New Update
Added in most updates from the GCS preview
Soviets
In related to the thread: https://www.coh2.org/topic/60123/contest-new-maxim-vet1-ability
This is my answer in action.
Maximim
-Altered the vet 1 ability
-New toggle mode: Assault mode
-Arc is 60 degrees
-No suppression
-more accuracy
USF
Due to the thread here: https://www.coh2.org/topic/60062/airborne-company
My answer since pathfinders compete with riflemen in the same role, I made them an early game alternative. In comparison, grens will still win at long range while the pathfinders will win at close range in the beginning.
Airborne
Pathfinders reworked
-Now at 0cp
-Alternative to Rifleman
-Gain the Scoped rifles with veterancy
-RA to .91
-260 mp
Armor
-Elite Vehicle Crews now give access to Shermans and Jacksons with five levels of veterancy and removes the Thompson upgrade.
UKF
The sexton is a bit more of a heavier artillery piece. While lower impact compared other factions non doctrinal arty, they at least have some. the 25lb emplacement will enable doctrinal heavy non MLRS artillery for fire support. The bofor is moved to avance emplacement in order to make room for a weaking area denial MG emplacement. I would like to add the mortar pit and bofors to the Royal Engineers load out but that would probably replace the very weak flame mortar. Something for the future perhaps.
MG emplacement added to anvil
Royal Artillery
-Sextons are no longer Doctrinal
-Sexton call replace with a 25lb emplacement
Advance Emplacements
-Now enables the usage of mortar pits and bofors
-Precision barrage replace with a 25lb emplacement
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United StatesPost History of Angrade (Ægion)
Thread: Ægion's Balance and Rework2 Apr 2017, 22:59 PM
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Thread: Wehrmatch Osneer HMG42-Into-Rape meta2 Apr 2017, 17:18 PM
1. There is only one doctrine with Osttruppen (non relief/not reserves) so that is one of many doctrines. 2. Osttruppen are still more cost effective than grens until slot weapons start being added. 3. Then why not a non-doctrinal Osttruppen and turn grens into more elite? Though then, it may kill Stormtroopers. In: COH2 Balance |
Thread: Wehrmatch Osneer HMG42-Into-Rape meta2 Apr 2017, 17:06 PM
Personally, I would not mind if it was swapped with Grens. It would fix a lot of early field presence. Additionally, will help reduce the number of times you see snipers and reduce the affect of early USF Mortars since they would be trying to hit mobile targets. In: COH2 Balance |
Thread: USF Commander Tweaks Suggestions2 Apr 2017, 13:51 PM
Actually the amount of veterancy required, currently in the live game, for them is pretty much cut in half. Pathfinder 340\680\1360 Riflemen 560\1120\2576 In: COH2 Gameplay |
Thread: USF Commander Tweaks Suggestions2 Apr 2017, 08:50 AM
At 0 cps that maybe too strong in their current state due. I really do not like to a straight up better unit at the start of the game because it limits counter play. Grens vs cons is largely considered balance, or at least in the early game, because grens will win at range while Cons win at close range. I am experimenting around with a mod that does this with them. -260 manpower -.91 RA -scoped garands slot weapons are added when vetted up. One at vet 2, and one at vet 3. Grens would be stronger at long range, at mid range, it would be a toss up, and at close range the pathfinders would win. Making a bit more of a balanced start and they can play defensively seeing they still have cloaking.
Peronally, I would like to see all Loiters changed in strafes. The JU-87 does need a nerf.
On this note, this is another reason why the starting unit should be volks instead of Sturmpios. A bit off topic.
Maybe not Vehicle Crews but perhaps Major's Vehicle you can go up to vet 5. I do not know if it is possible if you can change the max level veterancy in game but you can make it new, alternate vehicles are built instead with five levels a veternacy. I might play around with this.
