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: Re enable Mortars and Trenches 6 Jan 2017, 21:05 PM
Quick question, how do I re enable Mortars able to garrison trenches? I tried looking around for it but I could not find it. |
Thread: Ægion's Alterations polls 24 Jan 2017, 14:51 PM
Currently I am working on a demonstration mod to reflect on my views. https://www.coh2.org/topic/58327/things-to-consider-for-future-patches I have some suggestions but I would like to here on your all thoughts based on polls and ideas. Currently I am working on making panzerfausts and grenades seperate from teching but they are bundled together in an upgrade. Then I wondered if the conscript upgrades should be bundled together? |
Thread: Ægion's Alterations2 Jan 2017, 18:53 PM
Currently I am working on a demonstration mod to reflect on my views. https://www.coh2.org/topic/58327/things-to-consider-for-future-patches I have some suggestions but I would like to here on your all thoughts based on polls and ideas. |
Thread: Need help with faust-targeting thing2 Jan 2017, 15:30 PM
Perhaps it is the projectile under ebps. Under collision there is tp_homing_inf while there is another option tp_homing. Maybe the inf means it can collide with infantry? Also how does garrisoning works? Do infantry gain/change type when they garrison? Panzerfausts can also target buildings. |
Thread: Trouble Building Mod2 Jan 2017, 15:10 PM
Hi, I saw a couple posts about an error a lot of people were having. Seemed like no one was able to build their mod after the last patch. But didn't seem to find an explicit explanation or solution. Can someone walk me through what exactly went wrong and how to fix it? I have been having a bit of trouble myself. Eventually I got it to work, with trial and error. One problem it seems like that it could be with or at least with me was the preview image, but that usually ends in error code 2. 1. try verifying cashes 2. make sure you try to use shortest names possible because if the directory has a limit of characters and avoid high bit characters. 3. Another possible solution I tried was not to save the mod on the desktop. Try maybe create your mod just inside your C drive (C:\mod1.mod.....). As far as I know, this is safe. This may help with cloning long names files like okw_105cm_howitzer\okw_105cm_howitzer. Hope this helps |
Thread: Things to consider for future patches2 Jan 2017, 13:01 PM
Speaking about demos. I do not know if someone suggested before, but how about demos help deny blobs and single capping squads is that they inflict a forced fall back like the propaganda artillery along with high damage inflicted to the squad. Thematically I would say the initial exploding would cause high suppression and damage. Then say a three second delay, so that the animation of the explosion can finish, the pinned squads will auto retreat. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 19:57 PM
Not a single line about the underperfroming Panther that fills no needed role with its shit rate of fire? I defeated that thing with Cromwells 1v1. The panther maybe in a good spot if it was more easily accessible. I would suggest do one thing at a time to prevent a huge power creep. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 12:04 PM
All call-in s and Infiltration units should have a "call in" time. For the latter, enemies can fill up the target houses to prevent infiltration and the infiltration units will spawn in base if that happens. So for the call in time, you are referring to a delay before spawning the building? This could help prevent squad wipes on retreat and AT partisans instantly killing a vehicle. It would also makes since that Falls would be dropped in rather than spawned in. Interesting thoughts, I like the idea of Fallschirmjagers still having FG42's instead of Mp40's though. Another possibility, but right now their cost is too high and too easily to be wiped. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 01:06 AM
what about comets, mortar pit and arty cover? There is a lot that this game needs in balanced. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 00:14 AM
I know that the winter balance patch has a specific guidelines of the team is able to edit (Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling.) Anything more really could be too many variables that editing would give a large power creep. So once the dust settles here are some future things that could be taken under consideration. Also I used spoilers to prevent the dreaded wall of text. MOD NOW AVAILABLE: http://steamcommunity.com/workshop/filedetails/?id=836891753 Notes are here: https://www.coh2.org/topic/58432/%C3%86gion-s-alterations-2-mod 1. Call ins 2. Infiltration units Balancing Infiltration units ideas We do not need more squad wiping machines but they need to be able to scale in the late game. Here are my suggestions Partisans (SMG) Stormtroopers Fallschirmjagers Infiltration commandos 3. Pershing 4. Demolition Charges 5. Free stuff from teching 6. Ostheer Teching Now lets talk about the smaller changes that I a suggesting. I am not going to bother with adjusting the various extra commands for soviets and ostheer because there are too many commanders with the same abilities just mixed around. Perhaps this would where custom commanders would come in but that is way out of a possibility of this game. Conscripts Shock troops KV-1 All static Howitzers Ostheer and US: Stormtrooper's, and Paratrooper's Tactical Assault and Riflemen Fire it up US Assault Engineers US Airborne US Recon Support US Mechanized Company OWK Starting Unit OKW Salvage and Cashes British Royal Engineers British Infantry Sections British Field Recovery British Commando Gliders British Valentine In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-869
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VS[IG] Falkenmond NL_Sim Prinz Glen MatthewsManakete Vanguard Capitaine Soif [6. SS-Pz-Armee] Ogf. Dietrich redruM - Mutti macht euch platt!You can't be any worseby: Angrade (Ægion) map: City 172-1,171
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VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-734
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VSCmd-Jeeps[FR] The morning breeze `Agion Change My LifeNico(Ger) ParaTank Rusty Shackleford puzzleBoXKing Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,085
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VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon