Minor fix to OKW "Jerry can" textures located on base defense structures
If anyone was asking.
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: OCTOBER 10th PATCH10 Oct 2017, 21:14 PM
In: Lobby |
Thread: Prebuilt Base in Tuning Pack10 Oct 2017, 09:29 AM
you could try a spawn_entity action to the HQ. The each HQ has some spawn_entity actions for good reference. Just make sure buildings are player own if you want them own. The actual retreat points entity will allow them to retreat to a point rather than a specific building. Use apply_deformation_actions and apply_stamp_action to change the shape of the land and color like the USF HQ. This can all be done in the Attribute Editor. |
Thread: Ægion's Experimental Balance Changes MKIII9 Oct 2017, 20:03 PM
The Soviet Flamethrower requires the "Infantry Package" upgrade at the HQ. (The molotov, AT grenade Combo) This should cut down on M3 scout car combo. If not, I can alawys increase the research time. The effective range of the PPSHs is not that good so they would need to jump out to properly engage. The WASP Universal Carrier, I may have forgot to mention it requires 2 Command Points, which around this time AT guns may be out or could be out so this should be fine. Also, I have traded armor for health so these units can be reasonablely be taken down with rifle fire.
Trying to balance penals can be quite hard. You can not have them overlap with other units or else they would over shadow them. Conscripts act like a reserve unit, guard are long range, and shocks are close range. What my idea is for them is to make them a mid range fighter. Riflemen are an excellent example of a mid range fighter. The penal rifle has not changed so model per model, penals long range damage is similar to a riflemen, but they do not have the same close range damage. I could change back their target size to 1 so they are still weaker than riflemen. Additionally. I could rework the satchel charge as well. http://www.stat.coh2.hu/squad.php?filename=riflemen_squad_mp http://www.stat.coh2.hu/squad.php?filename=penal_battalion_mp
I have been thinking how to adjust armor next. The panzer 4 is probably the smallest of medium tanks. Why not reduce its target size, or for at least the Ostheer version? And with snare ranges reduced, The ISU 152 can be flanked more easily because the tanks have more room to maneuver.
The idea here is to prevent A moving around and to reduce long range damage. Mainline infantry with good long range damage means doctrinal elite infantry, such as commandos and shock troops have less room to work with when fighting making these doctrines less desirable.
The main gun damage was defiantly necessary, but perhaps instead of radar maybe mini-map blips of something like the Live Tank Hunter Infantry Section or Increase sight mode like the T70? In: COH2 Gameplay |
Thread: Ægion's Experimental Balance Changes MKIII9 Oct 2017, 19:23 PM
Just something for spicing up the game and perhaps any alternative balance advice or rework if there will be ever another patch |
Thread: Ægion's Experimental Balance Changes MKIII9 Oct 2017, 10:06 AM
Can you put it in automatch? I can not, but I did make a post over in the COH2 General tab once I finalized the patch notes as well fixed a couple bugs. https://www.coh2.org/topic/64250/%C3%86gion-s-experimental-balance-changes-mkiii |
Thread: Ægion's Experimental Balance Changes MKIII9 Oct 2017, 09:56 AM
Hello everyone. Here is my new mod. http://steamcommunity.com/sharedfiles/filedetails/?id=1162546960 The purpose of this mod primarily to level out factional differences and enable alternative strategies to allow more unique a different game play from game to game. There are a lot of doctrinal and non doctrinal changes in-order to buff/neff/reworked abilities to actually useful and reasonable. I would like to hear yours all feed back. General Soviets Ostheer USF OKW UKF Standard Infantry While everything is still rough, I attempted to level out scaling with all infantry in mind -Soviets now has the Commissar and penals have been nerfed so thier pacing should be good. -USF's BARs are now doctrinal so their long range damage spike has been quelled while Thompson will still allow good damage up close -Ostheer's Grenadiers with G43s will no longer A move everywhere and enable them to fight at mid and close range more effectivly -OKW's Volks will have to rely on their veterancy