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 States
Nationality: United States
Post History of Angrade (Ægion)
Thread: Suggestion to Moder's community18 Mar 2023, 00:08 AM
I personally will not be modding in Coh3. The last time I played it, Coh3 had about the same amount of unpolished as one of my own mods. Seeing how many issues in Coh3 has, it gave me a renewal in modding in Coh2. In: COH3 Central |
Thread: DOW2: Elite Mod Discord Server Hacked9 Mar 2023, 02:17 AM
In: Other Games |
Thread: Coh1 Scorched Earth in Coh2 [Mod]25 Dec 2022, 15:03 PM
Note the video may still be rendering. Happy Bah, Humbug Day. Let me brighten up your day with some Scorched Earth. In: COH2 Gameplay |
Thread: Merry Christmas 25 Dec 2022, 15:01 PM
Bah, Humbug In: Lobby |
Thread: Squad refuses to be deployed25 Dec 2022, 11:01 AM
I have had this issue before. You are likely using cheat mod commands? This can pop up by having rapid production on so stuff builds quickly. By turning this off and let it build normally, it has a good chance of working. |
Thread: Coh1 Replay casts4 Oct 2022, 20:40 PM
Not sure if anyone comes to this part of the site but here is a playlist of my Coh1 Casts and it will continue to grow. https://www.youtube.com/playlist?list=PLjJGA4Pd6icqSVhzH4wBA7fcElv5HU0i2 In: COH Central |
Thread: Welp, I turn the OKW in Coh1 Brits.3 Sep 2022, 23:45 PM
If you want to try it out, my mod is in the signature block. The notes are pretty out dated, so ignore them. I messed with all factions There is one important bug: If you have too many OKW AI, then the game will stutter. I think it is related that the OKW AI wants to move the setup up trucks. Two AI seems not have a problem but seven AI will. In: COH2 Gameplay |
Thread: AVRE OP?21 Mar 2022, 22:09 PM
Honestly, I would say the AVRE should be reworked to act more similarly to a brumbar. Focus around an auto attack rather than an ability for one shooting squads. In: COH2 Balance |
Thread: USF after Balancefinders and Scotts get nerfed22 Nov 2021, 11:51 AM
Based on reading all comments before, I have some questions and answers. Once again you can see what I am talking about in my mod, but it feels like I have shilling a bit too much for it. Pathfinders (and other light infantry) Pathfinders are somewhat of a glass cannon seeing they are a 4 man squad with 1 target size. With two bars and two scoped rifles, they have a really high chance of dropping bars. They have great damage potential but a very squishy. They do also have doctrinal issues as well. They have an overlapping role with paratroopers and the recon support ones are weaker with one scoped rifle. They have to both compete with riflemen and paratroopers for their role. This is why I made these changes in my mod. Pathfinders: Manpower - 240 Target size - .8 Start with no slot items -Their carbines are quite good. In this new stock state they are comparable to grenadiers. They have a lot of possibilities now as well. Such as now grabbing a pair of bazookas for an effective tank ambusher. Can be upgraded with their two scoped rifles which have 40 range instead of 35 range while their carbines retain the 35 range. Gain the assassinate ability. -This same for all the light infantry in my mod. This way a moving does not mean high damage but high support for other combat units. With no one man snipers anymore, in my mod, a single target snipe ability could be quite good when pushing into support weapons. The assassinate ability cost munitions. Scoped rifles consumes both weapon slots. retains 0 CP retains their camo Only in recon support doctrine Recon support (my mod) Airborne (my mod) Scott and late game arty. I have always found the Scott in a weird place. It does not feel like it should be in that tier. I am not a fan of the Calliop to be non doctrinal either. If I put the 105 in that tier, then I am compelled to swap the Jackson with at dedicated 76 as well. (Got have the selection of Sherman, Sherman, and Sherman) What about the M7 Priest? Like all howitzers in my mod, I made it have an auto attack. Historically, the M7 was used in both direct and indirect roles. Right now I have the auto attack as a mix of a Brumbar and an ISU. I could mess around and tune it. It can retain a long range barrage ability while still provide a direct(ish) fire support for anti infantry usage. It would still have lower health than a Brumbar but have better range. The Scott could be moved to the Infantry that arrives earlier (5-6 CP?), retain some old stats, and have great mobility. In: COH2 Balance |
Thread: Can we revive Mechanized?11 Nov 2021, 20:41 PM
What is everybody's opinion on the Original Mechanized's Withdraw and Refit. In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-869
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VS[IG] Falkenmond NL_Sim Prinz Glen MatthewsManakete Vanguard Capitaine Soif [6. SS-Pz-Armee] Ogf. Dietrich redruM - Mutti macht euch platt!You can't be any worseby: Angrade (Ægion) map: City 172-1,170
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VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-733
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VSCmd-Jeeps[FR] The morning breeze `Agion Change My LifeNico(Ger) ParaTank Rusty Shackleford puzzleBoXKing Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,085
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VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon