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Company of Heroes 2 eGuide
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Contents

  • Essentials
    • Introduction to Company of Heroes 2
      • Soviets and Germans Essentials
      • Controls
      • New in Company of Heroes 2
    • Units
      • Unit Roles
      • Germans
      • Soviets
    • Interviews
      • Martin Katzenmeier — Development Manager
      • Ian Guise — Art Director
      • Jeffery Simpson — Community Manager
      • Remy Saville — Lead Engineer
      • Stefan Haines — Senior Balancer
      • Brett Pascal — Lead Animator
      • David Renn — Lead Audio Designer
    • History Gallery
      • History Gallery
  • Campaign Walkthrough
    • Introduction
      • Introduction
    • Mission 1
      • Mission 1
    • Mission 2
      • Mission 2
    • Mission 3
      • Mission 3
    • Mission 4
      • Mission 4
    • Mission 5
      • Mission 5
    • Mission 6
      • Mission 6
    • Mission 7
      • Mission 7
    • Mission 8
      • Mission 8
    • Mission 9
      • Mission 9
    • Mission 10
      • Mission 10
    • Mission 11
      • Mission 11
    • Mission 12
      • Mission 12
    • Mission 13
      • Mission 13
    • Mission 14
      • Mission 14
  • Theater of War
    • Introduction
      • Introduction
    • Soviet Missions
      • Soviet Missions
    • German Missions
      • German Missions
  • Advanced Tactics
    • Advanced Tactics
      • Advanced Tactics
    • Unit Control
      • Unit Control
    • Tactics: Situational Analysis
      • Tactics: Situational Analysis
    • On the Battlefield
      • On the Battlefield
    • Unit Tactics
      • Snipers
      • Infantry
      • Vehicles
      • Anti-Tank Guns
      • Mortars
      • Heavy Machine Gun Teams
      • Howitzers
  • Multiplayer Strategies
    • Introduction
      • Introduction
    • Multiplayer Essentials
      • Multiplayer Essentials
    • Commander Selection
      • Commander Selection
    • Strategy Theory
      • Strategy Theory
    • How to Be An Expert
      • How to Be An Expert
  • Multiplayer Maps
    • Map Strategy
      • Point Types
    • Kholodny
      • Kholodny Summer
      • Kholodny Winter
    • Minsk
      • Minsk
    • Pripyat
      • Pripyat Summer
      • Pripyat Winter
    • Oka River
      • Oka River
    • Moscow
      • Moscow Summer
      • Moscow Winter
    • Rzhev
      • Rzhev Summer
      • Rzhev Winter
    • City 17
      • City 17 Summer
      • City 17 Winter
    • Steppes
      • Steppes
  • Video
    • Tutorial Videos
      • Abilities
      • Building and Construction
      • Cold Weather
      • Commanders
      • Cover and Flanking
      • Range and Combined Arms
      • Resources and Capture
      • Spawning
      • Suppression and Retreat
      • Team Weapons
      • Truesight

Company of Heroes 2 Guide › Essentials › Interviews

Stefan Haines — Senior Balancer

Developer Interview

You’ve likely played CoH2 more than anyone. What is your favorite unit? Favorite ability? Favorite campaign mission? Favorite Theater of War mission? How did this change from when you first started playing the game to now?

Favorite unit: ISU-152; favorite ability: Sector Artillery; favorite campaign: Mission 7; favorite Theatre of War mission: Blitzkrieg challenge. Unit balance changed a lot over time and some unit roles also were adjusted. Early on, normal infantry were more preferred; balance eventually lead to more late-game units being employed. Campaign missions didn’t exist in a reformed state for a period of time and Theatre of War as a feature came later. My preference for Theatre of War was established early and stayed.

In multiplayer, what is your favorite early build order to use with each faction? Favorite strategy? Favorite commander? Favorite map?

I prefer to make large numbers of basic infantry units and win early on; this strategy is also the most entertaining against weaker opponents who may feel cheated when their more varied approaches are beaten by brute force. To go along with this, I like to bring commanders with the “Hit the Dirt” ability or the Light Infantry Package upgrade. My favorite map is Kholodny because it’s small.

Were any units comically overpowered or underpowered at some point during development?

There has been a lot of variance in what was considered strong during development. There was a period of time where the Soviets could dispatch Conscript squads without a resource cost that was generally considered grossly unbalanced.

Are there any bugs that were eventually turned into features?

Not sure if anything started as a bug and became a feature, but many design features are often logged as bugs.

What has been the most difficult thing to balance?

Subjective features on units such as movement speed or range have always been difficult to value in the game, as a lot of our balancing is based around statistics.

What’s the silliest bug that you saw?

The Pak 43 used to be a mobile unit and for a period of time it could garrison inside buildings. It looked quite funny when garrisoned inside a building that it was larger than.

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