Infantry tend to be weaker but should be more agile. One of their primary advantages vs vehicles is that the vehicles are generally more powerful but more difficult to wield smoothly. In truth, infantry units should be responsive in general. That responsiveness should be carried into COH3. Its responsiveness is a positive trait that made it a useful and desirable unit. The ability to use a sniper that is responsive made it micro intensive and reliable. However, the mechanics of COH1 snipers did a few things that were crucial. The fact that they can cloak at anytime made them such a potent tool on the battlefield, and their veterancy bonuses in some cases were brutal if you were opposing them. TheodosiosĬompany of Heroes 1 snipers were by most accounts, too impactful in almost any game. They needed more dedicated sniper hunters or more buffed ones since covering snipers is not a hard task for OST/SOV/UKF. However, I didn't like the fact that OKW and USF had a very hard time to counter snipers for most of CoH2's existence. I also liked the snipers from each faction were somewhat different in their nature. ! In my opinion, they way snipers were addressed in CoH2 was more appropriate: they could not cloak everywhere and thus could be outplayed with decent macro. Examples of sound improvement are clear when you look at tanks in the later COH2 expansions like the Jackson, the sound of its main gun is more distinct and feels powerful.Ĭonsider the distinct main gun sounds of the COH1 Pershing vs Panther. In my mind, whenever gameplay can be improved over realism, you take the route that improves gameplay almost every time. This was also done with the sniper in COH1 as you will notice in the Sniper portion of this article. These things are solid gameplay design decisions. Think of the 88mm gun in COH1 and how it has its own distinct firing blast, and how unique and intense it sounds, on top of having a whiteish line streaking across the map so players can determine the origin of the shot. These types of sound decisions is a balancing act between realism ( COH2 sniper rifles), and distinction for the sake of gameplay when it is warranted. It's an element nested inside of all the other sounds happening which gives the player immediate tactical feedback. But in COH1 there is a distinct and alarming snap which is by design to improve gameplay and alert a player that a sniper is near. A sniper rifle firing in the real world is, in a realistic sense, is as loud as almost any infantry rifle. But there is something positive to be said from a gameplay perspective about specifically maintaining distinctness of sound effects of all weapons.Ī specific example is the sniper rifles in COH1 vs COH2. Much like COH1, COH2 did a solid job making small arms sound distinct and more authentic than COH1. On the other hand COH1 went out of its way to make the tank main guns sound distinct. There are other things like the tanks' main guns, which all more or less sound the same. The vehicle engines and the MG42 are great examples. The sound effects in COH2 in many respects are better than COH1. With that said, COH1 tended to have more stirring and memorable music, but again they both are fantastic.
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