This is what the ebps animator should look like for the 25 pounder
For the glider, try starting over. I know it can be done because I have done it before. You might have changed something you did not mean too.
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: Please Help with Glider and 25 Lbr Howitzer for AEF23 Oct 2017, 19:15 PM
|
Thread: Looking for 4v4 players!22 Oct 2017, 21:42 PM
There is the Discord group you could try also for more live results. https://discord.gg/coh2org In: Lobby |
Thread: Please Help with Glider and 25 Lbr Howitzer for AEF22 Oct 2017, 08:27 AM
I forgot that some of the Coh1 Models are still in the game. This will help me out for right now I am using other models such as the USF Fighting Position. Do you know if the old Mortar Pit is in there, because I do not see it? |
Thread: Lets talk about Doctrines21 Oct 2017, 16:03 PM
The initial Commissar has a 2 minute deploy time and still needs to get to vet 1 for the Force Retreat ability so Ostheer early MG can still preform fine for a good chunk of time. STG for Volks I did removed from my mod so now they do have to rely on the veterancy for the late game. And when for it becomes for grens, I decided I would buff Pioneers to help support grens. Pioneers and Combat Engines were just weak and largely dead units through out the game after all, on a per model bases a Pioneer was weaker than a riflemen at close range while Combat Engies were a 4 man conscript squad. All the other factions had a useful Engineer to aid in the initial and early game. In: COH2 Gameplay |
Thread: Lets talk about Doctrines21 Oct 2017, 15:44 PM
Units lite ST, Avre, Brumbar can simply redesigned. I could not think of where Sturmtiger could be fair a balanced with it's style of gameplay so that is why I replaced it with a Brumbar Call in. With how I changed T4 in my mod so it can be more reasonably accessed, the Brummbärwas in a weird position. The Brummbär is not overpowered. 1. I did not want a third Tech option from teching up for other factions usually do not have access to the Heavier tier and while UKF does, they only have two options. 2. For an anti infantry asset there was already the Ostwind which is quite reliable, as well as the Pwerfer. 3. I have thought putting it back in where the Tiger Ace is as well as some other area for a single heavy call in. (may received a buff for only one at a time call in.) The Tiger Ace can easily be unfair since it is a Vet 3 tiger with a .5 Damage modifier. AVRE I did resigned to work more like a Brummbär/Sherman (105). In: COH2 Gameplay |
Thread: Lets talk about Doctrines21 Oct 2017, 15:25 PM
First off thanks for the response, (or at least liking another response). I have done similar things so far, so hear are my responses.
The problem with Ostruppen, is the fact then come a bit late. This is why I have replaced Ostruppen Reserves with regular Ostruppen Dispatch. The usage or over usuage relief infantry is a bit of a trap, for you are receiving weak infantry who need veterancy in order to be effective. Granted this ability needs something changed, I have nerfed it from up to three squad to two squads.
I took another approach to the 250. An empty 250 can be built for 150 manpower much earlier on in ordered so it can some more usage and it can garrison mortars (excluding the 120mm) who can fire out.
Yeah, think people right now believe loiters are on the OP side hence why I made the Anti Tank Loiter to a strafe variant.
Seeing how my mod is has already swapped G43 and LMG 42 this will not extacty fit in. Additionally, stun grenades are strong enough to be their own doctrinal slot.
I do not know of anyone who uses vehicle crew repairs often. Changing is maybe necessary.
I think Conscript repairs are fine myself.
This is an interesting idea, maybe with Ostheer's and OKW's Counter Attack as well?
I chose with replacing it with Withdraw and Refit
Currently I have adjusted the Sherman with a dozer upgrade which increases health to all more tankiness. I chose to change the Recon Support with the Loiter and the Mechanized with Combined Arms
I actually did something similar. I combined the forward observers and flares for they both provided sight. The Flamer upgrade I moved to Lieutenant tech and replace the directional ability with Riflemen Field Defenses.
This could be interesting. Over course it need to be renamed, maybe Silent Operations? In: COH2 Gameplay |
Thread: Lets talk about Doctrines21 Oct 2017, 11:38 AM
Shock army: What do you not like from my Commissar? My intent is to have the Commissar to buff Conscripts in order for better late game scaling. In: COH2 Gameplay |
Thread: Lets talk about Doctrines21 Oct 2017, 10:01 AM
I have been thinking, for some additional ideas and I would like to hear your all thoughts. Soviets 1. Shock Army Possible Replacement Based on the name this doctrine should be geared towards offense but shock troops have been used many other doctrines and prevent overlap why not Assault Guards? -2 CP: Hit the Dirt -3 CP: Assault Guard Halftrack -6 CP: For Mother Russia -8 CP: Mark Target -13 CP: IS 2 2. NKVD Rifle Disruption Tactics Possible Replacement Based on the name, this doctrine should be about harassing your opponent and perhaps with "Harassment unit: Partisans?" 0 CP: Radio Intercept 2 CP: Partisans 2 CP: PMD 6c AP mines (can be laid by partisans) 2 CP: PMD 6m AT mines (can be laid by partisans) 6 CP: Fear Propaganda While there is still Three Munition based abilities, two are very cheap and variable so they are not really a big munition sink while Fear Propaganda is cheap enough itself used as well. Granted, in my mod, I have replaced one the Partisan Call in from the Partisan Tactics Doctrine with PMD 6 mines as well so perhaps replacing that with something as well. I was thinking for that a Conscript PTRS upgrade in which Partisans can be upgraded to the Guards variant as well. In: COH2 Gameplay |
Thread: Lets talk about Doctrines21 Oct 2017, 08:17 AM
Why remove Tommy Guns from Paras and Rangers? I my mod, I replaced the M1919 Rack with a Thompson rack and made the Bar rack doctrinal while the Thompson are unlocked through normal means. This was in part of to reduce long range damage of all standard infantry. I removed the Thompson upgrade so they can be picked up from the rack up to three times for Paras and Rangers. For the 1919 upgrade, I am trying to make it into an unique weapon for elites so they can seem and sound different than regular infantry. The 1919s are still the para variant which for them never seemed overpowered too me, so this is more or less a test for the Rangers so this could be subject to change or have stats ajusted. For the Scott, The Scott in the live game seems like it comes out too late to be any real impact. I moved the Scott to a doctrine where it could come out earlier and replace the slot in the major building with a Sherman (105) that could be upgraded to a bulldozer for more health, armor, and for its "terraforming" abilities. A fuel to manpower ability to me screams "lets blob and attack." With the extra manpower, that would be the common way to help remove HMGs and other support weapons, while the earlier Scott with the help of the Greyhound to spot could strategically displace weapon teams. In: COH2 Gameplay |
Thread: Lets talk about Doctrines20 Oct 2017, 23:48 PM
This is something I've thought about off and on and tried to implement various ideas in mod tools. I could never get things to function how I'd wanted due to the restrictions of mod tools/my own time and knowledge of modding this game. This would be interesting for a CoH3. I remember from a post in the Modding section where some one was or did try in import a Company of Heroes 1 style menu. I tried looking around for it but it may have been a year ago so it is like trying to fine a needle in a hay stack if you do not know what it was called for the search function. In: COH2 Gameplay |
634139634068634016633975633968633967633944633923633908633896
Latest replays uploaded by Angrade (Ægion)
-
VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-868
-
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 172-1,166
-
VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-724
-
VSCmd-Jeeps[FR] The morning breeze `Agion Change My LifeNico(Ger) ParaTank Rusty Shackleford puzzleBoXKing Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,079
-
VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon