Last timed I check, Lend Lease has not be changed other that the Sherman call in times has been nerfed. If you want a replay reviewed, there are a lot of strategists ready and willing to help you.
Generally when playing against soviets, there are 3 openers. T1, has the penals. Penals are a very strong unit. If you can force the Ptrs upgrade, your grenadiers will have a much better time since it reduces their anti infantry damage.
A T2 opener, expect MGs and mortars. Ostheer mortars are generally superior and additionally can help displace the mgs.
A T0 opener, you will see a lot of conscripts. If your opponent is smart he will not be blobbing them and sending them on a lot of flanks. "If you see one, there are two." He/She will probably also get Molotovs. Consider building an additional MG 42
Vs Lend Lease
CP is Lend Leases game, avoid engagements so the CPs will take longer to generate.
Dshk like any other MG can receive mortar fire
Air Drops are easily shot down, 222 can shoot them down and Ostwinds will rip them apart.
Sherman and any other tank spam can be warded away and killed off by duel pak 40s when positioned properly. Additionally, use mines to cover the flank.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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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: More patches to get game completely broken,pls!20 May 2017, 10:54 AM
In: COH2 Balance |
Thread: USF weapon racks suggestion19 May 2017, 11:32 AM
As I stated, needs a bit of balancing but you can make different version for units pick up so the Rear Echelon will not get a huge power spike. The UKF Brens are good example of this. Royal Engineers, Infantry Sections, and Commandos all pick up different variations. In: COH2 Gameplay |
Thread: USF weapon racks suggestion18 May 2017, 22:40 PM
Weapon racks in my opinion is a great way addition to the game. (Could use and has been balanced a bit.) In a programming perspective it really helps with optimization, able to pick up weapons from the base, do not have to worry on adding upgrades that clutter the screen saying you can or can not research this, and enables a base line weapons for an entire faction. Weapon racks help in making riflemen very adaptable infantry. While in comparison, Ostheer and Soviets have specialized infantry to attack certain roles. Shocks and Assault grens for close range, Guards and Stormtroopers for long range. UKF, is an example where their infantry are a stale style and there are no reasonable alternatives because they are all expensive. In: COH2 Gameplay |
Thread: Ægion's Doctrinal Adjustments18 May 2017, 15:06 PM
New Update With the Recent talk about Lend Lease and other assortments, the patch is more focused on it. Additionally, the MAIN WORKSHOP LINK HAS BE CHANGED. Soviets Munitions to Fuel Airdrop changed Affects Soviet industry and -Now a Zis 6 (US6) Supply truck -200 manpower -Has the same abilities as the Ostheer's Opel Blitz. -Able to be upgrade to a Katyusha for 200 manpower 50 fuel, but requires t4 to be built Assault Guards -4, PPshs removed -Able to upgrade to 4 Thompsons -or able to upgrade to two bazookas This will help with the theme of using allied equipment M4C Shermans -Like T34/85s now they must be built in T4 Shocks To make doctrines with shocks more adaptable, shocks are gaining an upgrade to turn the PPSHs into Svt 40 rifles -uses slot inventory -increases ranged damage but reduces short range damage. -75 munitions Guards -Guards no longer come with PTRS upgrade -Guards can either upgrade to PTRS or DP 28s, not both -Guards PTRS upgrade now adds 3 PTRS instead of 2 This will allow Guards to either specialized into anti infantry or anti tank and not be a mix of both. Ostheer Munition/Fuel drop -Now an Opel blitz call in. This will make the ability more reliable and less map dependent. Osttruppen Reserves -both will always come out with an LMG 42 Mobile Defense Doctrine -Puma is now a non-doctrinal T2 vehicle that requires Battle-phase 2 This will enable a more preferably light vehicle counter to Ostheer. -Counter attack is now Hull Down -Puma dispatch is now a build-able 'Captured T34/76' in T3 'Captured T34/76' -340 manpower, 100 fuel -180 armor from the standard 150 -health is 720 from the standard 640 -Target size is 24 from the standard 22 -can be hulled down -uses the armored skirts and hull extras animators. Community Defensive Doctrine -Trenches now Osttruppen Reserves (Affects Osttruppen Doctrine) -Tank Traps are now available non-doctrinal -Tank Traps slot is now a Repair Bay that repairs nearby buildings and vehicles. -Pak 43 in Community Defensive Doctrine only now replaced with a buildable Panthertrum Panthertrum -300 manpower, 75 fuel -8 CP -Main gun equals to the Panther but with a reasonable AOE radius. -Able to be garrisoned with one squad, Infantry, Sniper, or MG42. |