to help carrier them to the late game instead of the poorly implemented STG upgrade. -UKF's Infantry section's Target Size has been reduced so and five man squad upgrade has been redone which this should bring them more in line with the other factions Engineers -Ostheer and Soviets Engineers were once weak and not impact outside of cheese but now they are. -Rear Echelon can no longer be LMG carriers but now five man squad is back at Vet 2 and their price reduced they can be SMG carriers now. -Sturmpioneers are no longer the starting unit so these guys can not rush into optimal positions -Royal Engineers can now get their own medic so now they can do some on field healing on themselves and on teams. Initial Light Vehicles With Snares range reduced and the 222 no longer comes with the auto cannon, Light Vehicles should be able to see more play -Thier health is 240 and their armor is more normalized to around 3 so they are more reasonable to fight rather than RNG penetration. Forward Retreat Points While I do believe there needs to be adjustments for now I added FRP to Ostheer and Soviets. Additionally with the general long Range damage changes, MGs should work better against any blobs -The Commissar has the same retreat point like the Major but this means not being able to use his other abilities -The Ostheer Command Bunker has the Forward Retreat point but costing 100 of their valuable munitions now is a big strain. -Lieutenant tech now researches faster and a little cheaper, making the M2BH HMG more accessible making blobs easier to deal with -The same can go for OKW with how the initial research works. This will all MG34s to come out sooner If you spot any bugs or I forgot to add anything please let me know. Please post the bugs here: https://www.coh2.org/topic/64205/%C3%86gion-s-experimental-balance-changes-mkiii In: COH2 Gameplay |
Thread: Ægion's Experimental Balance Changes MKIII8 Oct 2017, 23:31 PM
Hello everyone. Here is my new mod. http://steamcommunity.com/sharedfiles/filedetails/?id=1162546960 The purpose of this mod primarily to level out factional differences and enable alternative strategies to allow more unique a different game play from game to game. General Infiltration units Now has a 10 second delay and drops a small yellow flare to allow counter play. All grenades start on cool down. Infantry Held AT weapons Infantry Held AT weapons with now kill off vehicles below 1% HP to prevent vehicles from escaping with 0 HP. Vehicles can No longer be abandoned Snares Snares range is normalized at 10 to allow vehicle more freely on the field Quality of Life Change When units are garrisoned in a vehicle, the vehicle can now cap, resulting in better queuing for mass capping. Soviets T0 Molotov and AT Grenade Researched combined Conscripts What is considered the weakest of all the standard infantry. People debate weather they should get a non doc upgrade or something else. My answer is a non-doctrinal Commissar similar to the Ostheer Artillery officer. Commissar -Initial Commissar has a long deploy time. -Has a munition spend aura -Able to establish a Forward Retreat point -Vet:1 Forces Retreat a single squad like the OKW Officer Combat Engineers Combat Engineers in the live game are very weak and hold little value on combat especially without the flamethrower. Democharges are poor game designed so this mod will be removing them. In order to prevent "clown car" cheese, the flamethrower now requires an upgrade from the HQ. -Now Equipped with PPSHs equal to Assault Grenadier's MP 40 Damage values -Cost increased from 170 to 220 -Can no longer deploy demo charges -Flamethrower locked behind Infantry Package Upgrade at the HQ T1 Penals In the current state, Penals are over performing with their timing. Their range DPS per model is about equal to a USF's Riflemen and with the New Commissar they would be over powered. I decided to make them more into a Riflemen clone to Match Performance with other factions. -Squad size decreased from 6 to 5 -Cost Changed from 300 to 270 M3A1 Scout Car -Health now 240 from 200 -Armor now 3.4 from 5.4 -Cost now 200/10 from 190/15 T2 Maxium -suppression increased from 6E^-5 to 6.5E^-5 Mortar -Scatter from auto attacks from autos from 8 to 6 -scatter from barrages from 6 to 4 Doctrinal Changes KV-1 -MG's now match T34's Guards -No Longer come Equipped with PTRS -Can be upgraded either PTRS or DP28s With