Well, time for me to try to push for parts of my mod to come live.
*I have been preaching about commander change a recently, and hopefully some of my basic suggestions will be heard.
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: Infos to the Major December patch31 Oct 2017, 10:05 AM
In: COH2 Central |
Thread: Lets talk about Doctrines29 Oct 2017, 11:57 AM
Luftwaffe Officer -Abilities change from Close Air Support Commander and Luftwaffe Supply Doctrine -Abilities share cooldown with their counterpart -Doctrinal abilities recon ability replace the officer call in Officer Variations -Recon Pass Improves with veterancy can be come a loiter -Supply Drop Zone Not Tailored to a strategic point -Anti infantry strafe one aircraft loiter -Anti Tank Strafe one aircraft loiter, will need to be careful on preformace -Stuka Dive bomb Strategic bombing? like the commandos doctrine or to like a bombing loiter like Overwatch -Incendiary bombing run Loiter like overwatch This is just a brief idea, I have to leave soon so I can make replies once I come back. In: COH2 Gameplay |
Thread: Lets talk about Doctrines29 Oct 2017, 11:44 AM
Sorry for the late response I was working some possible idea, can be read above. To me, some of the officers abilities just are either lack luster or a way to increase the number of slot on the commander roster. The Artillery Officer works with on field assets while the Luftwaffe Officer just calls in airstrikes basically adding more abilities to the officer. If they were an improved version of a commander ability while sharing the same cooldown. Then it could be useful... I think I said of good way to rework the Close Air Support Commander and Luftwaffe Supply Doctrine. Balancing T34s that early maybe hard but possible. In: COH2 Gameplay |
Thread: Lets talk about Doctrines29 Oct 2017, 11:35 AM
Here are some alternative ideas for some various doctrines. Soviet Industry Replace Allied Air Drop to Engineer Salvage Kits Replace Vehicle Crew Repair Training with Soviet War Machine Soviet war Machine -120 second time ability - up to two/three lost tanks/assault guns will be replaced with Green T34/76s (similar to rapid conscription) -200 munition cost Green T34/76 -Max health 400 making it either a 3 shot kill or a 2 shot and snare kill. -increased target size by 2 -unable to vet -skin locked to default green skin. -still have access to ramming (in order of the Green T34 to look different then regular, the regular T34s should have the Hulls extras on.) NKVD Rifle Disruption Tactics I know have been talking about this doctrine a lot, in which we all agree it needs reworked. It should be around harassing or Disrupting the opponent. Additionlly having a third doctrine with partisans would make the bulletins more appealing. -0 CP: Radio Intercept -2 CP: Hit the Dirt -2 CP: Partisans (the Disruption unit) -6 CP: Fear Propaganda -9? CP: Scorched Earth 60 Second Overwatch action that calls in Mortar Barrages (Incendiary?) in friendly territory Soviet Shock Army As stated before, too many overlapping abilities. -2 CP: Shock Troops -2 CP: 120mm Mortar -6 CP: Fire and Manuver -time ability -vehicle increase accuracy and perhaps able to cap? -12 CP: IL-2 Loiter -14 CP: KV2 The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order. Shock Rifle Frontline Tactics -Shocks -AT gun Ambush -Incendiary Artillery Barrage -KV8 -IS2 Anti-Infantry Tactics -Shocks -recon overflight -fear propganda -Incendiary Artillery Barrage -KV8 Terror Tactics -Shocks -fear propganda -Ml-20 -KV8 -IL-2 Bombing Strike Here is how I would change the doctrines so their would be less overlapping abilites Anti-Infantry Tactics 2 CP: Machine Gun Nests -100 Munitions? With a Dshk in the doctrine making this cost munitions would not deplete the manpower for unit call ins 2 CP: Dshk 38 HMG 4 CP: Recon Overflight 7 CP: Incendiary Barrage 8 CP: KV-1 This doctrine would be transformed from a support-ish to a more defensive doctrine. Since this doctrine was in the middle of the other two in likeness, changing it would be Ideal. While the other two do have two same ability and one like ability, this should be fine. Though we can always change Terror Tactic's Shocks into Assault Guards? Speaking of similar doctrines, Guard Rifle Combined Arms Tactics and Soviet Combined Arms Army. Even half of their name is the same. They two same ability and one like ability in the form of the airstrike. With Guard Rifle, they do have synergies, Guards with long range and Conscripts with PPSHs is close range. So I will focus on the other doctrine. Soviet Combined Arms Army -1 CP: Forward Observation Post An Alternative "Cashe" to be built on a point to provide more vision like an observation post point. 75 munitions -3 CP: Assault Guards -5 CP: Anti Tank Gun Ambush Tactics -8 CP: ML-20 -12 CP: Il-2 Bomb Strike In: COH2 Gameplay |
