Only AT guns and tank destroyers can be told not to attack infrantry and you will want them to attack infrantry sometimes anyways if there's nothing else to attack. You will almost never want a sniper to attack a vehicle.
Problem with elite infrantry is awful unit movement in this game that makes them clump which means you lose your manpower investment very easily to stray howitzer shots and mines. Not as much a problem in vCOH because that game had no microfreezes, mines couldn't one-shot full-health squads, and units could actually be microed in general with lower unit latency and fewer predetermined cover spots.
The biggest issue with this game is not balance anyways but the incredibly poor engine and unit pathfinding. Units don't respond to micro both due to high input lag but also because their movements tends to be on-rails.
This game controls so incredibly bad. There are no examples of good micro in ESL. It's always metagaming and RNG that wins. It's literally a f*cking joke to anyone that's a fan of esports in general who can see the total lack of skill in this game.
This will never happen not because it's a bad idea--vCOH was actually at its most balanced when it handed over reigns to someone in the community--but because their bread and butter is releasing these new commanders.
And they want these new commanders to be OP to start so people buy them.
When Relic finally fixes this, the game will have been broken for 3-4 months already. And after 2 weeks of relative balance, they will introduce a broken commander or buff armored cars to one-shot full-health squads again and the cycle will repeat.
This is literally the story of COH2 and relic for the last 3 years.
There's no point pretending they are capable of fixing anything.
1) Like vCOH, no early squad at full health should be wiped by any ability. I'm talking mainly about the bullshit that is mines in this game.
2) If such abilities exist, they should be mitigated by going into cover just like vCOH. Instead, going into cover actually causes wipes because the way the game "stickies" units into clumps near certain cover places on maps. This started in the patch 2 years ago that supposedly fixed unit cover but made unit movement on rails and harder to micro.
None of this will ever happen. Relic is so grossly incompetent and lacking in any deep understanding of the game.
The biggest problem with wipes is really the awful game performance and the bad matchmaking that puts you with people that often have 1 second+ ping. That plus the awful input lag already built into the game makes for unplayable, frustrating games.
When you have an RNG-laden game full of abilities that wipe in a second while your units only respond in 2 seconds, that's going to be incredibly frustrating.
This community is tiny and Relic is an awful developer in terms of responding to community feedback.
A lot of the problems with COH2 have been known for years and years and years. Instead of addressing these issues, they put the poorly designed Brits back in the game, and wasted patches on nonsense like pathfinding which they then had to revert.
How many manhours were put into that patch which they then had to unceremoniously discard?
It's absurd. They laid off everyone involved with the rushed launch of this game and have had a skeleton crew ever since the game launched. These guys don't know anything about the core code so they can't fix anything so they add useless features nobody asked for to justify their pay.
It's so goddamn obvious. And now those bozos are gone too. This game literally has too much junk code to ever fix. At least they could replace cancer cash-in commanders like advanced emplacements but they'll never do that.
It's shit game design on their part. This game is about manpower bleed and emplacements bleed the other guy without taking any damage themselves. Brace structure should cost manpower and repairing british structures should decrease your manpower income even more than it does.
But it doesn't, because this game has never had a competent lead game designer. Just a bunch of programmers adding features after the original design crew released a mediocre game with an awfully optimized game engine.