the PTRS gone the squad anti infantry damage is greatly increased allowing to be an effect anti infantry asset. Shocks Shocks are good at one thing. Close Range Damage, but in order to allow their doctrines to shine I added a SVT upgrade to allow them to be used at mid range on larger maps. -Cost Changed From 390 to 360 -Can be upgraded to SVTs Partisan Anti Tank -Comes Equipped with no slot weapons -Can be upgrade either PPSHs or A Panzerschreck -Cost now 240 -their bolt action weapons are equal to Guards -Their Target size is now .9 from 1 Partisan Anti Infantry/Booby Trap Booby Trap first off tended to wipe squads and with other munitions big sinks that doctrine and smaller more variable munition sink is a good alternative. -Doctrinal Abilities replaced with PMD 6 mines -PMD 6 mines can be deployed by partisans Forward HQ -No longer has the Aura Ability -Fuel Cost decreased from 60 to 30 -now a 300 second cool down and starts on cool down. ISU 152 -HE rounds Removed -AP rounds are now equal the Elephant -Secure Mode Removed -Vet 1: World Piercing Round 120mm Mortar now only has 4 crew members from 6 Conscripts Anti Tank Grenade Assault -Now is a skill shot -Conscripts will each through 3 grenades -effective vs building and infantry now -cost increased from 30 to 50 Ml 20 Howitzer/B4 Cost Changed from 600 manpower to 400 Manpower 70 fuel Ostheer T0 Pioneers With Grenadiers coming out later then other infantry pioneers are a weak substitute to build instead so they have received some buffs in order for effective fighting through out the game with needing the Flamethrower. -Now uses the Assault Grenadier's MP 40 Damage values -Cost increased from 200 to 220 -Flamethrower locked behind Battle Phase One -Doctrinal Assault Pioneer upgrade available (100 Manpower) See below for details T1 Grenadiers -G43s and LMG 42s have been swapped -Ambush Camouflage for Grenadiers now adds an additional G43 -Rifle Grenades now have a Trace Effect in order to be more visual to allow more proper responses T2 222 222s then to be instant death with its auto cannon for the initial light vehicles. This lets them be seen less and less so now it comes out un-upgraded. -Auto-cannon upgrade must now be purchased. -Fuel cost changed from 30 to 10 Puma With out an equal light vehicle of their own, a light vehicle killer is a good alternative. -Now available with out a Doctrine. T3/T4 The time and cost for researching T4 is much higher than its counter parts. The Panther and Panzerwerfer was moved to T3 but requires Battlephase 3 to be deployed Panzerwerfer Originally the Panzerwerfer was known for squad wipes. I have reduced the Rate of Fire so this is less likly the case. -Suppression Removed -Rate of Fire Decreased Counter Barrage -barrage salvo decreased from 12 to 4 -cool down decreased from 90 to 15 Doctrines 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) Stormtroopers -Cost Decreased from 340 to 300 -Panzerscheck Upgrade Removed -Experimental upgrade: Flamethrower I am trying to create the Stormtrooper unit to be more unique than other Elite units. The Flamethrower costs 75 munitions and must be in supply. G43s Now a LMG 42 upgrade for Grens, PGrens, and Stormtroopers Close the Pocket Instead of trying to make it one giant "nuke," I made it so it can be used against pockets of enemies instead. -Now a Targeted ability (requires enemy cut off sector) -60 unit radius overwatch radius -Launches flares to spot -20 second delay -Then 40 seconds of annihilating off map attacks Sector Arty -Similar to Close the Pocket (Friendly Territory) -Only calls in "light arty" -Only targets in friendly territory Osttruppen Reserves Replaced with Standard Osttruppen call in Puma Dispatch Replaced with Hull Down Tank Traps Now Trench Ability Tank Traps are Non Doctrinal Trenches/Stug E Now a Build-able Short Barrel Panzer 4 for 300 manpower and 80 Fuel Command Panzer Now are OKW Panzer 4 Clone Tiger Ace Even with it having a fuel cost instead of the drain, I believe it would still be unfair to play against. -Now a Brummbar Call in -10 CP -500 manpower/ 160 Fuel -NOT limited to one Elephant Main Gun damage from 320 to 280 Assault Grenadiers -Now and upgrade for Pioneers -Increases squad size by one -Received accuracy mulitplier by .95 -100 Manpower -1 Command points 250 Half-tracks/all variants -Now a empty Halftrack -150 Manpower/ 10 fuel -Starts on cooldown -0 Command