Top priorities for me:
- More map
- Improved unit info panel, post-game stat, proper replay player (basically just implement most of this mod into the game)
Secondaries:
- Proper new icons for abilities and unit tags instead of directly using coh2 assets
Dream:
- Enhanced moddability equivalent to coh1 standard.
At this point the game balance issue won't even be that much of a factor to bring me back, I just want all the basic features to be implemented. |
Just curious would there be any possibility that community patching of the coh2 continues suppose coh3 dies just like dow3?
Not discussing the possibility or the reason why coh3 will fail or not fail. Just asking, if something happens that results in coh3 failure, what is the possibility that we will be receiving coh2 update again? |
Heroic act you have done, thank you so much! |
- Deploy smoke on the top of enemy MG with your mortar then push with your grouped infantry
- Get a Pak to support your defense/attack against comet
- Prioritise killing the enemy AT gun with your werfer/infantry, kill the gun itself as well with your own AT/tank to prevent enemy recrewing it
If you can do all these within suitable timeframe then you should be able to defeat opponent in this level quite easily |
did some test with major's arty skill on pak 43
vet 0 barrage, 6 rounds, 25 tests:
16 survived, 7 decrewed, 2 destroyed
vet 2 barrage, 12 rounds, 25 tests:
10 survived 8 decrewed, 7 destroyed
imo major's arty skill's effectiveness is highly RNG dependent, pak43's improved durability from recent patch makes it already pretty resilient versus indirects. |
Yo, so I was able to export the .rgd files https://imgur.com/hQATnEc
Anyone knows the way to convert them to xml ? I found this tool https://www.moddb.com/games/warhammer-40000-dawn-of-war-iii/downloads/rgd-converter-v13
But it doesn't convert the files fully... I guess I could work with this but I would have to re-write couple of things ... merge the files together, meh ... https://imgur.com/wBy64K4
I'm now trying to find the old coh2 rgd converter made by RelicNews Forum member Cope, mentioned in this post https://www.coh2.org/guides/11637/extracting-statistics-guide
The DoW3 RGD converter seems using different hash table to convert the file, I haven't tried it myself but I'm surprised that it can partially convert the file despite using wrong hash table.
It is really difficult to find that old rgd tool, if somehow I find it I will post it on the forum. |
The modtools are not updated since April 2020. Nobody knows why, not even the balance team. I wrote a guide how to link new abilities, but it is not possible to view the new files.
https://www.coh2.org/topic/108687/guide-merge-the-patch-with-outdated-tools
Thank you! I will try this immediately
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lol I didn't read carefully, still can't view the new files, but still thank you for the reply! |
This works on some maps; but remember that a lot of the maps, especially in team-games are very 'lane' heavy - this is where the ability is so strong. There are multiple maps where you can't avoid the circle; your options are to retreat into it, or stay in front of it and fight allied tanks at close range, and both are bad choices. Redball is a great example of this.
As for 'bad situations', that's a massive oversimplification. Axis tanks don't excel close range; you want to keep Panthers, P4s, JP4s, STUGs - and especially ultra-heavies - at max range at all times. Getting any of those tanks into close range fights means getting flanked and losing your armor advantage, as pen increases at close range. As a result, when allied tanks dive on you, especially on a lane map, you need to reverse; there is no other option.
Are lane maps bad design? Sure, but they're a major part of the game, and we can't remove them all; so abilities need to be balanced around them to some degree.
Heavies and engine-damaged tanks won't die to diving tanks if supported. An Elephant, KT, or JT should never be out by itself, and it usually never is; it's probably supported by P4s, Panthers, or similar.
The problem is, in a dive, those tanks are going to need to reverse; even the ultra-heavies. When reversing, they can still give cover to the heavies which are staying behind, since they only need to stay out of the medium/close range of the diving tanks. However, that range places them within the ATO, which doesn't work. So that means they need to either retreat more, dropping cover on the ultra-heavy, or stay and fight at close range, where they're at a disadvantage.
The ability to instantly create a massive 'unavoidable damage' area is overpowered; that's why the delay needs to be increased. That way it can't be used to instantly separate retreating units during a dive, but it can still be used defensively (or in dives where the axis player is playing poorly).
Yes, I should have clarified; it's specifically a problem in 3v3 and 4v4 (and maybe rarely in 2v2). In smaller modes it's actually reasonable. However, I don't think that's an excuse - the game should be balanced for all game modes, and have a "zoned or deleted" ability just isn't good.
If I'm not mistaken, your concern with ATO is that supporting the retreating heavy tank(s) with other armours to deny vision from enemy dive is not viable, since ATO is likely to drop equally deadly hits to all the armours in the circle resulting you to lost all the tanks.
If this is your concern then I have a tip that hopefully can help you: ATO's total hits are limited and mostly evenly distributed to all valid targets inside the visible area within the ability casting area. Retreating all the armours but the super heavy on the frontline is exactly the most suboptimal strategy to counter ATO since it will result all the ATO hits concentrated on one tank. If you support your front row tanks with your full army like againsting any other normal allies dive, help separating the ATO hits from the super heavies, denying sight by taking out the diving force, the ATO is not going to deal much damage to all your tanks at all. |
I've found the coordinated fire ability newly added to the UKF assault officer has less shots fired from base 25-pounders (3 shots from each howitzer, 6 total) compare to what the pyrotechnic and sniper's ability has (4 shots from Platoon Command Post + 5 shots from Company Command Post, 9 total).
I tried to find the reference on the patch note but nothing on it mentions this change, thus I attempted to dig into the ability attributes using CoH2 Tools' Attribute Editor hoping to find if this is a bug or an intended setting. The problem is that I cannot find such ability refrencing back to the Assault Officer, all the 25-pounder related skills are referencing back to the tommy squad or valentine.
Then I checked my steam game update queue history and I found that despite the coh2 itself updated, the coh2 tools did not.
My guess on the cause of the missing ability issue is due to the loaded attribute.xml file in attribute editor is not the newest version released. I tried to find the similar xml file in the coh2 game folder but there were none.
Extreme appretiation if somebody can help me out. |
You also usually have conscripts of something that can snare, as well as other abilities to like flares or overflight to maintain vision.
I would appretiate you a lot if you could read my reply about how much effort and risk players need to take in order to make this ability effective.
The ability is hardly effective versus established axis armoured forces supported with proper infantry support and AA vehicle. It is only useful punishing overextended targets, optimally following after snares.
When using it in actual game it is hard to keep vision on the axis tank, since recon overflight would get shot down, flares requires mortar or sniper to be pushed into very risky position in order to be fired, infantry barely catches up the reversing not-snared tanks and often get killed by axis infantry
This ability can be countered by denying vision, there are many ways to do it:
- AA vehicle to deny scout loiter
- Supporting team weapon and infantry to delay/deny enemy units dive
- Keeping pressure at frontline to deter enemy flare launching unit
- Smoke from mortar or doctrinal abilities such as Panzer Tactician or stuka smoke drop
When this ability works it usually being effective in helping secure a kill from combined arm push or punishing unsupported over-extending heavy tanks, OP claimed that this ability by its own could demolish any heavy tank without additional effort, I just want to prove that this statement is not true. |