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CoH3 Could be Better

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a month ago
Apr 5, 2024, 4:35:58 PM

1.6.0


001.Size tooltip

The central image is very common that size in coh3. So my request is that it does not have a void of text. 

suggestion: 

-Tooltip height, should be unpinned. But custom depending on the text. 

This makes the player look better and for cohdev you don't have to configure each tooltip individually.



002. Color to phrases tips

There is very little difference between the color describing the unit and the tip text.
suggestion:
The tip text should have a soft blue/green color, this way the player doesn't confuse it with the unit description.
coh1 also combines red and green. Requirement phrases in red from coh3 are very scarce.


003.Loose Boxes

The player knows where to put the cursor, but the tooltip is out of place, 

so the eyes never know where to direct them 

because in each place on the panel it appears in a different position and feels disorganized.
Suggestions: unit panel tooltips should be the same.



004.BGs


What is the criterion here?
Units with BG points on the left side or on the right side?
suggestion: it should be standardized


Thanks

0
19 days ago
Apr 14, 2024, 5:57:08 PM

005.Accolades

Accolades completed list appear in descending order.

Suggestion. They should be on the ascending list.
In the image it looks descending order:

0
15 days ago
Apr 19, 2024, 4:08:47 PM

006.Save camera position

An option to save camera position during the game.
To explain its use:
-Replays. Save the same camera position, at any time during replay you can return to a camera position that is not the default. If you edit a video it can help a lot.
-InGame. In coh1, I have played many games and many hours vs AI. In each one I rotated the map, always leaving my base to the south. Each match had to rotate the camera, just like in coh2/3. This prevents many people from using roration to base themselves in the south. So having the camera position saved, save a lot of micro, and allows you to focus on playing.
-Wide screen. There are users who have a wide screen and adjust the Camera to their liking. If they don't use the camera by default.



The game code are numbers and letters. So there should be an improvement that allows saving the position status of the camera (Angle, Declination, Height)
2 recordings saved PER MAP. With 2 shortkeys to save and 2 to load. 

In the case that a player wants have your base to the south, example: he can load one or another camera, choose when their base is in the south or north.



007.Remmenber COH1
I remember annihilation or chase of a light vehicle to the enemy base. The player could guard himself in his own base.
This unique ability has not been reproduced in any game in the series.

My suggestion is that you can at least enter and place it on the rooftops of the HQs.



008. Running Up That Hill.
It should produce more combustion smoke and perhaps some more noise in vehicle and tank engines.

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Updated 15 days ago.
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12 days ago
Apr 22, 2024, 3:42:07 PM

009.Chat

-suggestion: box-Chat position should be closer in the corner. image we see how it is live:

-When we press ENTER. The box add more wider. Suggestion: that box width is not necessary and should be deleted:

-We have a chat line that hides the screen. This in a bother position

When we receive the second chat line, we receive it on top of the first, and so on. 

My suggestion would be: the first line would be as high as possible, and when the second line is received, 

push the first line lower, like this with the rest of the chat lines


010.Ping.

VISUAL

-The symbols should have more resolution or be different, because currently it looks and feels bad.

suggestion should be colored "dots", like in coh2. But here in coh3 we would have a green, red and blue dot.


-The light beam cannot be seen between the houses, so it should be higher. I want to see planes going through pings.

SOUND

The sound tested on an empty map is heard. But test it in game with shots, explosions and fire, the sound goes unnoticed.
Suggestions: It should be heard three times for the player to realize that there is a warning.
Example: I press 1 ping button and you hear the ping three times, so any player hears it.


Updated 12 days ago.
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10 days ago
Apr 24, 2024, 3:39:52 PM

011.Sounds


M2 60mm
Launch sound: In coh3 is explosive. Suggestion should be a tube sound
https://www.youtube.com/watch?v=jHsICdJEp44
https://www.youtube.com/shorts/YrLpUBfu1Fc?feature=share
Projectile displacement through air sound: In coh3 is more soft (the whistling sound in the air is a bit weak compared to the other mortars/coh3 variants).
Ground impact: In coh3 it sounds like the impact of an artillery projectile hitting the ground.
My suggestion is from a movie, although I don't know if the sound is real or recreated for the explosion.
Well, the impact sounds like a medium-sized projectile to me, but after the impact the sound is of superficial ground displacement.
That is, it would be a combination of impact-ground sound with the sound of sand-pebbles displacement.
https://youtu.be/evpJqzZ8SFM?t=73

