Hey guys. I know its a bit late
So i was there at gamescom and my first stopp was of cause the dow 3 stand
Playing it once at the gamescom does not give me a high qualification to give feedback but still want to share me thoughts with you.
First of all the game looks cool. I love watching the large scalled battles, the projectiles and the explosions. It satisfies my eyes.
Also, i love to hear some of the old unit dialogs form dow 1 like the one of gabe: "he who stands with me, shall be my brother". Thats a nice fanservice
Unlike many other ppl, i have no problem with the artstyle at all. I think it looks okey. There could be more details though.
Still i have a few things, that i would like to see changed / added:
-taktical marines not shooting while moving
-adding solders to squads
It is cool that it is back. But i dont like how much it is minimised right now.
Why do i think it is minimised?: first of all, there are some of the std struktures missing like power generators and defensive turrets. There are only a few buildings to build, of witch you might only need one of a kind.
I realize that they moved that production of engery to the controlpoints. But that acutally means that engery is gained the same way, requisition points are gained. So why have 2 different rescources anyway? The good thing about power-generators in dow1 was that you could build them in your base, not like the controll points, witch you have to fight for. Two rescoures that have 2 ways of getting them. That makes sence to me.
To my point about the missing defence turrets:
I think, due the high level of mobility, armys in this game will have, it is importaint to you can defend yourself against that. Space marines can drop units, eldar can teleport. They can just put forces into your base while you are not there aaaand its gone.
building up a defence with defence towers is a thing many players (me included) like in a rts. It may be a matter of taste tough.
Next thing i miss in the basebuild is the limited build area form dow1 that was around your HQ and the controlpoints you captured. That was a cool thing to prevent a that player can build everywhere. But he can still build everywhere, if he would place a hq somewhere.
It may be a mater of taste but its also a good way to prevent cannon rush and stuff like that. Its also a good element that you could only build where "your teritory" is, what works well with the aspekt of conquering the controllpoints as a central game element.
I understand why it has been minimised like that: in order to mix dow1 and dow2 and make the fans of both games happy. But for me as a fan of dow1, it feels very incomplete and fans of dow2 might not like it cuz they dont want any basebuild at all. So yeah maybee if you cant make both happy and you want to make a basebuild i would say make it complete and not only half.
So much for the basebuild.
Like many ppl i also noticed the strange new design of the lasercannons.
I cann see how works as a anti vehicle weapon. Since it increases its firerate while shooting a one traget, it will deal good dmg vs a single target, but low gmd vs many targets (like infantery).
That totaly works for balance BUT it looks odd. When you see a weapon shooting with a high firerate, you would normaly think it is an anti infantrey weapon. (at least that goes for me).
Also a weapon like that attached to the side of a predator makes no sence. You would not attach a weapon at the side of a tank that needs to focus on a target because: when the tank rotates or moves it might lose the focus cuz the angle of it is limited.
i think the anti vehicle weapon design form dow1 with rocket launchers for infantery and lasercannons for predators is a good fit.
taktical marines not shooting while moving:
that may be a matter of taste but i kinda dislike that.
Assault marines can move and shoot but taktical marines cant. Fells odd esp. if you expect them to like they did in dow1 and dow2.
the way the unit-selcetion is visualty repesented, bothers me a bit. I am used the typical selection circles from other rts games.
Dow3 currently does that via drawing a bright outline around the selected unit.
While the outlined version might make it more clear what u have selected, it also sepereates the selected units from the gameworld visualy.
I think selections circles are better becouse they link units better to the gameworld visualy. Form the circle, the player gets a better impression where the center of the unit hits the ground.
it may be a matter of taste though.
infantery / vehicle limit
One thing i was also missing is the seperation between infantery and vehicle limit from dow1. I think that was cool. In order to have a maxed out army a player would have to build both unit types: infantery and vehicles. i liked that
adding soldiers to a squad:
Right now, in order to reinforce a squad with soldiers that you lost in a fight, you have to move your units back to your base.
i dislike that because, for me it seems like more work to get squads back to their full potential. Its kinda anoying. Take this sittuation: you have a large army and stand in front of the enemy base. You have some soldiers lost but you want to strike with the full potential of your army now.
That means you have to sort you forces and send the ones that needs to be reinforced back to the base, reinforce them and send them back to the frontline again.
You will allways lose solders in the battle that means you might have to do that often. Thats just much unnesessary work and time the player needs to spend for that, witch is why i strongly dislike that.
I think the game should allways work for the player, not the other way round.
The cool thing about dow is the fighting. everything designed in a this game should lead to much fighting in the game going on. Thats at least my oppinion
ah and one last thing:
pls add the 360 deg camara again
thanks for reading. And sry for my bad english