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: [HELP] Create a Custom Retreat Point23 Sep 2017, 17:05 PM
When a unit retreats, it moves to the closest HQ, HQ_wreck, or Alternate_Retreat_Point. The Major uses a Toggle ability to spawn an entity with Alternate_Retreat_Point. Enity: attributes\ebps\races\aef\buildings\defensive_structures\retreat_point_actual_mp. This is the same for the OKW retreat, just multiple. When I look at the Major FRP ability it will probably work as is when attached to your custom made beacon. Just make sure your builder unit is building it and not the pathfinder beacon. |
Thread: Recoup Losses - MYSTERY TO BE SOLVED!11 Sep 2017, 00:23 AM
Hi guys: First off, what you are asking is different on what the original post was actually about. Foxhound was looking for how Manpower was returned based on the OKW ability. Second. I have tried enabling recovering wounded myself but it was inconclusive. I asked the author of the video how he enable it and it was just playing the animations in the world builder. I think it was scrapped content based off of interactions in CoH1. There is a lot of CoH 1 assets in CoH2 such as the Panthertum. Basic animators included just no sound bytes to go along with it. |
Thread: Anyway to force vehicle cammo despite in game choice.11 Sep 2017, 00:14 AM
In EBPS,UI there is a spot to for inserting a select skin summer/winter. Additionally, you will need to make the Force Skin from False to True. You will need to know the name of the skin which can be determined using the Archive Viewer but there are mostly labeled by number. Tiger Ace, Command Panther, and Red Banner T34/85 are the few exceptions. MWNL (Make War Not Love) are the Blood Splatter Skins. Some infantry models use skins as well such as PGrens using Stormtroopers skins. |
Thread: Recoup Losses - MYSTERY TO BE SOLVED!6 Sep 2017, 23:06 PM
It is under EBPS, Health, Death Actions for each individual model. |
Thread: Nothing too Crazy But a Reasonable Game4 Sep 2017, 19:35 PM
Soviet Community's Defensive vs OKW Special Weapon In: Replays |
Thread: Faction design27 Aug 2017, 12:52 PM
1 is my prefers and goes down by less preference. Main line Infantry 1. 5-Man Infantry Section 2. Penal 3. Ostruppen 4. 4 Man Infantry Section 5. Riflemen 6. Volks 7. Gren 8. Conscripts 9. Assault Grens Grens and Conscripts are a good baseline to look at balance. The only thing I would say to balance Cons is to merge Molotov and AT Grenades. The other items need to be brought around their level Engines 1. Sturmpios 2. Royal Engies 3. Rear Echelon 4. Combat Engies 5. Pioneers 6. Salvage Royal Engies (Too expensive, Too late.) 7. Assault Engies HMGs 1. M2B 2. Dshka 3. Vickers 4. MG 42 5. MG 34 6. Maxium AT guns (mobile) 1. 6 PDR 2. Pak 40 3. M1 AT Gun 4. Raketenwerfer 5. Zis 6. M42 (Its not actually that bad for its price) All AT guns has an area they excels in. It is hard to judge these all together Mobile Indirect fire teams. 1. PakHowie 2. 120mm Mortar 3. GrW 34 4. Lieg 5. USF Mortar 6. Soviet Mortar Early Light Vehicles 1. WC 51 2. Kubel 3. M3 Scout 4. Universal Carrier (Too Clunky) Light Vehicles and Tanks 1. Puma (Effective even against Medium tanks) 2. Stuart 3. M15 AA Halftrack 4. 251 AA Halftrack 5. T70 6. P2 7. 222 8. M16 AA Halftrack 9. AEC 10. Greyhound (Too weak and bad Doc) Main Battle Tanks (640 HP) 1. Sherman 2. Cromwell 3. OKW P4 4. M4C 5. Ost P4 6. T35/76 In: Lobby |
Thread: Commando vet3 smoke on retreat.27 Aug 2017, 10:44 AM
The smoke entity dropped is the same as used by: abilities attributes\abilities\british\modal_ability\infantry_smoke_grenade_resposition ability_bag\action_list\start_self_actions\timed_action\subactions\spawn_entity\entity_blueprint abilities attributes\abilities\west_german\modal_ability\flak_halftrack_concealing_smoke_mp ability_bag\action_list\start_self_actions\timed_action\subactions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\aef_m4a3_sherman_m3_smoke_mortar_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\british_88mm_smoke_artillery_base_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\british_88mm_smoke_artillery_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\british_valentine_canister_smoke_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\brit_3_inch_smoke_round_slot_1_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\brit_3_inch_smoke_round_slot_2_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\m7b1_priest_smoke_105mm_shell_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\m8a1_hmc_m89_smoke_round_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\officer_smoke_artillery_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\russian_hm_38_120mm_mortar_smoke extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\russian_hm_38_120mm_mortar_smoke_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_50kg_bomb extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_50kg_bomb_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_grenade extensions\explosion_ext\on_detonate_actions\delay\delayed_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_grenade_mp extensions\explosion_ext\on_detonate_actions\delay\delayed_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_mortar_round extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_mortar_round_mp extensions\explosion_ext\on_detonate_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_tank_shell extensions\explosion_ext\on_detonate_actions\delay\delayed_actions\spawn_entity\entity_blueprint ebps attributes\ebps\projectile\smoke_tank_shell_mp