Thread: Lets talk about Doctrines29 Oct 2017, 10:01 AM
I knew some abilities were used somewhere, like Soviet War Machine and Scorched Earth were used in the original the Soviet Campaign. What I would like to do is to bring in new and unique abilities to the doctrines instead of mashing a pool of abilities together like Relic did. In: COH2 Gameplay |
Thread: Lets talk about Doctrines28 Oct 2017, 14:22 PM
I think we are going about the Soviet Doctrine all wrong. There are simply a lack of unique and powerful abilities. Here is a video of unused doctrinal abilities. I will give a quick summery what it could be in the game. Soviets start at 2:09 1. Scorched Earth -Frontline Overwatch ability that drops 120mm mortars on advancing enemies. 2. Hold the Line -Infantry will gain combat bonuses in friendly territory for a time. 3. No Retreat, no surrender -too similar to hold the line and too gimmicky. 4. Manpowerblitz -would promote too much blobing, not a good idea 5. Red Banner t34/85s I have actually done something with this in the past -One time call in of two T34/85s -Skin locked to the Red Banner colors. -Since it is a one time call in, they could revive a small discount in comparison to building t34/85s 6. Sector Air Cover would be too similar to the IL2 loiter. (it maybe it because I can not remember the voice line to it.) 7. Machine gun nests -do I need to explain this one? 8. Fire and Manuver -time ability -vehicle increase accuracy and perhaps able to cap? 9. Forward Observation posts -Either a free standing watch tower (owned) -Or a alternative Cashe for vision instead of a munition or fuel 10. Green T34/76, Soviet war Machine I have a unique idea that combines theses voices lines -Time ability - up to two/three lost tanks/assault guns will be replaced with Green T34/76s (similar to rapid conscription) Green T34/76 Max health 400 making it either a 3 shot kill or a 2 shot and snare kill. increased target size by 2 unable to vet skin locked to default green skin. still have access to ramming 11. Evasion tactics infantry unit may Oorah sprint for 5 seconds (like the Ostheer sprint) In: COH2 Gameplay |
Thread: Ægion's Experimental Balance Changes MKIII28 Oct 2017, 13:37 PM
New Update With these doctrines being underutilized, I decided to rework them. German Infantry In comparison, Jaeger Infantry is camouflage while German Infantry should be focused on open combat. -0 CP: Assault Pioneers -0 CP: Sprint -1 CP: Artillery Officer -2 CP: Model 24 Stun Grenades (Assault Pioneers can use this) -4 CP: Smoke Bombs (Airstrike) Idea behind this is an alternate T1. Assault Grens/Pios can fill the role of standard Grens. The Officer can increase their damage, call in smoke, and later coordinate fire for Pwefers. The smoke bombs airstrike will allow a global smoke option so the player is not limited to the Officer. Assault Grens and my Assault Pio are still on the weaker side of thing but the Stun Grenade ability should help them level that out. Blitzkrieg Gotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles so this should be focused on fast and aggressive vehicles. -0 CP: Panzer 4 F1 (Buildable Short Barrel P4s in T3) -4 CP: Fast March -7 CP: Tungsten Rounds (90 seconds of increased weapon penetration for all vehicles. 120 Munitions) -9 CP: Vehicle Breakthrough -10 CP: Command Panther (Equal to the OKW, up to 3 stars of veterancy) Ambush Camouflage Now Pioneers, Pak 40s, and GrW 43 Mortars can be upgraded with Ambush Camouflage 250 Half-track To bring it in line with the Universal carrier, the frontal armor is being reduced to 7 from 11. Fuel cost is increased to 10 from 0 Quality of Life Change When units are garrisoned in a vehicle, the vehicle can now cap, resulting in better queuing for mass capping. |
Thread: Mechanized Grenadier Group27 Oct 2017, 11:45 AM
