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: 64 bit beta for coh217 Sep 2020, 17:12 PM
Wait, was it 32 bit this whole time...? In: Lobby |
Thread: Just more Ideas8 Sep 2020, 11:37 AM
First thing that came to mind from that mortars in trenches getting extra range was: I'm gonna ruin some UKF players day. Not an easy thing to test, but it can go either way, based on scatter. Plus, I am against the mortar pit and would prefer a non doctrinal mobile mortar for UKF. As stated above, being inside the slit trench actually makes all units more vulnerable to mortars. In live anyways, two ostheer mortars are better than the mortar pit so the performance in this case remains the same. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 09:13 AM
This is why I made it available to all factions. I would like to test more manpower manipulations and see what the actual impacts. If it would provide alternatives to the usage of light vehicles, I would say it would be a good outcome. Also, I actually never have played CoH1 online so I have no sentimental value for it.
The Ostruppen Trenches have always been free. Additionally, I made the UKF trenches to use the CoH1 slit trenches to differentiate the two. There was a slight bug which I fix where squads with 7 models could not enter. The healing idea came about for mortar units are more vulnerable to indirect fire due to how the damage in all in hold came about and their larger surface area. Even when these trenches are free, they are really never been used. I can see them being 50 manpower, but 100 is too much in comparison with 150 manpower un-upgraded bunkers or with the 125 manpower fighting position. In: COH2 Balance |
Thread: Just more Ideas8 Sep 2020, 08:50 AM
This does include USF and UKF Medics. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 23:19 PM
For the Medic models, they all have this animation state. The other models, do not have the carrying state. The model that they are carried are a 'crew' like a vehicle in which most/all can be a 'crew' member. In: COH2 Balance |
Thread: Just more Ideas7 Sep 2020, 19:11 PM
Great stuff. Looks and plays really well I'd probably just add some manpower cost to all trenches (if there isn't any in Ur mod) in order not to spam them too mindlessly. That's actually how trenches are for the Osttruppen Doctrine in live. I think as well as the community defensive doctrine and OKW heavy fortifications. In: COH2 Balance |
Thread: Riley personal patch changes7 Sep 2020, 18:55 PM
Does it actually exist? No, that just a photo shop of a Zis/Land Mattress on top of a M3/M5. In: COH2 Gameplay |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 18:28 PM
I am not sure how you would check it. Here is a copy of flex I use: https://drive.google.com/file/d/1EdsBOsx9Mty6ndDaNlYWvTEbXraw617P/view?usp=sharing Just unpack it, link it, and you are good to go. |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 18:27 PM
double post |
Thread: Just more Ideas7 Sep 2020, 18:19 PM
I know have been doing this a lot and pile of ideas. Instead of making a lot of different threads, I decide just to make one with all. Again, all of these ideas can be tested and played around with my mod. 'Signature' for the link I have always found the Panzerwerfer, inconsistent. It either wipes a squad generally or does nothing. The rockets damage has been increased to 100 from 80 but only can hit 2 models per shot. The rate of fire is reduced to all more reaction time. The scatter adjusted to more match the katushya to make it more consistent. Who has ever used the counter barrage ability for the panzerwerfer? I have removed the counter barrage and replaced it with a smoke barrage that is on a separate cooldown. Vet 1 reduces the smoke barrage cooldown. This may also be more effective in higher level play with hearing more barrages, unable to tell if the player should dodge or not. I know SneakEyes's mod has recovery squads but I decided to add it in to my own squad. It functions differently. Built by Combat Engineers, Pioneers, Sturm Pioneers, USF/UKF Medics for only 25 fuel. Recovering an allied wounded will give you 10 manpower. Right now, I only have it applied to Railway but this could be applied to USF's 240mm and UKF's counter part. These "Siege" Artillery abilities only have a niche role and in my opinion not very worth it and not very attractive. This variation could make it much more effective versus all targets, able to stun and snare vehicles, suppressing infantry, and still effective versus emplacements Long ago, slit trenches were able to garrison mortars. I thought about reintroducing this. Garrison mortars gain increase barrage range as well as units inside gain a passive healing. 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: Vielsam1-1,134
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Livestreams
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