I had this bug happen once before long ago. It recently happened to me again, and now I know how to recreate this bug. If you were to decrew a weapon team by stun grenade. The abandon weapon can no longer fire again suggesting the stun crit maybe permanent since it switched owners for player to neutral. Even the aim reticle was missing upon recrewing.
I was able to recreate this by building a pak and have nearby units spam stun grenades until death. Upon recrewing reticle and it was unable to fire anymore.
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: Abandon with stun grenades.30 Mar 2017, 14:47 PM
In: COH2 Bugs |
Thread: Future Balance Patch Teasers30 Mar 2017, 12:43 PM
Here is my say on conscripts. While fighting grens, they are pretty balanced, but there is a large imbalance between conscripts and volks. While their base damage relative fine, for me it is the very accessible STG upgrade that pretty much state Volks win. The STG upgrade is a flat damage upgrade that I would like to see changed. I have made a mod that could replace the STG upgrade to a squad MP 40 upgrade. This transforms the squad into close range only. This upgrade I made also added in a smoke grenade that shared cool downs with the incendiary thus now they can assault and close distances easier. There is also another problem with when facing LMG 42s. Grenadiers are to inherently weak when facing other infantry with out it. Stock grens will lose to penals and infantry sections at all ranges. Grens at long range vs rifleman are about a fifty-fifty toss up. An additional problem with grens is that ostheer is force a delayed start with their standard infantry locked behind a building and the MG 42 is not the greatest when facing in the early game. Additionally your opponents starting unit can go out grab a frontal garrison or point giving them powerful early advantage and thanks to Ostheer larger cost in teching, they never really have an advantage in any point in the game. My advice before we talk about balancing tanks and the late game we need to balance the early game. The early game has more influence over how the late game performs than the late game units themselves. The winter balance patch only really affected light vehicles, bug fixes, and some utility rather than tackle the problem as a whole. Do not get me worn the mod team a did a great job, but they were limited scope. In: COH2 Gameplay |
Thread: Soviet Prioritize fire does not work29 Mar 2017, 19:26 PM
I don't know what caused it to bug. Try turning it on and off again next time this happens, and see if it persists. Trust me when I say I was cycling it on and off a lot. It was also affecting the KV-1 also not just the Su-76s In: COH2 Bugs |
Thread: Soviet Prioritize fire does not work29 Mar 2017, 17:51 PM
This is related to the thread here. https://www.coh2.org/topic/60050/soviet-prioritize-fire-does-not-work In: Replays |
Thread: Soviet Prioritize fire does not work29 Mar 2017, 17:45 PM
Does anybody else having trouble with Soviet's Prioritize? My vehicles keep targeting infantry while it is on. Replay here In: COH2 Bugs |
Thread: Does anyone else think the Comet is bullshit?27 Mar 2017, 22:05 PM
It is a general consensus that it needs reworked along with many other tanks so here are my suggestion. Each tank should execl at something but not at all. -Centaur is the anti Infantry and AA. Could use a minor mobility buff in its current state. -Cromwell is the Main Battle tank. Needs a anti crush measure. Reduce turn rate? -Firefly is long range anti tank. Largely balance I say. -Churchill is infantry support. The Churchill it actually really good just overshadowed. I would change the smoke to remove the speed penalty and change the grenade for a pintle mount. The grenade for both the Comet and Churchill is a bit to easy to kill AT gun's crew. -To make the Comet more unique in this line up tanks a panther style tank hunter is a good option, not just an better version of a Main battle tank. Additionally, removing white phosphorous smoke and the grenade is needed. The regular smoke shells I am fine with since it is utility and the limited available of mortar pit smoke makes it a good alternative. -I would like to see more armor penetration at close range also with some tanks. Making so cheap swarms of tanks and low pen units can more reliably engage heavier armor at dangerous close range. Something minor say plus 10 to 15 armor with in 10 meters. T34/76, Churchills, and Panzer 4s. This would allow panthers and comets to be fought against with the previous tier of tanks to a more reasonable degree while panthers and comets still take them on from on at any range. In: COH2 Balance |
Thread: [1v1] All you need are StuGs25 Mar 2017, 20:13 PM
In: Replays |
Thread: Ægion's Balance and Rework21 Mar 2017, 13:29 PM
Updated All Infiltration units now have a yellow flare dropped 10 second delay before spawning. Garrsoning a unit in the building we prevent the on field spawn and spawned unit to comes off map. This will enalbe counter play to infiltration units HMG 42, HMG 34, Dshk, and M2B Ap rounds has been changed. No longer a timed event. Now they load in one Mag/Box of AP rounds and will change back to original rounds upon reloading. Minor/Major fixes has been made. |
Thread: The American BAR21 Mar 2017, 13:09 PM
I'm an axis fanboy btw people. Let that be known. Well another way to stop this blobbing is to make MGs a bit more effective in suppressing. Changing the bar as you stated will make it a bit too similar to the 1919 where you would then just A move everywhere. Blobbing is a legitimate strategy but should have effective legitimate counters. A different suggestion just popped into my head. Why not make it the Bar Rack into a different weapon? You could make it into a Thompson rack, Grease Gun rack, or a Carbine rack Still making into from a mid range weapon to a close range weapon but weaker and cheaper? In: COH2 Balance |
Thread: The American BAR21 Mar 2017, 12:21 PM
Since the introduction of the USF mortar riflemen simply need to be toned down. If it was up to me, I would relocate up ALL t0 support weapon 2-3 squad together but what if they manage to get cover for each squad correctly does it still count as blober They are very different because USF does not have any alternative infantry other than very few doctrines, but riflemen are very adaptable. Soviets have guards and shocks. Ost has Pgrens, and the rare Stormtroopers. OKW has Sturmpios, Jaegers, Obers, Falls, and even the Kubal. USF has Airborne which costs too much manpower and arrives a bit too late. Not usable inf such as Recon support IR pathfinders and paras. And finally Assault Engineers where they die too quickly to be any use. I would like to remind all that double-bar riflemen are actually weaker than panzergrenadiers. The Vet 3 RA is tone down in the WBP so they are, in my opinion, are largely fine. USF has other larger problems that could be address. In: COH2 Balance |
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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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