I hope you feel better soon, Tric.
Unfortunately, I disagree with your LoS point. If you mean the vision system of coh2. I’m a top player myself and I’m auite familiar with what that system is and what the playaround could be.
This problem I brought up is that the decoration/aesthetics, being messy, could let minefleld signs easily blend in (barely invisible). It caught me off guard when I automoved my troops at first but even realizing there are minefields I can’t see clearly where they are. It creates frustration in competitive. I hope you look into the issue and understand what I’m expressing. My suggestion would be to reduce some railway textures and poles so that a by-design warned minefield should be warned actually.
Then we will have to agree to disagree (and I gathered that you higher up since you are playing fortune. Few issues I forsee with adjusting LoS in this instance.
- You don't have control literally 28m from your base, and he had time to plant s-mines
- I can clearly see them, and so could a few others
- Removing the LoS there entirely will result in getting base pinned by one mg42, it will also allow an attacker to have free green cover there as well.
- Adjusting it so it is more perpendicular to the base exit, and therefore player movement, will result in CQC units sitting right outside your base.
- LoS has always done this, on all maps, just because you were seemingly punished by this does not necessarily incline me to wholeheartedly agree with it being an issue of the map, since this can (and does) happen on a multitude of other maps.
Now with that being said, I am reworking this to keep from the "slow mg" play" and AT walls in the center area, without making it feel like a maze. However in order to do this, it needs (atleast) 3 perpendicular lanes from the base to make it easier for the defender to assault out of their base, while not providing huge cover bonuses to the opponent, the easiest solution is the removal of the green cover nearest to the VP and just leaving another LOS blocker. This will keep CQC units from standing in cover/behind LoS, while also providing an easy way out.
But I honestly do not agree with this being an issue of the map, and instead a well executed punishment from fortune when they realized they had the time to plant mines directly outside your base. This also makes me believe that because this rarely happens, that it was also surprising and you were not necessarily looking out for it, making it a bit more frustrating then it normally would be.
So in order to mitigate LoS abuse overall, I can swap those points (as that point is basically worthless when it comes to the overall flow of the map, more so just a minor annoyance (since it isn't a cutoff). Along with the removal of some green cover, and overally larger path ways going north to south, and the removal of a LoS blocker in the north at the cutoff.