points -can garrison Mortars. Frontal armor: 7 from 11. Stuka Dive Bomb Historically Stuka Dive Bombers either had one large bomb or 4 smaller Bombs -Now Drops four small bombs Supply Break -now uses the old Stuka Dive Bomb Railway -Now drops one shell -Costs changed from 200 to 160 -removed red flares Artillery Officer Changed the number of body guards from 3 to 4 cost increased from 240 to 270 Stuka Loiter -now Strafe Variant LeFH 18 Cost Changed from 600 manpower to 400 Manpower 70 fuel -Counter Barrage -barrage salvo decreased from 10 to 4 -cool down decreased from 90 to 30 Ambush Camouflage Now Pioneers, Pak 40s, and GrW 43 Mortars can be upgraded with Ambush Camouflage USF T0 Rear Echelon Rear Echelon are know to be effective weapon carriers but with this mods changes to weapon racks, their cost is reduced to match preformance. -Cost decreased from 200 to 180 -Volley Fire no longer adds a revived accuracy penalty. -Non-Doctrinal Flamethrower available in Lieutenant tech. -repair rates changed from 2 to 1.6 to match Sov/Ost Mortar With the less range, it become vulnerable to other indirect fire. More mobility would good for evasion -setup and tear down times reduced Weapon Rack -M1919 LMG is replaced with a Non Doctrinal Thompson Rack -Costs 45 Munition -Equal to the Para/Ranger Thompson but the Rate of Fire Reduced from 10 to 9 -Bar Rack is now Doctrinal replacing M1919 Doctrinal slot -Max one pick up T1 Without the AT the player has to rely on Bazookas for vehicle defense, however M20 also requires the Munitions causing conflicting synergies. M20 and Pack Howie are swapped Lieutenant -No longer free from teching -Lieutenant model no longer carries a Thompson -No longer comes with a Bar -No longer can use the grenade or smoke -Can be upgrade to two 1919 LMGs -Can be upgrades to two Bazookas -Now has the On Me ability -Now has the Cooked Frag Ability Pack Howie Cost Reduced from 380 to 320 T2 Captain -No longer free from teching -Captain model no longer carries a Thompson -No longer can use On Me -Can be upgrade to two 1919 LMGs -Can be upgrades to two Bazookas -Now has the suppressive fire when Upgraded to 1919s M20 Cost 350/20 to 280/20 Mines are now equal to the AEF Riflemen Mines Mine cost reduced from 50 to 30 T3 Major -No longer free from teching -Bodyguards are now the Pathfinder Models (they have radios for calling in support) Jackson -Health increased to 560 Sherman -now has access to a Dozer Upgrade -Dozer upgrade increases health by 160 and armor by %20 -100 munitions Scott With the Scott coming out too late, I decide it to move it to a Doctrine and replace it with a Sherman 105mm Sherman(105) -Main gun equal to the Sherman Bulldozer in the Live game -can be upgraded to Dozer Armor Company Assault Engineers -Received accuracy changed from 1 to .9 -Demo Charge Removed Elite Vehicle Crew -Now Withdrawal and Refit M10 -Health Reduced to 400 from 640 to match other tank destroiers near it type -Can no longer Crush Infantry Sherman Bulldozer -Now a build-able Sherman(76) Airborne Pathfinders -Reinforcement Cost from 37 to 30 Paratroopers -Cost from 380 to 360 -Removed Thompson Upgrade -Slot inventory from 2 to 3 HMG Drop -280 Manpower to 75 Munitions AT Gun Drop -270 Manpower to 100 Munitions P47 -Now is Strafe Variant -130 Munitions Rifle Company Forward Observers and Rifle Flares Combined Flamethrower -now is Riflemen Field Defense Recon Support (no longer related to airborne) IR Pathfinders -now IR Marksmen -2 man sniper equal to the Soviets Scout Sniper -Calls in Major Arty -Major Arty has a Global Cooldown -400 Manpower Greyhound -Damage increased from 60 to 80 -Comes upgraded with armored skirts -Vet one ability replaced with a scan Observation mode Recon Straft -now a Loiter Varient Air Combat Group -Now a Scott Call in -6 Command Points Mechanized Company WC51 -no longer comes with the 50 cal -50 cal can be upgraded -starts with initial recharge -Health is now 240 -Armor is 3.4 both front and Rear M3 -replaced with the Greyhound Recon Strafe -replaced with Combined Arms Heavy Cavalry Ranger -Thompson upgrade removed -M1919 Upgrade Added OKW T0 -An additional research has been added -200 manpower 30 Fuel -Researching this will dispatch a SWS Halftrack and allow access to Panzerfausts, MG 34, Rakenwerfers, and additional SWS Halftrack Sturmpioneers Strum Pioneers rushes can be quite problematic in the live game seeing