I have a absolutely stupid idea that is most likely over powered. Seeing their an ability solely for incendiary lieg rounds I think this can be improved. There must be more fire.
-Captured GrW 34s can also use incendiary rounds
-Lefh 18s are allowed to use incendiary rounds
*Left 18 incendiary barrage unable to target base sectors
Replace the Rocket Barrage with the Lefh 18
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: [DBP] Firestorm Doctrine feedback thread3 Dec 2017, 15:31 PM
In: COH2 Balance |
Thread: [DBP] Luftwaffe Ground Forces feedback thread3 Dec 2017, 14:11 PM
While I like the five man buff for the infiltration commando, I do not like it for Fallschirmjagers. Additionally when looking at the Assault, they both just feel weird so here is my suggestion for both so they do not overlap each other. Fallschirmjagers -Paradropped in One reason why it is a spawn falls is because as you know it is powerful and instant spawn out the gate. The time to paradrop in would help players to make tactical decision instead of a gut instinct to spawn a Falls to win a fight. Airborne Assault -Now is a two aircraft loiter One Anti infantry MG strafing and the other AT strafing. This would give a multipurpose support which is not too strong in both but still reasonable. smoke run edit: whoops it was my bad
A 0 cp Sprint on Sturmpios would be a bit op, however this got me thinking. I do not know if this is OP. New upgrade: Luftwaffe Grounds Forces Support Package -Exclusive upgrade for Sturmpios, Volks, and Obers -Adds one FG42 (one slot item) -Adds Sprint -2-3 CP In: COH2 Balance |
Thread: when is december update coming up?2 Dec 2017, 19:34 PM
I forget where but I head as early as the second week of December. The balance team is under a very tight scheduled so any further updates will be most likely fine tuning. In: Lobby |
Thread: Storm doctrine broken in new patch V1.6.12 Dec 2017, 19:24 PM
I do not see anything in bold In: COH2 Balance |
Thread: Storm doctrine broken in new patch V1.6.12 Dec 2017, 16:57 PM
This is a bit of a derailment of the original thread
Once the DBP is finalized, I will be releasing my own balance mod. I have been thinking of ways to change Stormtroopers. Stormtroopers are overlapping with ambush camouflage/sprint in Encirclement. Additionally, they do not feel very unique seeing they feel either a better Grenadier or a better PGren. For my future mod, I am thinking of giving them unique upgrades based on which doctrine to contribute to that play-style. Base Stormtroopers
Elite Troop's Stormtroopers
Storm Doctrine's Stormtroopers
Encirclement Doctrine's Stormtroopers
In: COH2 Balance |
Thread: Give IR Pathfinders recon ability? 2 Dec 2017, 14:59 PM
I can see adding a Major's Recon with a Global cool-down a possibility, but the unit is already quite cheap and the time would be quite off. If additionally it were to require Major Tech to make a proper timing, possible, but then you would have the Major himself. In: COH2 Gameplay |
Thread: Storm doctrine broken in new patch V1.6.12 Dec 2017, 13:43 PM
Problem: Storm Doctrine does not have Stormtroopers. In: COH2 Balance |
Thread: December Balance Preview1 Dec 2017, 19:30 PM
There is a possibility of different ammo such as heat or sabot, but the Jackson already has that. Anyways the Sherman main gun is actually quite good. When fighting armor it has identical stats to the Cromwell gun and the Sherman 76/M4c pen is only 10 more. In: Lobby |
Thread: December Balance Preview1 Dec 2017, 19:23 PM
While the 75 and 105 are the same entity with different animators the 76 is a separate entity so this is not possible.
It would overlap with the scott. Speaking which, the scott just comes out way too late. Moving it to a doctrine for 5-6 cps could actually be a buff to it for a better timing. In: Lobby |
Thread: Prevent weapon to be overridden by slot item1 Dec 2017, 18:52 PM
This is just me spit balling an idea. Upon death of the model you could remove the slot item and add a requirement action to re-add the slot item that would automatically triggered when this model is reinforced giving his weapon back? |
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