What you loved about COH1 that COH2 didn't quite deliver on
Personally I would like to see more global upgrades similar to the Panzer Elites in CoH1.
What could be improved on COH1 that COH2 did and did not deliver
The Modding option in CoH2 is quite limited, especially the Brits with the way how they were programmed in. I would learn how to model new units if it were available to me, also.
What you love about COH2 - its best features (campaign, faction design, TrueSight, commanders, etc.), whatever you feel they may be
The CoH2 Doctrine System, bulletins, and etc were great. The Commanders allow unique assets without changing the identity of the faction and pacing of the game.
Where possibly both COH1 or COH2 fell short - where in your opinion is the untapped potential?
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.?
There is really going to be no order with my suggestions but here how I believe things can be adjusted and changed for future titles.
All factions need access non doctrinal basics with similar timings
1. T0 Combat infantry - I mainly looking at Grens here and locked behind a building which just slows them down out the gate. Additionally, not having infantry overlapping in roles and timings.
2. Suppression platforms - This also correlates with map design in where some factions could rush an MG into a building which can dominate parts of map for a very long time. Then something like the USF mortar comes along and hard counter a faction only strength in that time of the game. On the other end the inaccessibility of OKW and USF weapon teams since they have such a high fuel teching requirement along with a long research time, this forces stale strategies since their only options is to spend on infantry.
3. AT guns that can fight non doctrinal assets - This is not really a problem in CoH2 except when fighting the King Tiger.
4. Indirect fire with smoke
5. Tank Destroyers that can engage heavier tank options reasonably well. - Again, looking at the King Tiger
6. Reliable additional income. - While OKW does have scavenge this minor periodic bonus could easly be replaced by opel blitz or cashes and have scavenge a doctrinal ability. Scavenge is generally unreliable for sustained resource income.
7. Forward Retreat points - Either all have or non. Additionally if reinforcing the field was a bit slower than back at base or prevented reinforcing while in combat. This would allow forward points to be readily sieged.
Commanders
I would not mind seeing commanders abilities completely interchanged able in order to customized in how the player would like it.
Units/abilities that allow reaction time
Sturmtiger/Demos and other instant wipe units/abilities are a bit of a problem. I would include off map arty as well. Not only they interfere with Howitzer teams they are also a point click nuke. They could be change to have more spread but deal suppression to make the more utility than making something dead. So arties like the light arty barrage of Ostheer comes very rapidly.
New Factions
Released one for each side to allow more versatility.