other Engineers can not compete with them in fire power. They are no longer the starting unit. With up to three different exclusive upgrades, this unit could be over taxed. The AT upgrade was moved to Obersoldaten. - AT upgrade removed - Flamer upgrade non doctrinally when an HQ is built. - Volks are now the starting unit - repair rates changed from 3 to 2 VolksGrenadier The problem with this unit in the live game is the fact it overlaps with too many units, additionally the STG 44 upgrade was poorly implemented. I am experimenting with reducing its veternacy cost so it can scale into the late game to compete with its counter parts. -STG upgrade Removed -Veterancy costs reduced -Incendiary Grenade now has a 1.2 Fuse timer T1 LeIG This field weapon is know for incredible range that says next to the med HQ, so I am trying to reduces it range for cost so it is more of a mobile support weapon. Auto Attack range reduced to 75 Barrage Range Reduced to 100 Cost Reduced from 330 to 290 Obersoldaten now in T1 now has a PZB 39 AT Rifle x4 Upgrade 100 Munition weapons can not be dropped Now carry G43s instead of K98s (same stats) this will make Obers seem more powerful and unique from the sound effect. T2 SdKfz 251 "Stuka zu Fuß" Half-track With how its creeping barrage worked, it was a sniper of well spaced weapon teams and chasing retreating squads to easily wipe squads. I have changed it, so it fire barrages in area rather than a line. T3 Flak gun must now be upgraded to fire Luftwaffe Ground Forces Heavy Fortifications -2cm Flak can now longer be decrew (bug: health bar is a white bar underneath the Main Bar) Fallschirmjager -now are dropped in -cost reduced from 440 to 380 Special Operations Radio Silence This ability is just bad so I reworked the ability so it is much stronger -Renamed to Silent Operations -30 second duration -Minimap Icons Removed -Units will move at an increased pace and will be clocked for the duration IR STGs This weapon mostly negates cover like a flamethrower. I decide to change the upgrade to act more similar to regular STGs but still grant access to the heighten camo detection range. This should synergy well with the Silent Operation Ability Breakthrough Sturmofficer -aura no longer affects allies Panzerfusilers -population per model increased from 1 to 1.5 -G43 upgrade removed -stick grenade remove -Rifle Grenade Upgrade added adds two grenade launcher slot items they deal 20 damage and have a decent scatter minimum range of 15 adds a rifle grenade barrage 50 munitions general does high damage but tends not to wipe models. Jagdtiger -damage reduced to 280 from 320 Elite Armor Emergency Repairs -Now Panzerfusilers Panzer Commander -now adds a 10% accuracy bonus like the UKF upgrade Sturmtiger The Sturmtiger was known for relatively unfair squad wipes. -Now a Brummbar Call in Feuersturm Doctrine Through Salvage -now an Opel Blitz call in Flamethrower upgrade -now a GrW 81 Call in -GrW 81 with this Doctrine can use incendiary barrages Flame Hetzer -damage is equal to the KV 8 Rocket Barrage -Not very thematic with a doctrine about fire -now a Fire Bomb Strike Overwatch Goliath -replaced with Jaeger Light Infantry Forward Receivers -Now a Timed Ability -Each HQ will call in two recon strafes with random direction -6 command points -100 munition UKF T0 Bolster infantry -now it allow access to officer research -when an infantry unit research an officer upgrade, its squad size will increase by one and adds additional effects. Weapon Rack -only one Bren can be picked -piats replaced with a x2 Boys AT Rifle British infantry play is more expensive than other factions. Upgrading to piats reduced anti infantry damage by a bit. Boy AT Rifle will allow more damage to be retained vs infantry. Infantry section -Target Size increased from .8 to .9 -Cost reduced from 280 to 260 -Reinforce cost increased from 28 to 30 -Medical Package now is now an officer upgrade -Medical Aura ability is now always on from time ability reducing the APM sync -Medical Officer upgrade costs 100 Manpower -Pyrotechnic upgrade is now an officer upgrade -Pyrotechnic Officer costs 100 Munition -Heat Grenade Snare ability added (requires Mills Bomb upgrade) Royal Engineers With the buffs to the other engineers, their Target Size will remain at .8 so their relative dps is the same. -repair rates changed from 2 to 1.6 -Flamethrower upgrade now available when the