Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:
United States
Nationality:
United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:
United StatesNationality:
United StatesPost History of Angrade (Ægion)
Thread: Is the WC 51 overperforming ? 4 Aug 2020, 12:51 PM
For me, the arty and mark target ability is a way to cram more abilities into the doctrine to go past the 5 doctrine slots. This is why I prefer an available upgrade to make it a supply truck like the opel blitz. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues3 Aug 2020, 19:58 PM
I was wondering in regards to caches: reduce the cost to 200 manpower in 1v1 games but remain 250 manpower in team games. It would make sense for them to be more expensive if it affects the whole team but less so if it doesn't. As of right now, I think the cashes are in a good spot. Before and after the 200 manpower nerf, it is already a rare sight for cashes in 1v1s. I am honestly surprise people do not use opel blitz more often in 1v1s. They retain their 200 manpower call in and provide the effect of one munitions and one fuel cashe. While they do not lockdown a sector but they can be safer when put in a corner. In: COH2 Balance |
Thread: List of my Suggestions for Balance with reasoning3 Aug 2020, 19:53 PM
What was the point of increasing fuel cache costs anyway? Seemed really stupid. It was direct nerf to team games, which can be clearly seen in 3v3. At 200 manpower cashes caused team games to be more mono-toned in just slamming vehicles into each other. Also I think at the time OKW had the resource income reductions in place, though I could be wrong. In: COH2 Balance |
Thread: List of my Suggestions for Balance with reasoning2 Aug 2020, 04:35 AM
Ugh flaming and trolling my ass. I am serious. This game is unbalanced and no one in the community it seems wants to admit it except me. No, you are not the only one. If there is only a handful strategies then there is something wrong. I believe there is mostly a lot of issues with design aspects. In: COH2 Balance |
Thread: Is the following blobbing?31 Jul 2020, 13:30 PM
For me, it mostly comes down to control of the units. Are they taking time to micro individual units into cover? The more units the less control. For bazookas and shrecks, this mostly comes down to how, in my opinion, medium tanks are generally unreliable. They hope for that one good shot to do damage in most cases. The is why in my recent mode they are made more reliable against units in open fields while removing the one shot wonders. Right now a unit in the open field could take over a dozen shots while a unit who clumped up, not necessarily the fault of the player but of the map, could lose the entire squad. For vehicles, again it is about control. The slight adjustments to keep them from running into each other while focusing down a priority target. Indirect fire, again positioning. Having them stacked up on each other is not good. It eliminates the vantages of having say 2 mortars over one. Attack moving to a location may be a good indication of good control. When not firing it moves, avoiding an easy counter barrage. In: Lobby |
Thread: banned for 7 months26 Jul 2020, 12:43 PM
Note, this website is the community website which is not part of Relic. Relic's site is here: http://www.companyofheroes.com/
Sounds like you were judged and sentenced. Seeing how anyone can play CoH2 with out the need to log in, Relic does not have way to inform you on how long you are banned, so you will have to contact them. Relic retains the right regulating their servers with the terms of service you agreed to upon downloading. Violate the terms you can be banned. Time bans help show the error of peoples ways to show that they were wrong. People who hack already know they are in the wrong. People who trash talk may not necessarily know. He is getting this: If he is getting this, then it may have do with his firewall settings. Perhaps he forgot allow this program through for when the window popped up. Perhaps it is his anti-virus blocking it or VPN going to a country that has the game banned? His communication skills are a little lack luster. In: Lobby |
Thread: Centaur17 Jul 2020, 22:10 PM
In: Lobby |
Thread: Centaur17 Jul 2020, 21:19 PM
When it comes to both the centaur and ostwind, They have to compete in the role of infantry support with the P4/Cromwell. As nice as the centaur is and it performs well, it gets overshadowed by other units. This why I believe both the centaur and ostwind should be a suppression unit rather than a damage focused unit. Sort of like a HMG, but armored. This could also help fighting blobs more effectively as well, suppressing large groups. This would make the unit have a more clear a defined role from its counterparts. In: Lobby |
Thread: AEC and Bofors Tech.16 Jul 2020, 17:34 PM