I generally agree that the unit is underutilised for its performance, but I would not go as far as comparing it to "2640 hp grenadier". That is for a number of reasons: 1. The half accuracy when garrison in a vehicle is not true. If the vehicle is stationary the units inside are still have full accearcy, they still recive moving penalties if the vehicle is moving, yet the LMG can still fire but with its own moving penalties. With the doctrine it in, not moving is fine with its spotting scopes. 2. Since the halftrack are targetable, units are more like going to target it rather than Gren squad itself. 3. It call reverse moving and not showing your rear, anyways 5.5 rear armor is quite high, higher than the frontal armor than the Kubel/WC 51/M3 Scout. 4. Why waste munitions on standard squad if it really can not touch your grens, or why waste munitions on a HMG that can now easily flank? For retreating, you can reverse move out or know your limits. You can always hop your grens out. 5. Spoting scopes will allow you not to drive into at guns, and you can always hop your grens out. In: COH2 Gameplay |
Thread: Mechanized Grenadier Group27 Oct 2017, 10:13 AM
Today I want to talk about the Mechanized Grenadier Group and how it is an underrated ability. Yes, it can be quite good. The main thing is the 250 half track in which every one believes is it a undesired unit. First off lets look at it stats and compare them to the M3 scout car and the 222. 250 HP: 240 Armor: 11 222 HP: 320 Armor: 9 M3 Scout (Soviet)/M3 halftrack (USF) {same values} HP: 200 Armor: 5.4 Now if we take the this formula to find effective health. Since we will be talking about small arms, penetration will be one. Health/(Penetration/Armor) Effective Health 250: 2640 222: 2880 M3: 1080 This ultimately means the 250 halftrack is a 2640 health Grenadier, that can also kite. This means you can stay at the max range where Grenadiers still do well. Since this ability only comes in one doctrine, German Mechanized Doctrine, it also has access to spotting scopes to help spot threats such as infantry held AT and AT guns. If your opponent is blobbing, hit them hard. They will have trouble in fielding AT guns. Force them to pay for reinforcing. Now, if we load in a flamer pioneer, it puts the M3 Clown Car to shame for clearing garrisons. Alternatively loading up a minesweeper still works for quick/deep sweeping. When vs MGs, they do have a greater penetration so be careful. Additionally, Allied mines are weaker so they will not one shot the 250 allowing the Pios able to repair. (Quicker than a 222 since it has less health.) Dshk: 1.5/3/4.5 Maxium 1.2/1.4/1.6 M2HB 5/6/7 (be careful) Vickers 1.3/1.6/1.9 While still having less effective health than a 222 this group posses more anti infantry damage. I found this ability quite effective when your opponent is blobing. If they get PTRS, Bazookas, or Piat blob in retaliation then unload your Grens the 250 can still be a spotter for the Left 18 Howitzer as well in general. Additionally, forcing your opponent to get AT held weapons means your Grenadiers will have a better time fighting against poorly equipped units. The Mechanized Assault Panzergrenadier variant I would say is weaker. The must be in closer to fight making it harder to fight snares as well enemy rifle rate of fire would increase. Swap them for Flamer Pios and hit the flanks I say. Cons: -3 Command points -Weak to AT -Cost 500/30 so getting your Pak 40 out will be harder. However, with LMGs already come on your squad then it spares up your valuable early Munitions for Tellermines. Additionally, Grenadiers themselves do not take much damage anyways to you can also stall your Med Bunker for making use of that munitions for more mines. Also for a quick QoL fix of all garrison-able vehicles. Do you think we could make the 250/251/M3 and etc could enable to capture points when garrisoned? This can allow for better queue moving for a mass capture. In: COH2 Gameplay |
Thread: Lets talk about Doctrines26 Oct 2017, 14:09 PM
The cost is 30 so it is already cheap. The Grenadier variant in my mod gains one G43 to help with damage. Maybe to adjust the camo settings to allow them more movement for the camo? Remember they do have a first strike bonus of x1.5 accuracy bonus for 5 seconds which really does help. I was also thinking of allowing Pioneers and AT guns to upgrade this as well. Maybe mortars too? So if they were going to get flanked they could just hide until they pass. I am assuming you mean carbine and not the garand? While your idea is interesting, I am a bit hesitant on changing Pgrens. In the live game, Riflemen with two BARs is relatively equal to a Pgren squad, excluding vet. Note I am not saying no because they would still be weaker than Rangers with their target size. Would you like to see this on Stormtroopers in the elite troops doctrine (exclusive to the other upgrades)? In: COH2 Gameplay |
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