Platoon Command Post is built -Has Medical Officer upgrade costs 100 Manpower -Heavy Engineer upgrade no longer need anvil -Heavy Engineer upgrade is an Officer Upgrade -no longer have access to destroy cover seeing it can destroy barb wire too early in the game Universal Carrier -no longer has a WASP upgrade Medic a three man medic squad can be built Vickers moved to T1 T1 AEC and Bofors upgrade removed Anvil and Hammer upgrade added Anvil and Hammer are no longer exclusive Anvil Airburst rounds removed AEC requires Hammer Bofors requires Anvil Mortar Pit Instead of one large and powerful emplacement I replaced it with smaller more expendable emplacement Mortar position -costs 200 manpower -auto attack range is 65 -barrage range is 90 17 Pounder Population reduced from 20 to 14 Commandos All are now the same varient -4 models -no democharge -Gammon Bomb Fuse from 1 to 1.2 -Has a Medical Officer for 100 Manpower -Air Landing Officer from 100 Munitions -Air Landing Officer allows for a sprint Royal Engineers Stand Fast -Replaced with Demolition Engineers -4 models -2 Piats -has access to destroy cover -can be upgraded with a Medical Officer -does not access to mine sweeper Command Vehicle -no long gimps the vehicle. -aura affects minimized to 10% Anti Building Flame Mortar Support -Now Creates small overwatches instead of individual mortar strikes -Flares are dropped over targets as well -Duration 30 Seconds Churchill AVRE -weapon is now similar to Brummbar -no longer fire squid wiping shots Royal Arty Concentration Barrage -Replaced with Airburst Barrage -Can no longer target in the fog of war Valentine -Command Points reduced to 5 from 6 Commando Regiment Commando Glider -cost reduced from 500 to 360 Mortar Cover - now Flame Mortar Anti Building Support Vanguard Forward Logistic Glider -now Glider Insertion Tactical Support Salvage Operation -Only one Engineer is Spawned -Cost reduced from 450 to 250 -Minesweeper slot item removed -Minesweeper upgrade added -Has Access to the Medical Officer Upgrade Special Weapons Tank Hunter Sections -now Demolition Engineers call in. Hold the Line -bug fixed that allowed units to keep the buffs Crocodile -Main Gun now does a full 160 damage from 80 Mobile Assault Sapper Flamethower -Replace with a WASP callin -300 manpower 10 Fuel Advance Emplacement Repair Engineers -no longer repairs in combat Precision Barrage Instead of fighting their counter with its counter, off map arty, now they have to play the same game. -Now a 25 Pounder Emplacement -range is shorter that other howitzer but comes sooner -range is 160 over 250 -6 Command Points Bulletins Fixed USF's Cheap Weapon Teams so it can affect the crew members as well. Now effect the Mortar Fixed Soviet's Catch this so it affects the Non Doctrinal Grenade rather than effecting the grenade assault. UKF's Valor and Gallantry now effects medical officer upgraded units UKF's Two Cuts now effects all upgraded officer units. If you spot any bugs or I forgot to add anything please let me know. Balancing is done by math which is different from actual game play so if there is any hugely imbalances let me know. |
Thread: Had anyone seen this?7 Oct 2017, 08:34 AM
https://www.coh2.org/topic/63918/relic-survey-about-coh2-future Sorry, someone has already beat you too the punch. In: Lobby |
Thread: What does the radio_ext do?29 Sep 2017, 00:27 AM
By using find "all references" in the editor, I did not find any thing that uses radio_ext. I have no idea what it does. |
Thread: FWD HQ and Supply Zone24 Sep 2017, 21:32 PM
The Soviet's Forward HQ and most likely the UKF's as well makes the target build a supply point so it can not be cut off. I found this out the hard way by using Encirclement thinking, that Close the Pocket would annihilate them. I was wrong. Pulled it off twice, thinking what I did wrong and then it hit me. The Soviet's FWD HQ creates a supply zone and it can not be cut off. I checked in the editor and this is the case. Is this a design over sight or what? In: COH2 Gameplay |
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Latest replays uploaded by Angrade (Ægion)
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VSNIKOLAI GOGOL Dr.Visor Baks Spicekiller228So Diao one handed grandpa Col. Capa Manakete VanguardNothing like a good old brummbär spamby: Angrade (Ægion) map: Vielsam1-1,134
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