GrW 34 Mortar
Launch sound: The same as m2 mortar. Suggestion should be a tube sound, but this one has another type of tube sound.
https://www.youtube.com/shorts/Dn-vcm1W4XA
Load tube opening/closed sound: cohDEV must add a load tube opening sound that the M2 does not have:
https://youtu.be/Bs-4gwUTB7g?t=18
Projectile displacement through air sound: I haven't found a better sound, so I leave it as is.
Ground impact: The same reply as m2 mortar

M1A1 Pack Howitzer
Load tube opening/closed sound: In coh3 there is a sound of projectile introduction and closing of the barrel cover. Suggestion add the opening sound of the barrel cover.
https://youtu.be/sUo9S3JL0vg?t=557
https://youtu.be/cgx8fNMLC2E?t=941
Launch sound: In coh3 is explosive. Suggestions: The shot is like the sound of a bullet but bigger.
https://youtu.be/CqocKAJ4aEY
Projectile displacement through air sound: I haven't found a better sound, so I leave it as is.
Ground impact: In terms of sound, the M1hotwizer is a mini-hotwizer, but in coh3 it is better to be a mortar variant. Must be another sound.

4.2 inch mortars
Launch sound: In coh3 is explosive. Suggestion should be a tube sound. 

Here in the youtbe, the sound is not very good:
https://youtu.be/FtENctGNLM8?t=14
https://youtu.be/4HD_-b3FM3I?t=6
Projectile displacement through air sound: I haven't found a better sound, so I leave it as is.
Ground impact: In coh3 it sounds like the impact of an artillery projectile hitting the ground. Must be another sound.

le.IG 18

Load tube opening/closed sound: In coh3 lack the sound of extracting projectile

https://youtu.be/dFUylmx6uVA?t=62

Launch sound: In coh3 is explosive. suggestions: The shot is like the sound of a bullet but bigger. 

https://youtu.be/_MzgEuvxKnk

https://youtu.be/T90p8wUpjwU

Projectile displacement through air sound: I haven't found a better sound, so I leave it as is.

Ground impact: In coh3 it sounds like the impact of an artillery projectile hitting the ground. Must be another sound.


MP40

mp40 In burst is the more appropriate sound than the current one in coh3
https://youtu.be/lBDDwdDJzT8?t=419


Notes:

Tube sound: In coh2 there is no sound tube, it is explosive.

Here I understand that the tube sound is soft and perhaps the player will not hear the projectile exit. 

So I suggest that the tube sound volume should be high enough so that it can be heard by the player.

Whistles (Projectile displacement through air sound):

In general, the whistles in coh3 are medium volume, so I recommend raising the volume of all whistles. 

On an empty map you can hear it well, but on a map with gunshots, explosions and speeches you can't hear it.



012.BG Engines

Currently, unit upgrades are always cannon or projectile. Dont more.
In my previous search for sounds, I have seen/hear that the Shermans use the Wright Continental R-975 engine.

What about having 2 more engine options for the Shermans?
For example, when choosing Ford GAA V8 we have +5% speed or choosing Chrysler A57 5xL6 we have more 5% acceleration.
In one branch we have Ford GAA V8 or Chrysler A57 5xL6 and in the other we have the Pershing.


---Wright Continental R-975 --- GM 6046 2x6 --- Ford GAA V8 --- Chrysler A57 5xL6 ---


Updated 9 days ago.
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8 days ago
Apr 26, 2024, 9:18:54 AM

013.Sherman Reporting!
There are many variants, models, and in different factories, so it is a varied tank in design. 

In coh3 we have an early model of sherman basic and there are several issues both in the basic and its variants:


-Lower Part_: M4A1, M4A1(76mm), Wizbang. Both models in COH3 use the same Lower Part:
1.Rear wheels must be deeper
In this video it is of very high quality, looks excellent:
https://youtu.be/hzj2BP86XUM?t=62

2.MG and object.

The mg sometimes passes through the object in front of it, so it is best to swap it for another smaller object such as bags or another type of box.