Unlike the Easy 8 and M4C (yes there is a difference between the two) both the Bulldozer and 105mm are animators on the Sherman. Meaning you can have one or both be applied as an non doctrinal upgrade. In the mod I am making and improving, I made the bulldozer upgrade increases health and armor to act more of damage soak for a near by Jackson. Then I turned the Bulldozer Call in to an Easy Eight build-able.
This could work if you add Suppression to the rockets.
This similarly affect Tactical Assault with Paratroopers and Stormtroopers. These are just my few suggestions for your suggestions. In: COH2 Gameplay |
Thread: Contest: New Maxim vet1 ability1 Apr 2017, 11:57 AM
This idea does not have a munitions drawn but perhaps a vet 1 change in fire mode. Adds an Assault fire mode which removes suppression and reduce arc for increase accuracy to allow better to better assault an area after all this MG is meant for assault. In: COH2 Gameplay |
Thread: New Commanders 201731 Mar 2017, 09:28 AM
In: COH2 Gameplay |
Thread: Airborne company30 Mar 2017, 22:48 PM
One problem with Pathfinders is that their received accuracy is 1. Changing it to .91 like grenadiers would go a long way. Additionally reducing their reinforcement costs to 30 from 32 to once again match grenadiers will be good also. All I am saying is minor changes is needed for pathfinders. The weapon drops could cost munitions to help reduce the manpower draw from 4 manpower costs to 2. Personally I think almost all loiters are overpowered, especially the JU 87. I would not mind seeing it into a single strafe or make built AA units, other than the OKW HQ, more slightly more effective or changed from RNG to timed and damage. In: COH2 Balance |
Thread: Ægion's Balance and Rework30 Mar 2017, 21:35 PM
Updated Ostheer Artillery officer updated Call in cost increased from 240 to 270 Gained one additional body guard. Affected by shared veterancy Now vets up to vet 5 -vet 4 gains sprint -vet 5 the aura is now permanent instead of an ability Tiger Ace Reworked No longer drains manpower and fuel cost changed from 800, 0 to 700, 245 Starts at vet 0 and has up to 5 levels of veterancy Swapped positions with LMG 42 and G43. This will help prevent the A move style USF Officers reworked Lieutenant -no longer has the Thompson or BAR -Gained On me -can upgrade to 2 1919 Lmgs for 150 munitions making into a non doctrine elite infantry. Since they do not have the levels of veterancy for received accuracy like rifleman they should be fine, but let me know if I need to tone them down a bit The Lieutenant can now more than support the infantry can just more than fire support with the ability of On me Captain -no longer has the Thompson -can upgrade to 2 1919 Lmgs for 150 munitions making into a non doctrine elite infantry. Since they do not have the levels of veterancy for received accuracy like rifleman they should be fine, but let me know if I need to tone them down a bit -lost On me and Supervise -Gained the Majors real and fake arty Since the Captain is now more a side tech, adjusting the captain to have more field support while his other abilities are diverted to the officers. Major -One man squad now. -Now costs 200 manpower -Gained Supervise -lost real and fake arty -5 levels of Veterancy -at vet 4: able to call in a vet 2 rifleman -at vet 5: promoted to Colonel and able to call in a non doctrinal Pershing. Now the Major now is more of back line support and with enough veterancy he can call in more heavier support but being a lone man makes this squad prime for assassination. Forward Observers and 1919 weapon rack now replaced with Scoped rifles for 25 munitions each. This gives more of a difference between the 1919 and BARs. Additionally these units gain sight range when behind cover. |
Thread: OKW HEAT Shells cooldown?30 Mar 2017, 20:54 PM
The thing is I do not have that doctrine that is why I am asking before I buy it. Have to think if its worth or not It is similar to using ap rounds on an MG. A set duration for increased effects for its attacks. It is not the strongest point to the doctrine but it can be used on Pumas, jagdpanzers, Panzer 4s, Panthers, and King Tigers. In: COH2 Gameplay |
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