I don't disagree with your points, those were pretty applicable to COH1 also, where reducing the number of mines you hit made you a better player. Everyone from Joe Schmo to DevM (albeit less often) hits mines, its not an egregious error deserving of losing units. I wrote a guide on mine reduction tactics for COH1 with good paths to take on the main maps to avoid them as much as possible, I'm no stranger to the subject.
The difference was in vcoh hitting mines was bad because they could spoil flanks enabling a counter push, or maybe kill a 120mp pioneer...they weren't catastrophic. You could flank with 4 rifles, all of them hit mines and retreat, and you would still be better off than losing a Obers because you hit one mine.
Relic doesn't have a lead game designer on the game that actually even understood what made vCOH so good. Proper mine placement was an advantage you could get that could help preserve map control and guard flanks. They never wiped full health squads in vCOH but instead suppressed and did significant hp damage. This is the appropriate level of cost to reward, especially that early in the game. vCOH had RNG but it was contained with far fewer early and mid-game insta-gib abilities. The better player almost always won in vCOH.
The mine design in COH2 is part of the Magic the Gathering RNG mindset of the moron who was the lead game designer on COH2.
I don't know how it worked in COH1 it seemed a bit random. Sometimes zero men dead squad pinned and low HP. Other times pinned with 1 man dead and the rest with high HP. But I do know this, it consistently DID NOT wipe squads. Typically pinned with 2-3 dead. Only time squads were wiped is if you were already low HP. Fresh squad or close enough, you're in the clear every time.
They need to copy paste the old system, it was perfect.
Yes.
But that won't happen, because all the old team members that made vCOH one of the most beloved and brilliant games ever left and the monkeys that replaced them just cashed their checks and added a bunch of bugs and called them features.
All the stuff they advertise in COH2 is actually introduces as much backwards gameplay as it "advances" the game. I'm pretty sure the calculations from true-sight add to the micro-stutter in the end game that this engine produces. And the particle effects in this game are absolutely horribly optimized.
If you want to add abilities that can wipe squads that early, you better make a game with an engine that is responsive and has 100% predictable unit control. This game just compounds one error on top of another and then another.