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: 5 Year Plan13 May 2017, 17:53 PM
Out of curiosity, why do people want Japan or Africa, and not Italy? An Africa DLC would have reoccurring units and less diversity? In: COH2 Gameplay |
Thread: Ægion's Doctrinal Adjustments12 May 2017, 19:44 PM
New Update I like generally like your ideas, especially for USF, so I took a quick look at some of the changes in CheatMod. That's the list of Bugs, Inconsistencies I found: Ability range is now 40 from 60 Fixed the issue with the attack order
Fixed I like generally like your ideas, especially for USF, so I took a quick look at some of the changes in CheatMod. That's the list of Bugs, Inconsistencies I found: Now 125
That is the actual icon for the Sherman MG. Firing arc display is removed.
I do not know what else to describe the upgrade for the 105. Currently I am using in game assets. Bulldozer upgrade reduces the acceleration by 30% now Bulldozer upgrade now costs 100 man power and 40 fuel. Removed the voice lines for the dozer upgrade and 105
Fixed the revolver animation. Red banner call in now costs 700 man, 260 fuel from 600, 200. Banner T34 are way too cheap for what they offer also wrong call in icon -call in voice line is now the assault group line. -no more mortar upgrade, now mortars built/captured can be garrison and use barrages. -------------------------------------------------------------------------------------- UKF Mortar Cover and Flame Mortar -now a time ability that changes the barrages of the mortar -He barrage turns into a incendiary barrage -Smoke barrage turns into a White phosphorous barrage. -100 munition, 120 seconds Soviets M42 Light AT Gun -the main gun is adjusted so it fight infantry. OKW Sturmpioneer's Flamethrower -now non-doctrinal -Doctrinal ability replaced withe GrW Mortar call in. -The mortar is able to use incendiary barrages. -One CP |
Thread: MG34 12 May 2017, 09:07 AM
Personally I think for it cost, it is great for what it does. It could use a very minor suppression bonus at most. Most Mgs will have trouble with blobs but it is cheap enough that it can be doubled up when facing large blobs. In: COH2 Gameplay |
Thread: Ægion's Doctrinal Adjustments10 May 2017, 01:10 AM
New update. Second variation available here. http://steamcommunity.com/sharedfiles/filedetails/?id=922732350 This includes early game balance and changes. Contains all the above and below. I stated this in a previous rant on another, this will help explain some of mine decision making. Show Spoiler All -Starting fuel is now 0 -All AT snares range is now 10 from 15~18 Due to the over preforming nature of this abilities. There range is reduced allow more reasonalbe Soviets -Starting manpower increased from 390 to 430 to meet other factions -Both T1 and T2 cost now 200 manpower and 20 fuel -Molotovs and AT grenades are now bundled together which also includes access to the Engineer's Flamethrower Ostheer -Swapped positions with the MG 42 and Grenadier -T1 now costs 200, 20 -Pioneers Flamethrower now locked behind battle phase one. USF -Move the Mortar to T1 range increased to 80, auto attack rate of fire reduced -Change the cost of T1 from 50 fuel, to 30 fuel, and reduce the research time -Researching T1 grants access to Flamethrowers -A second level of research is now available to T1 for 200, 30 Grants access to a Free Lieutenant, M20, and M15 -Lieutenant's body guards are now rangers Lieutenant's stats now match the rangers but no longer comes with a free bar. This will enable the Lieutenant to be a non doctrine elite infantry. -Riflemen Target Size is 1 from .97 but regain this at vet 1. -The Doctrinal flame thrower ability is now a M3 with Cavalierly Riflemen. 6 man riflemen squad with carbines and can upgrade to three Thompsons. They are able to use abilities while garrison in the half-track OKW To slow down the teching of OKW a initial research is required for 200 manpower and 30 fuel This initial teching grants access to panzerfausts, Mg 34, Rakenwerfer, and SWS Half-tracks -Starting unit is now a Volks squad -Volks now cost 260 from 250 -Medics upgrade are now available at T0 for 250 manpower -Obersoldaten are now in T1, and now gain access to a PzB AT rifle upgrade -Incendiary grenades, Volks STG 44s, and Sturmpioneers Panzerscheck now locked behind a T0 upgrade UKF -Infantry Sections RA is now .9 from .8 Cost is now 260 from 280 -Royal Engineers RA is now .9 from .8 Now the starting unit from Infantry Sections -Vickers HMG moved to T1 -Mobile Mortar added equal to the Ostheer mortar -Mortar pits are now empty Cost 100 Able to garrison infantry and mortars for a slight range bonus Mortars gain a large barrage range |
Thread: Rough game9 May 2017, 20:31 PM
In: Replays |
Thread: Ostruppen9 May 2017, 20:31 PM
In: Replays |
Thread: How to remove this dispatch ability "churchill_crocodile"?9 May 2017, 12:14 PM
I think I just realized how display works. It is meant to hide a researched upgrade such as Lieutenant dispatch. Since the upgrade is being used it just only hides the display. |
Thread: How to remove this dispatch ability "churchill_crocodile"?8 May 2017, 11:25 AM
Oops sorry about that, I was thinking another ability that had a really strange name. The ability is actually called breakthrough_operations |
Thread: Spawning Entity on Entity Death, and vehicle builders.8 May 2017, 10:33 AM
I'm trying to make it so that when one of the models in a squad dies, they spawn a mine at their position. Is this even possible? Yes this is quite easy. Go to the desired unit in the ebps. Under health, on death, add a spawn entity action. Set the duration for 0 (equals forever) or another number. Set to player owned. Now add your desired mine. This is by per model.
I am testing out ideas but, I am running into trouble. You can add the squad engineer to the sbps but having actually building it is the problem. They lay down the initial ghost but I can not have them actually build it. |
Thread: Top 3 Favorite Unit Responces7 May 2017, 22:18 PM
Coh1: (German) Rain... Open top tank... Fucking great engineering. Coh2 Panzergrens/Urban A Flamenwufter is a good weapon, but I still prefer a rifle or a Knnnniffffeee. Coh2 Theater of War: *German unit finds an un-crewed M3 scout car and takes it* Soviet officer: Hey that's my car. In: Lobby |
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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: Vielsam1-1,125
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