Yeah the main issue is the northern cutoff house ruin. It's too dominant as a shot and lineofsight blocker. Especially if you are playing Ostheer in the North and try to use Paks... you are going to have a hard time.
Secondly, I find the base entrances quite nasty. Red cover and a weird angle makes coming out of your base really difficult.
So basically what the others have said.
Maybe I'd push the VPs a little bit so they are more in line and easier to tripple cap, otherwise matches tend to drag out.
I support this, except for maybe the VPS change, you can still cap the VPS if you have an advantage over your opponent, however tactically if you do, you could be cutoff and flanked easier, which is what makes this map more fluent.
Moving the ruined house, or maybe having a small shack-ish house facing the cutoff, like how it is on the southern part of the map, but with a more tactical angle, could be a better idea. The house could also be attached to the part of the base that has hedges, so it's even with the house down south perspective wise.
You could fix the red cover road issue with yellow cover artillery holes, or by having the road slightly destroyed, if possible.
While I'm not totally against deep snow and ice layouts, I do think having more than a serious portion makes a map more of a pain to play on, rather than it causing a new depth of gameplay to try out. The reason I say this is because it allows for camping to become a bit easier, and for your opponent to suffer if their units retreat through the deep snow or across ice when bombarded. People will be able to take out the ice quickly with arty and force their counterparts to cross the unbreakable but slow deep snow. I would recommend thinking of maybe trying to add bridges instead, one solid brick, but a bit more blocked with tank traps or wire maybe, and two wooden, which have fewer obstacles, but are easier to destroy or demo.
So the majority voted for Africa so far. While I like the whole Rommel-thing, I think sand everywhere is just depressing to look at. It is much more pleasant to look at the beautiful french countryside (which is also the reason why WFA maps are prettier than the slightly depressing eastern front maps with their wooden shacks everywhere ).
Combine both the North African front and the Italian front. We don't necessarily have to have all sand maps....battles were still fought around cities(such as El Alamein),rocky regions, airfields, and by railways for the North African front. Maps can be designed in a way where the desert landscape is littered with broken down tanks, rail lines, trenches, and artillery positions. You could make the maps interesting by having points, where if captured, served as forward base camps.
The rest of the maps could be of beautiful Italian landscape and cities, as well as mountain regions. That way we have a good balance of mostly Italian maps, but also some unique desert maps.
As a side note, a great example of how battles could be fought is that considering during the winter months of the war on the Italian front both powers halted operations due to serious weather and tactical issues, so there would be no need to worry about any "winter skins" for the North African faction.
Afrika Korps with Rommel in a singleplayer campaign leading up to the end of Italy. If done correctly, would be amazing to have in CoH3. That way we have half desert maps, half Italian maps. I was thinking of adding the Italian faction, but the Italians were sorta obsolete after 1941.....
We could add the pacific theater. The only problem is the Japanese had inferior weapons and resources compared to the U.S., especially towards the end of the war.
Whatever the case, CoH3 needs something unique to make it stand out, especially considering how repetitive WW2 games seem to be.
They're okay vs P4 when it's got very little support. However, if supported properly and inf are able to push guards away, their role diminishes. Guards and armor are a good combo though, with armor keeping inf from pushing the guards away.
Not even CoH2 was as bad as what DoW3 is on release numbers wise, even when 2/3s of the original playerbase was cut on release, CoH2 still maintained, and rebounded, and has at least grown over the years. DoW3 is the exact opposite in an important factor, keeping the main fanbase alive. As you can see even after one month of release compared to CoH2, DoW3 has not only lost it's main fanbase, but almost 90% of it's original playerbase as well, due to moba elements, dow3 experiments gone wrong, pissed off dow1 fanboys, and balance that lacks clarity. At least CoH2 had a decent and relatively similar experience to it's predecessors, even if it was a shitshow on release in terms of balance and optimization, it still had rts elements to it in general terms, no serious deviations. DoW3 however is something completely different, that has been rejected, even when more people tried it on release compared to CoH2.
DoW3 has had 10 times the refund rate coh2 did on release, meaning most people who tried the game for a few days decided afterwards that it had no chance in it's current state.
I hope Relic has learned a valuable lesson when creating rts games in the future.
The only thing that will "slightly uplift" the playerbase for a temporary time is it's expansions. But I have doubts even with expansions, it will merely die out within a month again, at the same rate.
Yeah I kind of don't understand why call-ins (vehicles, at least) don't all just work like the t34/85 and easy 8. Other than them being call-in, what's wrong with the M10 and bulldozer?
The m10 still feels like an easy counter to anything when rushed out at 8 CP, especially without the need to tech, mostly because it can run over most inf units and has AP rounds at vet 1, with incredible speed. While the bulldozer, even though at a good cost, seems too efficient as a unit, accuracy wise. Paks, raketens, and infantry squads get wiped consistently with said unit, even with vet and pre-attempts to retreat. Attack ground is 100% accurate on the bulldozer, I feel this especially needs to be reduced to at least 50%.