, you automatically go into game with your full roster of three. These commanders cannot be switched in-game, all of that is done pre-game and is visible for your opponent to see in-game and in the loading/set-up screen. Any commander can be slotted out for another with each one having a unique set of abilities.
Players would gain Command Points as they fight, tech, build which they can use to spend on their Commander trees in any order. You can either choose to save points to buy a higher costing choice or choose to buy multiple cheaper options.
Players would have a maximum amount of Command Points that they can gain that, once again, can be spent in any format; this is under the assumption vehicles and infantry would no longer be call-ins or call-in units in require tech. You can choose lots of small items that accumulate, or higher CP requirement items if you want to focus on end game, or you could just balance everything out.
Yes, it might be a balancing nightmare, but you get freedom of choice and if done right, there is no set-in-stone way to pick commander and every commander brings something unique. And going for just pure end game or just lots of minor options, means you're sacrificing other assests. It also reduces commander redundancy as now you only need one commander with say a Tiger or ISU, rather than 3-4.
Note I'd also be open to the idea that it could be linear and you can pick from any tree, but once selected you lock out everything else in that row, horizontally.
this system sounds highly abusable and hard to balance