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: AE not working5 Jan 2020, 03:37 AM
Not sure. Try verify game cash and make sure all the paths are correct. Plan B is to uninstall and reinstall the tools/tools data. |
Thread: UKF Minor Redesign4 Jan 2020, 18:26 PM
UKF needs a major redesign. They lack a lot of critical items non-doctrinally. -Base medics -Mobile Mortar -Any sort of late game indirect fire -An effective light vehicle to engage infantry -An effective way to deal with CQB infantry on maps that they can excel in. Here are some ways these problems can be solved. T1 Rework Infantry Section Rework In: COH2 Balance |
Thread: My Last Mod Release31 Dec 2019, 17:12 PM
Happy new decade In: COH2 Gameplay |
Thread: My Last Mod Release31 Dec 2019, 16:41 PM
New small update Shocks, Stormtroopers, and Commandos when right clicking on a unit, they will now charge at unit until they are at a 10 unit range. This capability is removed when they are equipped with a slot item Luftwaffe Supply medical crates now conveys a passive healing upgrade, only one medical crate is dropped Royal Artillery -Consecrated fire operation affects 25 Pounder emplacements and Sextons -Valentine replaced with Sniper Squad Commando -Assault replaced with Valentine Scatter reduced CP redecution from 5 to 4 no longer has observation mode or Sexton Barrage -Air Supremacy Operation Now summons a recon plane and over watch action Can not be targeted in the fog of war Up to two scatter bombers will target buildings Up to three anti infantry strafes Up to three anti vehicle rocket strafes. 50 second duration 200 munition cost from 250 In: COH2 Gameplay |
Thread: Adding a Pintle MG42 to the StuG E (short)31 Dec 2019, 13:28 PM
Not sure, I did a quick test and I only needed to copy and paste the override of the ability and placed it with the EBPS. Can you by chance post a screen shot of what you did? |
Thread: USF Kills 2 TIGER ACES in 1v130 Dec 2019, 01:31 AM
sure here it is. I just got it uploaded, sorry if I miss lead you. Rendering a 4k video takes a long time. For an reference, rendering 1 hour takes about 8 hours. Fair warning, not one of my better casts. In: Replays |
Thread: USF Kills 2 TIGER ACES in 1v128 Dec 2019, 22:00 PM
I have watched and casted this replay but oh boy... No offense both sides need improvements. Primarly the Ostheer player, he was bad. Some tips for you, you have had a bit of manpower issues, as in too much. The while the Stewart was killing everything at home your lieutenant was back at home not reinforcing and not caping. You do not have to look at your unit to cap order. Hold Shift and highlight the points on the map. You can queue up a bunch of orders like this allowing you to focus on other things. For when the other tiger came out, it was clear on his play style that he would bring out another ace so the second Sherman was a bad idea, but the first Sherman did great. The late pack howitzer was a bad option. At the time, which remain true for the rest of the game, there was no static targets to shoot at, so it did not preformed all that well. Stock rangers do have a higher dps at all ranges compare to riflemen as well a better target size. With the manpower you have, using them without upgrades is better that riflemen with weapons, excluding AT rifle grenade. You did a great job on building light at mines, and you built a lot. Your opponent fought like a bot. Assault grenadiers were never upgraded and never got into proper range. Just spammed out grenades. Pioneers were never upgraded even for better repairs. The second panzergrenadier squad was upgraded with panzershrecks with no targets. Constantly issued move orders on to capture points with multiple squads. Keep MGs into low health buildings. Never built a med bunker. A huge delay in anysort of AT, and constantly lost squads and kept building assault grenadiers. In: Replays |
Thread: Adding a Pintle MG42 to the StuG E (short)27 Dec 2019, 20:59 PM
In case you have advice, some other things I’m gonna try to do: I am not sure for the bipod mg42. The prop lmg 42 as in a dropped slot item is different from the weapon, and it is basic prop. You can probably mimic a team weapon in the weapon table and increase the drop rate to 100%, but if it were to wiped squad caring it, the squad that would pick it up would be entirely 'transformed' rather than leaving a model or two behind. Grenades have a minimum range. Not sure if would work but it may cancel it out. The flak half track can be enable to fire on the move. First remove hardpoint one. This only shows the set up display and is independent of the weapon that fires. Place hardpoint 2 in hardpoint 1's spot, and remove hardpoint 2. go to weapon\west_german\ballistic_weapon\tank_gun\sdkfz_251_17_flak_20mm_flak38 under moving make sure disable_moving_firing is set to true under set up set the duration to 0 and instant_setup to true under behaviour change non_moving_setup to false I think that is everything to adjust the moving but the 222 autocannon can be a good reference For the stun go to damage add either under on_penetrated_action (before damage) or post_damage_actions (after damage) for the stun. Trigger_critical_action is used to apply a stun. Panzerfaust, Puma's Aimed shot and many other weapons can be helpful. |
Thread: Adding a Pintle MG42 to the StuG E (short)27 Dec 2019, 20:13 PM
This is just me taking a quick look. The stug e (commander) does not have a hardpoint two for the slot item. Try adding a hardpoint two like the stug g. In live, when an hq is fully built, it will add an player upgrade. upgrade\west_german\passive\building_1 This is used for the King Tiger call in. However, you can also use this in the requirements for the sws ability that constructs the building. Also, the names are weird and probably changed roles in development. Battlegroup Medic HQ ebps\races\west_german\buildings\base_building\heavy_armor_support_mp upgrade\west_german\passive\building_3 abilities\west_german\modal_ability\construct_infantry_barracks Mechanized Repair HQ ebps\races\west_german\buildings\base_building\light_armor_support_mp upgrade\west_german\passive\building_1 abilities\west_german\modal_ability\construct_tank_command Schwerer Flak HQ ebps\races\west_german\buildings\base_building\infantry_support_mp upgrade\west_german\passive\building_2 abilities\west_german\modal_ability\construct_armored_infantry_command So in short make the construct Mechanized Repair HQ ability require either structure: heavy_armor_support_mp or player upgrade building_3. |
Thread: Is it wrong to ask for lmg upgrades for PG's22 Dec 2019, 17:40 PM
Rewinding back to the Grenadier vs Riflemen argument here is a quick compilation video vs the two. note the video is still processing and may take some additional time to get up to 1080p and 4k. I made this quickly and if only focus on stock riflemen and grenadiers. In: COH2 Gameplay |
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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