Hello everyone! I'm pretty much new to COH2 modding, so this is maybe a frequent question to your community (sorry): Is there any way to extract unit stats into external files (.json or .xml) from game archives?
Which archive actually store this values?
I installed COH2 Tools and Data, used Attribute Editor and Archive Viewer, but can't find any button or menu item to export them. It looks like they're stored in .xml somewhere.
OP, you forget PZ4 Command tank which provides defensive aura to entire team instead of one player. Axis tank rushes without any losses, almost invincible King Tiger and JTiger... why this is still a thing (most allies auras does not affect teammates) - idk.
And if not, what is the new vision that Relic aim for?
New Relic's vision - leave game to community in most finished state. Right now they have no "balance director" at all, so they decided to try some community balance ideas and chose Miragefla mod as most adequate mod on community balance mods market.
Brits have buildable weapon racks and FRP because they have lesser field pressence than any faction, and going to main base for weapons will hurt them a lot. You will never see more than 3-4 (imo 4 tommies is too manpower-expensive on reinforce, 3 squads are optimal) tommies squad and (with exceptions like royal engineer blob) maybe one-two engineers/doc-infantry.
Why they have racks at all? Because Relic love that idea (along with teching without engineers and other WFA quality-of-life additions) and it does not hurt balance at all. Maybe instead of weapon racks they will put infantry upgrades like volks/engies/grenadiers, and tommies can gain weapon upgrades right on the field without going - and it will be a massive buff for tommies at all.
Other units like engies or commandoes have "balanced" impact with weapons from racks, so there is no problem at all.
I think that sturmpios with shreks are fine, but Relic need to tune some things:
1. Do not allow minsweeper and shrek in one squad. Why? Cause flanking with shreks will be so much easier - shreks will help with bunkers, sweeper will help with mines. So, Allies will stuck with only one counter - units. This is not good.
2. Veterancy requirements and bonuses needs to be higher.
3. Remove faust from volks. OKW can't have all things in T0-T2 - Raketenwerfer, faust, shrek, Puma and Luchs. Isn't this too much for early game?
OKW shreks should be locked in MedHQ. This will fix two important things:
1. OKW can't get both (light vehicles + shreks) without backteching. So, no more Luchs covered by volks with shreks.
2. OKW will have both hard and soft counters (251/17 Flak HT and shreks) against light vehicles besides of raketenwerfers in T0.
This ability is EXTREMELY useful in skilled player's hands against USF. Pak 40 stuns your tank, then Axis tank party comes in and shoots our poor Jackson/Sherman to death, then retreat. Lather, rinse, repeat if needed.
Even with support from AT guns you can't do anything - everything that happens from text above are inside 10 second time window.
OKW = dead faction. It's pretty much an inferior version of Wehr with worse doctrines, worse AT gun and no panzerschreks.
Lelic
+1000000000000.
Why Relic try so hard to make OKW completely rip-off from Wehr? OKW already has suppression platform - 251/17 AA Halftrack, why Relic put two units with SAME role in one building tier (M2HB and M17A1 suffers the same)?
Same about panzershrek removal and faust-STG44 addition.