extensions\explosion_ext\on_detonate_actions\delay\delayed_actions\spawn_entity\entity_blueprint sbps attributes\sbps\races\british\soldiers\brit_officer_squad\air_support_officer_squad_mp extensions\squad_retreat_ext\actions\requirement_action\action_table\spawn_entity\entity_blueprint sbps attributes\sbps\races\british\soldiers\commando_squad\commando_squad_mp extensions\squad_retreat_ext\actions\requirement_action\action_table\spawn_entity\entity_blueprint sbps attributes\sbps\races\british\soldiers\commando_squad\commando_squad_piat_mp extensions\squad_retreat_ext\actions\requirement_action\action_table\spawn_entity\entity_blueprint sbps attributes\sbps\races\british\soldiers\commando_squad\infiltration_commando_squad_mp extensions\squad_retreat_ext\actions\requirement_action\action_table\spawn_entity\entity_blueprint I do not think is is the smoke is the problem, I thinks it maybe from them being very close and in the middle of the engagement zone. In: COH2 Bugs |
Thread: Faction design25 Aug 2017, 20:34 PM
Here are my thoughts how to more properly balance the game out. 1. Mainline Infantry I my eyes, all Mainline Infantry should be balanced with in each other (excluding doctrinal assets). -Conscripts are noted to be the weakest of all. While the vs grens, they win at close range and lose at far, there still a window for clear victory. However when facing Volks it can be a bit messy. The main problem is the STG Upgrade. It just adds way to much fire power. I would like to see a MP40 upgrade instead to reduce long range while increasing close range. I could be just two to five MP40s. -Volks: While on them I would like to see a small price increase based on the preformance from 250 to 255 or 260. -Grens. Their Performance is hampered to the fact they have to be teched. This reduces initial field presence are additionally reduced the factions starting resources. What I would do is swap the MG42 and Grenadier. Additionally, I would swap the G43 and LMG42 to prevent the mindless a moving around and allow more mobility. -Riflemen currently are slightly over-performing. I would say change the target size from .97 to 1 but then reduce the cost to 275 or 270 from 280 to prevent the extra bleed. -Infantry section might as well be called better Grens. They need a bit of a rework. I would say change their target size from .8 to .9, change their moving accuracy from .25 to .5, and lastly adjust their cost to 260-270. -Penals are a bit too strong for their timing so here is my simple suggestion: Why not make them in performance (excluding upgrades and abilities) equal to a riflemen? A five man squad with the same firepower. 2. Engineer types -Equalized repairs but strumpioneers still need to be better because of thier price (maybe solely through the hazardous removal upgrade). -USF Vehicle crews need to have weaker repairs because they are free repairs so Rear Echelons have a bit more utility. -Rear Echelons/pioneers could use price decrease from 200 to 180 however Rear Echelons need to then pick up their own variant of the BAR. (Maybe no fire while moving) -Royal Engineers. Move to T0 but reduced their Target size to match their role. -Sturmpioneers should not be the starting unit. 3. Support weapons -Maxim needs a slight suppression increase. -I would add an T0 upgrade to OKW to allow access to the Raketenwerfer, MG34, and to the SWS Halftracks for ~100 manpower 30 Fuel. This would allow more accessible MG34s and allow light trucks to have a more of an impact. Additionally, this would reduce the effectiveness of FRP by delaying the teching. -USF Mortar with its reduced range I would like to see faster setup and tear down to allow it to become more mobile. 4. Light vehicles and light Tanks The Problem with these units is that snare range is too far. A simple range reduction. Additionally to prevent the M3 plus flamer I would add the flamer to require AT grenade (which I would include the Molotov as well. Making it a three in one.) For now, these will be my suggestions. I do not feel like typing anything else for now. In: Lobby |
Thread: How is the stuart?20 Aug 2017, 22:35 PM
Stuarts are still are largely fine and balance it just snare ranges reach too far. This not allows light vehicles and tanks to be as effective as they should. In: COH2 Gameplay |
Thread: Tweak least used commanders17 Aug 2017, 22:33 PM
Here are my two cents for this doctrine. 1a. I would like to combine riflemen flares and forward observers since they are largely alike 1b. Alternatively, I would like it to see forward oberservers to extended other units such as officers, rear echelons, and HMGs. 2a. I have experimented around in turning the IR pathfinders into a 2 man marksmen like the soviets but still call in arty barrages. Cost would still be 2cp and now 400 manpower. A lot people liked this 2b. The Barrages could be the Major Barrage but shared a global cool down. Not very strong but much more spam-able. 3. The Greyhound main gun needs to be buffed from 60 damage to 80 damage. Maybe additionally the armored skirts should already be upgraded as well. As suggested above, I would not like to see it to lay mines since it would be too overlapping with Lieutenant Tech because the Greyhound is an alternative to the Stuart. The M20 could use a bit of a rework like early WBP. (Weaker gun but cheaper to lay mines and support flanks.) I would still like to see the standard Paratroopers over the Airborne Assault Group or Pershing In: COH2 Gameplay |
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