

being TOO zoomed in where you can't see enough of the action (especially since some units have insane range). Zoom needs to ride that fine line between not making infantry look like ants vs. Better than the pre-alpha in terms of style and functionality, but now a bit bloated in terms of design efficiency.Īll else considered, massive improvements from the last pre-alpha for UI/UX but there are still a lot of things to fine tune. UI scale is customizable and that helped to change it to 80% but it still felt a little unoptimized. The left-most mini-map area is a little too large as well, taking up a massive chunk of the screen. Contributing to this problem is the zoom because that also makes it much harder to see all the units in the area. These indicators might benefit from being "visually louder" so players can react faster.

The UI indicators for damage-taken are very subtle and not quickly recognizable at first. I'm not sure if its the jump from COH2 to COH3 or what, but its very hard to keep track of whether units are in combat or in danger at a quick glance. Isn't the idea of hilltop supremacy to have better vision? If you have units fighting on a hill (notably the area where the ruined train and tracks are), the action is literally zoomed all the way in and its extremely oppressive. The camera needs to be DYNAMIC so that it zooms OUT instead of zooming IN when you get to a hill. The zoom is tight and its nice to let us get good views of the infantry, but it suffers so so badly when you get closer to areas of elevation like hills. I agree 100% and I talked at length about this in the survey offered at the end of the Alpha Mission. Zoom level in the multiplayer alpha was perfect (and a great improvement on COH2), please revert It also really screws with figuring out where units are in relation too eachother, unless someone is really familiar with how much smaller units looks with distance, because it's not top-down enough. It's actually producing mild motion sickness, due to both the panning and the difference in perspective from looking down my nose at something in the bottom half of the screen, close enough to see paint scratches, then out on the top half of the screen to barely see something through fog in the distance. Close enough to see models and actions with room to zoom in on a specific engagement, yet still far enough to observe and manage a whole 'front/section' at once without frantic panning which I need to do now. The max zoom (out) level in the multiplayer alpha was perfect. The max zoom (out) level in this alpha is oppressively close, It's very hard to get a sense of the relative locations of units because it's so zoomed in and the tilt so shallow. I've just paused after being introduced to my base to type this. You can also join our official Discord server here. You can find all our feedback threads here:įind more information in our Frequently Asked Questions & Known Issues blog for the Mission Alpha.
Company of heroes 3 mission 1 how to#
“It is not clear how to use abilities or unit call-ins.”.“This unit is not powerful enough and does not feel useful.”.“I think you should remove the US Forces.”Įxamples of feedback we can use and address:.“I don’t think the Mediterranean is the right setting for CoH 3.”.are all works in progress.Įxamples of feedback we won’t be able to address: Please keep in mind that many art assets, UI elements, FX, animations, etc. What we need help with now is tuning, bug fixing, balancing, and making the game more fun. We’ve been working with the community right from day one to build a terrific foundation.

Please keep in mind while providing feedback that the core structure of our game is set. We want to make the best Company of Heroes game possible, and we can only do that with your input and support.

We appreciate you keeping your criticism as constructive as possible so that our team can make the best use of it. Now that you’ve had a chance to play the Mission Alpha for Company of Heroes 3, we'd love to know your thoughts and feedback. User Interface (UI) & User Experience (UX) Feedback
