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: Announcements for doctrinal units?12 Aug 2020, 03:48 AM
I did some testing, this may be a work around. Global recharges can be announced like the Ostheer Artillery Officer's Smoke Barrage. Clone it, adjusted it, then make the recharge 1 second. Automatic 'Initial' recharges do not announced but a victor target can force a recharge. Give the IS 2 the 'sound' ability. Give it a victor target for the 'sound' ability so one second after it spawn it will announced a recharge voice line of the IS 2 call in ability. |
Thread: Missing Icons ingame12 Aug 2020, 03:34 AM
Are the files in PNG? Is flex properly installed/reinstall? |
Thread: Theoretical Goliath Design10 Aug 2020, 17:35 PM
It would still be in a squad if the Goliath was by itself. Still able to retreat or 'charge.' In order for it be abandoned like a team weapons, nothing can fill a 'role.' Actual weapon teams has markers to attach two models while the Goliath has none. If I were to make it have an unspecified role it does not work. I will play around with it some more. In: COH2 Gameplay |
Thread: Theoretical Goliath Design10 Aug 2020, 16:38 PM
I tried this idea for a bit. The game can get a bit buggy with using team weapons. There are of course no crew markers for the Goliath. Lets take the MG42 for example. If you remove the crew roles actually man the MG the squad will treat the MG as its own model like showing 5 instead of 4 in the decorator. If that model goes down, reinforcing also bugs out. For making the 'crew' stationary and Goliath free movement. I do not see a way to tether a unit like this. Maybe a movement speed aura if it goes out of range but either it would come to a dead stop and can not come back or it can still creep away. With small variations to the previous showing. This is the outcome. The Goliath is apart of the squad. Once the order is given it will charge and detonate. Pathing could be adjusted with better turn rates. The Goliath can be reinforced by any reinforce point, for munitions of course. The unit can still retreat though I may need to relook at the speed/posture modifiers for this unit because the Goliath does lag behind. If you want to take a closer look at the two abilities, My mod has been updated. The Goliath from the vehicle is available to the opel blitz with the Feursturm doctrine and the Goliath squad is available to the Overwatch Doctrine. I am expecting a lot of bugs, primarily if there are two Goliath on the field. Technician terms In: COH2 Gameplay |
Thread: Theoretical Goliath Design7 Aug 2020, 22:00 PM
A theoretical ability design for the Goliath rather than a standalone unit. This would change the unit from a self-propelled demo charge to a self-propelled grenade. I was curious if it was possible and here it is. please ignore the bug where they are shooting the marker which is easy to fix and the video quality was not the greatest either. In: COH2 Gameplay |
Thread: Time to talk about ml20.5 Aug 2020, 23:21 PM
Exactly In: COH2 Balance |
Thread: Time to talk about ml20.5 Aug 2020, 23:21 PM
Ægion. Issue is AA is not always reasonable. They are prone to RNG like everything else in the game. Additionally, there is a reason why Storm is used more often than Joint Operations in team games. The smoke bombs aircraft can not be easily shot down to stop vision, in fact rarely. You of course only need a brief moment to call in an ability. Changing these abilities can also help diversify doctrines. Replacing the stuka dive bomb in Storm Doctrine such as Stormtroopers would make Stormtroopers a good camouflage spotting unit for the Lefh 18s, and help with the name of Storm Doctrine. Joint Operations doctrine could and can use the recon to spot for the left 18 to increase its accuracy. Jaeger Armor already have spotting scopes so why does it need Recon? By removing recon for this doctrine, it allows another option to engage the Elephant. ML20's and others can do well in forcing back the elephant if it gets direct hits as well its supporting elephants. The problem with the ML20, is that it usually does not make an impact before it dies. My philosophy right now is that Cannon arty and Rocket arty should be different. One is for more sustain the other should be for saturation. Note I do have a mod that address most of the design issues I have with the game. Just check the signature below. In: COH2 Balance |
Thread: Time to talk about ml20.5 Aug 2020, 19:58 PM
One large problem for the ML20 is the number of doctrines with recon + off map. -Close Air support Recon pass, stuka dive bomb -Jaeger Armor Doctrine Recon overflight, Stuka Dive bomb -Joint Operations Recon overflight, light artillery +pak43 +lefh 18 -Luftwaffe Supply Recon overflight, Stuka Bombing -Spearhead Doctrine Recon overflight, Fragmentation Bombs -Storm Doctrine Smoke Bombs, Stuka Dive Bomb +Lefh18 These six doctrines can hard counter the ML20 Soviets Recon plus off map -Anti infantry Recon, incendiary arty -Soviet Combined Arms Army Recon, Il2 +ML20 That is it I would say the best buff to the ML 20 is to first address the Recon + Off maps first. In: COH2 Balance |
Thread: Is the WC 51 overperforming ? 4 Aug 2020, 12:51 PM
For me, the arty and mark target ability is a way to cram more abilities into the doctrine to go past the 5 doctrine slots. This is why I prefer an available upgrade to make it a supply truck like the opel blitz. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues3 Aug 2020, 19:58 PM
I was wondering in regards to caches: reduce the cost to 200 manpower in 1v1 games but remain 250 manpower in team games. It would make sense for them to be more expensive if it affects the whole team but less so if it doesn't. As of right now, I think the cashes are in a good spot. Before and after the 200 manpower nerf, it is already a rare sight for cashes in 1v1s. I am honestly surprise people do not use opel blitz more often in 1v1s. They retain their 200 manpower call in and provide the effect of one munitions and one fuel cashe. While they do not lockdown a sector but they can be safer when put in a corner. In: COH2 Balance |
831837831836831628831614831391831232831231831216831063831032
Latest replays uploaded by Angrade (Ægion)
-
VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-869
-
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 172-1,170
-
VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-733
-
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
-
VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon