As Katitof said, the main issue was that in CoH2 the factions are not treated equally.
Lost your Combat Engineer? -> Rebuild within 2 minutes or you will not be able to tech in time.
Lost your Rear Echelon? -> Does not matter, you can tech anyway. Rebuild only when you really need the repairs/sweeper.
It would not have been an issue if all factions had to build tech buildings like EFA or if all factions just unlocked them like WFA. But the way they split it was suboptimal.
The main question is: Is there any tactical/strategic advantage to being forced to build tech with pioneers? Is it a meaningful decision potentially having to retreat your pioneer just to build the next tech building earlier or simply wait for another minute until the unit needs to retreat from combat anyway? Especially considering that this decision needs to be made only 2-3 times in a whole match, and always within the first 15-20 minutes.
It was not really impactful decision in CoH2, it was mostly annoying. If we additionally consider that CoH3 will feature more different types of units, a single pioneer unit won't be as important as in CoH2. Overall, I think it will be a good change.
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#Steam AliasWL%Streak
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