Personally, the best way for the AEC to be adjusted would be the timing. It arrives extremely early, hence why I usually say on moving Hammer and Anvil to the T1 structure. 50 fuel teching cost would push it back to a proper timing while not affecting the late game too much. The Bofors is complicated. Performance wise, it does great. This issue is the lack of a mobile mortar. Leigs and G34 mortars do great against it as they should. But it can be hard to attack these units seeing investing into both a mortar pit and bofors not only costs an extreme amount of manpower but also time. Additionally, UKF lack any late game indirect. A 25 pounder emplacement, Sexton, or land mattress needs to be available non doctrinally. Then we need to look a brace, I would not mind seeing to go or moved the advance emplacements as it help denies many attacks and doctrinal abilities with a click of a button. Assuming the faction can help protect through better indirect, it would need to go. Lastly, Advance Emplacement Regiment. Primarily, the repair ability. This ability should not repair structures and units in combat, in return the repair radius could increase. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues14 Jul 2020, 03:30 AM
Relatively big update with a pair of videos. Soviets Red Banner T34s now start off with one star of veterancy. Ostheer Strategic Reserves adjusted Breakthrough equipment and the Tiger Ace is removed and replaced with Panzer 4 F1s and Armored Reserves Panzer 4 F1 is of course the short barrel panzer 4, but for the fun of it, they doctrinal ability use the Panzer 3 line. Armored Reserves is the Ostheer version of Soviet War Machine. For the duration lost tanks are replaced with Panzer 4 F1s. Up to three tanks USF Question: What interactivity is there between Paratroopers and weapon racks in live? To fix this issue Paratroopers have been adjusted -Immediately have access to camouflage like Falls. -M1919 upgrade removed -Slot size increased to 3 from 2 -Thompson upgrade only adds 3 Thompson instead of 4 and consumes all 3 slots Rangers -Thompson upgrade only adds 3 Thompson instead of 4 and consumes all 3 slots -Now has access to a grenade launcher upgrade -Grenade launcher upgrade removes frags but add rifle smoke grenades. -Grenade launcher utilizes grenade launcher model. Urban assault company Urban assault kits replaced with Assault Squads Assault Squad allows Riflemen and Assault engineers to have a squad size upgrade Riflemen's upgrade reduced reload rate and slightly reduces cool down. Consumes Slot items size and requires no slot items. Additionlly it replaces the at grenade with an AT satchel and replace the frag with a M15 WP grenade that still requires grenade research. OKW Puma replaced with AT Hetzer with significant animation Frankenstein'ing. Doctrinal Flame Hetzer now conveys an upgrade for the Hetzer It uses the speech code NAS which was most likely would be used for the Nashorn which only has sound effect developments. Luffwaffe Ground Forces Heavy fortification replaced with pak 43. Hope you like Panzer Elite Fallsimjaegers adjustments -Now a Five man squad with MP40s -One free FG42 -FG42 upgrade only adds one -Bundle and Frangible smoke removed -Camo first strike removed -Standard smoke grenade added -Vet 1 Panzerfaust added -Vet 2 Assault ability added, Vet 5 adds suppression to this ability. These changes will help differentiate the role between Obers and Falls. Most of the Falls damage comes from the FG42 so for an ambush/assault squad dropping will not be as punishing. Fortifications doctrine undergone some changes to make it more unique vs Overwatch and generally much more useful. Fortifications doctrine has been changed to function more like UKF's Advance Emplacements. Volks field defense now allows Volks to gain a building repair and able to build items from the Heavy Fortifications. Heavy Fortifications Grants Access to Concrete Tank Traps, Concrete HMG Bunkers, and Concrete Repair Bunkers. Repair bunkers repair near by structures and vehicles that are not in combat. Pak 43 and Lehf 18 replaced with Panthertrum and Heavy Mortar Emplacement. with crappy icons. In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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VS
WhizzBang
RpgGotMe
[SU-76M5AXIM] RED
Radagast
Burke
[HAN]G Funk Music
Manakete Vanguard
An 'orrible Cunt
Large Epic Battleby: Angrade (Ægion) map: La Gleize1-1,107 -
VS
[IG] Falkenmond
NL_Sim
Prinz
Glen Matthews
Manakete Vanguard
Capitaine Soif
[6. SS-Pz-Armee] Ogf. Dietrich
redruM - Mutti macht euch platt!
You can't be any worseby: Angrade (Ægion) map: City 172-1,476 -
VS
TANK HUNTER (PL)
Nevissue97
-2d- Quagmire
Her General Deathshead
Solovey Russia
Manakete Vanguard
2v3 winby: Angrade (Ægion) map: Lazur Factory1-964 -
VS
Cmd-Jeeps[FR]
The morning breeze
`Agion
Change My Life
Nico(Ger)
ParaTank
Rusty Shackleford
puzzleBoX
King Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,360 -
VS
robin_johanssen
-=SFK=-Zenturio Flomur
`Agion
SoFly
Mr Pi
Amon



