I am going to be exact which may be confusing.
You do need line of sight when activated for the barrages. Cut off sectors are revealed for the duration so there is self spotting. The reveal area is has a 30 unit radius around the strategic nodes. All barrages taregts all "enemy" and not "strategic_node." It will not target the strategic points itself but will still target cashes. Everything is constant in firepower and damage.
Front line barrages:
grw34_81mm_mortar_barrage_mp
(Standard mortar)
two rounds
Scatter Radius of 20
Every 10 seconds
Cut off sectors:
sector_105mm_gun
(this is the same round used be OKW zeroing arty and assault artillery)
3 rounds
Scatter Radius of 1
Every 5-10 seconds
panzerwerfer_rockets_mp
(standard panzerwerfer rockets)
10 rounds
Scatter Radius of 15
Every 5-10 seconds
stuka_500_lb_bomb_nodecap
(old stuka dive bomb with in the infantry instant dead effect, can not decap points.)
1 round (after 8 seconds, has a dive bomb sound effect)
Scatter Radius of 5
Every 16-20 seconds
Profile of Angrade (Ægion)
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: Close the Pocket Question6 Nov 2018, 14:18 PM
In: COH2 Gameplay |
Thread: Typo in the description of Fortified Armor Doctrine5 Nov 2018, 18:32 PM
I honestly have not read almost all doctrines descriptions even though I own all of them. I know there are a lot of typos. Example: the stuka Dive Bombs says it drops a 50kg bomb and not a 500kg bomb. In: COH2 Bugs |
Thread: CoH & AoE4 coming to Xbox? 5 Nov 2018, 17:04 PM
RTS can be on consoles and still be good, while not be dumb'ed down. Look at CnC 3's, there are a lot of pull up menus for a game based around mass production. AoE is a pretty simple RTS, not really any 'abilites,' just different units. For CoH, there is enough buttons for abilites. Most units may only have two to three abilites. A Vet 1 ability, grenade, and something else. For directional movement, on PC you click, hold, and move. Why not the same on console? For attack move in CnC, it was double click. Retreat could easily be a click in on a stick as well as reverse move to a location. RTS on consoles are not damn to mediocrity. In a game like CoH where you are not mass producing on everything or micro'ing economy, this maybe the best situation for an RTS to be on a console. The only thing I would say is Relic's poor creation on DoW3. In: Lobby |
Thread: Squishy's abusive tank crush31 Oct 2018, 17:33 PM
There was no abuse. Whenever an infantry unit is immobilize either from an ability or from suppression, they will not dodge. He simply read the situation right and used your own ability against you. In: Replays |
Thread: Volks/pzfusil/Sturmoffizier mark target death blob10 Oct 2018, 00:14 AM
An alternative idea is duel MGs, blobbers tend to follow the same rout each time. In: COH2 Gameplay |
Thread: Panther, why does it have heavy crush?5 Oct 2018, 12:13 PM
It helps with its pathing. It is quite expensive and only fires in one direction. Unlike tank destroyers, its targets, infantry, can be not as accessible to medium crush. Tanks have turrets so it matters little on how they approach their target in order to allow their gun to fire. In a lot of maps, the Brummbär would have trouble moving around in seeing how it has poor accelerations and rotation. Additionally the Brummbär is not the most accessible thing when comes to teching. In: COH2 Gameplay |
Thread: Fallschirmjager or Obersoldaten30 Sep 2018, 14:10 PM
I was slightly wrong. There is still some accuracy modifiers of .9 instead of .5 In: COH2 Gameplay |
Thread: Fallschirmjager or Obersoldaten30 Sep 2018, 12:21 PM
I personally like the infrared STGs more because they ignore cover and offer good low-mid range DPS. This gives Obers great senergy with Panthers because they can clear ATGs in no time. If there aren't any ATGs around they can chew through basically any infantry they encounter. Slight correction, sorry. The infrared STGs ignore all accuracy bonus from cover. Damage resistances from heavy cover and garrisons still apply. Obersoldaten rifles are really good. In fact, stock Obers are better than unequipped/single bar, vet 3 riflemen. I would say it would be also dependent on what you are fighting. Vs more CQB units Falls would be better, while vs longer range units Ober. Other things, All depends on your build order. Most Falls builds usually go for Mech to Med to Flak. Falls allows for earlier elite units, Panzer 2 and then to finish it all off with a late game king. If you go for Obers then you are probably not building a panzer 2 or a flak half-track. Summary, Fallschirmjager or Obersoldaten is not really comparing the two rather, which fits better into a build. In: COH2 Gameplay |
Thread: Close the Pocket didn't work properly19 Sep 2018, 19:20 PM
Are you entirely sure that the points were cut-off? You can usually tell if the territory is flashing on the minimap. Having a forward HQ wouldnt matter, as it doesnt generate supply, only the main HQ does. It actually does matter. The forward HQ counts as a supply. So anything cut off is not actually cut off. It does "collect" resources. In: COH2 Gameplay |
Thread: Ægion's Mod [Update 9/10/2018]11 Sep 2018, 13:35 PM
I did not explain the command bunker all to well. The Command Bunker is available at battle phase 2 for 200 manpower, 15 fuel. It has the forward retreat point already available. It can be upgraded with medics for 100 manpower and be upgraded with repair pioneers for 100 manpower. The model is the concert bunker with animators for the medics and repair pioneers. With Ostheer using concrete Dragon's Teeth tank traps, I may have put more concert on ostheer than OKW. In: COH2 Balance |
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