I highly encourage anyone who has QoL ideas to jump into Attribute Editor and try to make them work and if you succeed, report how you did it to the balance team. It's really not that complicated, especially if you have rudimentary coding knowledge (it's not necessary but helps you understand the process), it's just really timeconsuming to see what works and what doesn't, which is why I assume these additions often don't make it to a patch.
Here's how to get started:
https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools
Ideally we should compile a list of every QoL idea / bug that might be possible to implement / fix.
Better MG arc indicators. Too many times have a unit crawled out of the MG "Arc" and still were shot at by the enemy
Maybe possible? I think how the set up arc looks is in ui_setfacing, but the short time I spent trying to tweak it myself didn't do anything.
Vehicle wreck pathing change. Has the stuck on the enemy vehicle wreck killed your light vehicles before? Then you know what I'm talking about. I don't know what has to change but it would be a blessing to have that wreck not make a tank turn 360 degrees trying to path out of it.
You can allow certain wrecks to be crushed by light vehicles.
Dynamic in game range indicator. While a unit is selected and pressing a specific key, you could see the max range.
Possible, but don't think there's enough UI space left for it. Maybe if the ability is not displayed on the command bar, but as an icon on top of the unit portrait and that icon would tell you which button to press to reveal range.
In HQ, toggle option for auto reinforce.
Haven't tried it, but might not be impossible.
More of a fix than a QoL, but the Stuka/Mobile Arty/LeFH/ML-20(?) bug where the firing is cancelled (before shots are made) but it still starts the CD. Perhaps locking the (initial) animation in might be preferable to losing an outright firing as it's on CD either way, assuming the CD thing can't be practically fixed.....
Sounds like its fixable.
Fix the damn inf movement system. No more derpin on the spot. The very first priority when recievin a move order should be to GTFO of the spot where they currently are, and only after that should they try to reorganize the formation. Make nades dodgin great again
Squad behaviour like this is actually tweakable. For example how much range difference there has to be between the squad leader and other squad members, before the members get off their asses and catch up. Never tinkered with this, but it's likely you can make squads more responsive with some trial and error tweaking.
USF crews should not be automatically (i.e. without recievin an order) tryin to repair any other vehicle than their own
You may not be able to tell crews which vehicle to repair, but might be able to decrease the radius in which they 'search' for a vehicle to repair.