_3.Hole.

There must be a hole in the back In this type of tank it must have a hole, where the starting handle is inserted. 

https://youtu.be/hzj2BP86XUM?t=104 

coh-dev must take as reference an upright imaginary line with the doors


-Wheel Part_: M4A3E8

The lower wheels and the suspension are bad and must be HVSS suspension

https://youtu.be/YZZNT9esLp0?t=265

https://youtu.be/9gid0bS-ldc

In the case of M4A1 (76mm) there were models that did not have or did have the HVSS suspension


-Upper Part_: M4A1(76mm)

The green cloth must be removed and a steel base placed that holds the cannon.

coh2 you can see the difference between both tanks



014.Decals.

I'm not worried about the same lower part being used on several models, but at least the numerical decals should be changed.

-USForces. The Shemans M4A1, M4A1(76mm), E8 are very similar, to differentiate them: the M4A1(76mm) should not have decal stars.

-USForces. Numerical decals should be changed: M4A1, M4A1(76mm), Wizbang


-USForces. Numerical decals should be changed: M4A3E8, M4(105)Dozer.


-British. Number decal should be changed: Churchill, ChruchillBP, ChurchillCrocodrile.

-Wehr. Stug III G, Stug III D. 

The number decal should be changed, maintaining the font type. And since they are very similar, one of them changes the font to red. How are they differentiated in PIV and PIVcommand.



015.BG Wehr.

More things for BGs

Zusatzplatten
Schürzen are the Side Skirts in coh3 by adding more armor to protect the sides of the numerous Soviet anti-tank rifles.
The FHA Zusatzplatten Plates are bolted to the front of the superstructure. Due to combat experiences in Poland and bad combat experiences in France, an attempt was made to increase the front.
-This in coh3 they get frontal armor to fight against the 76mm, ideal for PIII DAK-


SSG 77
The vehicle with changes in its armor gains weight and therefore becomes slower.
Gearbox improvements emerged during all versions of PanzerIV. Until having the SSG 77 six-speed gearbox that was used in the last (Ausf.) H/J versions.
-In coh3 it is not specified if we have the 77 gearbox version or the 76 or the 75. So it gives us more speed and acceleration so the Zusatzplatten plates are not as noticeable-

Zimmerit
Was a paste-like coating developed and used on German armored fighting vehicles of the mid-to-late World War II. It was used to produce a hard layer that covered the vehicle's metal armor providing sufficient separation so that magnetic anti-tank mines would not adhere to the vehicle.
-This in coh3, maybe less damage from ATnades-

Updated 8 days ago.
0
18 hours ago
May 3, 2024, 10:09:20 AM

016.Mission Select.

Question: If the two images were Store screens, which one would you purchase from?


In the one that has more color and feels better presented.
My suggestion for Mission Select, it should have the same design as the Store,
-In the store we have rare, epic and legendary colored borders ---> in Mission Select we have Africa and Italy and for future mission groups.
We need two new colors for the new borders. Or we can also use the ones from the store.
But to have differences, in Mission Select with the borders above and below in color.
-In Mission Select with the largest minimaps. Number of columns does not concern me, if necessary only 3 or 2.
-The size of the box should be something like this:

If they are the individual boxes from the store.


The store looks better than the missions screen.





017. Animations Comparative


BODIES
We can see how only in coh1 is the inertia of the bodies better seen.
PASSENGERS
In no game is the inertia of the passengers seen.
CHAINS TRACK
This is key, where you can see that the tank is rolling. In coh1 it has a great effect.
Maybe test the chain track with contrasting colors like black and white. In this case with soft green and dark green or leaving spaces so that the ground can be seen.
SUSPENSION
in coh2 it is ideal.
In coh3 the jeep is very successful, but there is too much excess movement.
In coh3 the bike looks horrible.
RECOIL CANNON
In coh3 the chassis-tank recoil feels better, but the barrel recoil should be between coh1 and coh2.
RECOIL 1919
It is a compact piece, therefore it must be the recoil in everything.
In coh3 the movement of the body and the m1919 should be like video 08:10 minutes.
RECOIL M2
In coh3 I should recoil the barrel.

Updated 18 hours ago.
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