Thread: A few Quick modding questions16 May 2017, 15:02 PM
To do this, edit the weapon origin. Go to the P47 in the ebps, combat. There are two hard points, the left and right rocket. Change the x origin from +/- 5 say to 2 to make them a tighter grouping. The rocket to animation will be slightly off the model but it is not like you actually watch the aircraft. Alternatively, you could messing around with the heading in order to angle inwards but I have not tried this. |
Thread: Ægion's Doctrinal Adjustments14 May 2017, 18:15 PM
New Update This update is based around large AT guns Soviets B4 Soviets have trouble with heavily armored opponents, additionally the B4 is an RNG Machine which tends roll bad and inconsistent. The B4 also has a potentially over powered direct fire mode. I have reworked it so now it provide the heavy at role and be reliable. -costs 500 manpower and 100 fuel -16 population -can no longer decrewed -Now has a auto attack to be very effective vs vehicles. -Auto attacks are useful vs infantry but has a generally high scatter -range 100 -Max models is set to 3. (no full health squad wipes) -Aoe radius is 6 -Lethal radius range is around 2 -has a prioritized vehicle fire. Vet:1 -100 munitions -arty barrage: 3 shots -range 200 -Max models is set to 3. (no full health squad wipes) -Aoe radius is 8 -Lethal radius range is around 5 Soviet defense tactics -Tank traps are now non-doctrinal -Tank traps doctrinal ability replaced with B4 Pak 43 88mm No longer can be decrewed Now cost 400 manpower, 100 fuel PzB39 now uses Kasarov's design
UKF 17 lbs population from 20 to 16 |
Thread: Custom Icons not working?14 May 2017, 15:41 PM
That did it. It is amazing how something that small means so much. |
Thread: How to remove this dispatch ability "churchill_crocodile"?14 May 2017, 15:35 PM
Another way on hiding breakthrough_operations is too turn the target ability to always on. |
Thread: Custom Icons not working?14 May 2017, 09:25 AM
Hello, I have been trying to add in custom icon to my mode but I keep running into bad ui purple box. I have created the template: add icon. Directly on the inside I have the icon cavalryriflemen. Which is the cavalry riflemen with out the Thompson icon. So, it should be as simple as labeling the path: Modicons_dc6e9689bdc942e1a823be3b1d9791a9_cavalryriflemen PropertyBagGroupPack: dc6e9689bdc942e1a823be3b1d9791a9 File path C:\Doctines Plus Balance\data\ui\cavalryriflemen.png Template" Add Icon Path Set to C:\Doctines Plus Balance\data\ui The files are .png There is something I must have done wrong but I can not figure it out. |
Thread: Modding questions14 May 2017, 08:50 AM
There is an upgrade that Unlocks each tier in USF. These upgrades are in the upgrade slot and not the spawner slot. (upgrade\aef\research\captain_dispatched_upgrade_mp, upgrade\aef\research\lieutenant_dispatched_upgrade_mp, upgrade\aef\research\major_dispatched_upgrade_mp) Upon upgrade for each of the buildings. It hides the upgrade by requiring itself not to be ugraded and the Spawner officer is revealed in the same slot once the upgrade is met. This may sound confusing but look at it and you may understand. The units inside each building requires the upgrade to be researched in order to be used. In order have an additional "tier" (for to call in a Jackson) You could add in another upgrade to T3 for additional items. (change the requirement for the Jackson to this new upgrade) If you want to build a new tier structure, you will need to add it under Squad_Engineers of the Rear Echelons. If you want your base to build it, you could having a building use an ability for a spawn entity. Note Display and "Usage and Display" in the requirements will hide it if the requirements are not met.
Under spawner of the building ebps, this is where you can build your units. The units must have the appropriate requirements met. This might mean, the M10 requires a certain upgrade. Naturally the M10 has requirements for campaign and doctrinal. Remove theses and add a requirement for the upgrade\aef\research\major_dispatched_upgrade_mp. |
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