my two cents:
What you loved about COH1 that COH2 didn't quite deliver on
Voice Acting, gritty look and feel, campaign
What could be improved on COH1 that COH2 did and did not deliver
True sight, unit shields in the top right corner, obs mode
What you love about COH1 - Where did it excel (balance, commander design, campaign, etc.)
commander design way better, DLC business model, campaign, performance
What you love about COH2 - its best features (campaign, faction design, TrueSight, commanders, etc.), whatever you feel they may be
let's just go to the next one because I like everything apart from...
If you could, what you would cut from COH2
the DLC business model, Bulletins, CALLINS way more efficient vs Teching, bad design like Tiger ace (balance?), noob friendly abilities like demo charges and 1click abilities that wipe stuff and vet 5 system. Lack of variety for the Western Front Armies, bad faction design (reused stuff in OKW from OST), bad RNG (abandon feature), penetration & bounces up close
What would you wnat to carry forward from COH2
everything apart from ^
Where possibly both COH1 or COH2 fell short - where in your opinion is the untapped potential?
Esports, Specmode and Lan from the get go, build for a competitive enviroment while still keeping the the core fun gameplay, factions being able to deal with every sort of situation (anti garrison, indirect fire) -> no faction should be at a disatvantage because of a certain map or a certain timestamp in the middle of a game (e.g. vet 5 vs maxed out vet 3 squads).
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.?
campaign and teamgames + compstomps to get into the right mood and athmosphere, and then competitive 1v1 und 2v2 mainly