Also, update
UKF and Soviet light infantry has undergone some changes to make them for different
Arty auto attacks no longer auto attack units in command sectors
Fixed issues with partisan SMGs and when reinforced and now they will respawn with a random smg. They could have 4 mp 40s at one point, then they could have 5 grease guns.
Partisan cost increased to 270 from 260
Command points required is now 2 from 1.
Fixed an issue where pathfinders reinforce cost was munitions.
Experimental idea:
USF has a causality recovery station that can be built by medics. Each causality recovered provides 15 manpower.
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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Thread: Mod Release, Design and Live Fixes and Issues17 Jun 2020, 13:22 PM
In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues17 Jun 2020, 13:10 PM
Sure some of this is significant such as the tank health/armor, but many changes really quite small. Some of the big changes have been needed for a long time such as Hammer/Anvil and AEC/Bofors. UKF They need a mobile mortar and some form of non-doc late game arty. The mortar emplacement is no substitute. They lack early effective infantry support. A non doctrinal M3 is a good fit. While a doctrinal M8 would fit better for UKF than USF Also, I am against t0 HMGs OKW Their Non-doctrinal support and teching has always been held back by the King Tiger. Any adjustments to teching adjusts the king tiger. By moving the King Tiger to doctrines it help releases the burdens and allow more access items and keep some core units as HQs are knocked out. A panther's, volk's, and MG43's role is singular. USF The biggest changes where to this faction. A faction should not be limited to basic items such as AT guns hence why I changes the teching to liner. A less drastic change would probably move the AT gun to T0 but require an 'officer' upgrade as well as the mortar. The basic platforms of AT, Indirect, and suppression (fighting position) would be available. Bazooka are not really a replacement for AT. Ostheer The teching changes here are mostly timing changes and removing most redundant steps, even with the changes with T2. Ostheer suffers in the initial game. Osttruppen and Assault Grens only have value because of the weak pioneers and no t0 grens. For when most games generally reach all stages, all factions generally have to be able to fight in all stages. Soviets Generally well rounded except with t1. This is why my changes are focused here. The change initial units first came about not for early game balance but as in regard to de-promote maxim spam then into any early HMG spam. Maxim spam arrives latter if there is no starting engineer, an indirect nerf to maxim spam. General Vehicle abandonment. Should a player be rewarded or punished for simply playing the game as intended? No. This is the same for main gun destroyed and dropped slot items. Forward retreat points should be available to all to reduce map dependency and increase potential map pool. Snipers, I have said my peace about them, but in general: They offer no strategic depth to the game. They focus what they can do and not what they can offer. These are some of the core issues and generally the core of this mod. Everything else generally minor and/or experimental. In: COH2 Balance |
Thread: Advanced warfare Il 2 Sturmovik attack is bad15 Jun 2020, 14:35 PM
The fact that its bugged isn't helping either, where plane shoots is NOT where the ground indicator points. I did some testing. It generally does not go out side the radius. It does have a higher change of impacting near by terrain. I believe the flight pattern is at fault here Preferred_height_approach is 15 and the preferred_height_dive is also 15. This makes the IL comes in and stays low. More rounds hit buildings and trees In comparison to the stuka, Preferred_height_approach is 30 and the preferred_height_dive is 18. The angle of approach and the higher altitude makes less rounds impact the environment. Additionally, the lower angle allows the scatter to much more pronounced, relying on more of colliding then impact. Balance, wise, yes it is very weak. More suppression needed. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues15 Jun 2020, 12:43 PM
Bulletin can change starting units. Looks like you had a partisan bulletin equiped. Penals Combat engineers Partisans Stormtroopers Pioneers Osttruppen Assault Engines Rear Echelon LT Royal Engineers UKF officers Stormtroopers may be a bit too much, but this can help make other bulletins more attractive and to allow more customization starts.
Their design is suppose to be very adaptable. While they might compete with conscripts, the 7 man squad upgrade is superior than the partisan un-upgrades. Penals are still generally better as well. While they are better vs unupgraded grens, grens with LMG 42s are superior. I think the munitions cost is generally fine right now. The SMGs and AT rifles are suppose to be side-grades rather than upgrades for it changes their role. A stock they do well, the player has a choice when to use the upgrades and unlike the Gren's lmgs, they are not mandatory. The 1CP probably does come out too early and if the cost is too low, 270 seems right.
The 221 has a base health of 240, the 222 upgrade and 223 upgrade increases its health to 320. When upgraded it will take three volleys. Three AT rifles are necessary now with the higher tank health in general.
The MG is slow and cumbersome in comparison with grens. Swapping them helps with then initial map control and improve's their early game. They should be able to keep pace better at this stage.
'Those Americans always complain about pioneer spam.' Additionally, they can not do frontal assaults, which is good.
Pumas will take 2 addition pens to kill a medium but the armor has been reduced. The interaction maybe the same, just more often. However, tank destroyers will two shot them. They maybe more fragile now.
The puma MG is the same as live and I have always viewed at ok-ish for the unit.
Oops. And fixed. Now when the squad is upgraded with camo, they have hold fire. The ability was attached to the squad upgrade and not to the player upgrade. Though interestingly enough apparently the ability requires the player not have a 'hull down' doctrinal for some odd reason. Theater of war? In: COH2 Balance |
Thread: Schwerer panzer HQ flak gun upgrade15 Jun 2020, 00:54 AM
Didn't work. Question one: (mod builder) Is this techincally a new mod or editing an old mod? If you copy and paste the folders in the CoH2 Mod builder and change the route. The abp files are not actually modded in. In the Coh2 Mod builder remove and re add the art folder to fix this. Option two: (editor) Its hard to tell what is going on. Try deleting and re-cloning the structure. On on_construction_actions add upgrade panzer_authorization_upgrade with a 1 second delay. |
Thread: Pak 43 Emplacement not turning14 Jun 2020, 23:54 PM
I will try that. Thing is I've seen it work fine in the all units mod, so there be must something else I'm missing. You will probably going to contact SneakEyes https://www.coh2.org/user/20401/sneakeye#here |
Thread: Schwerer panzer HQ flak gun upgrade14 Jun 2020, 23:46 PM
Try the regular German vehicle crews. 2cm Flaks are team weapons that are meant to be recrewed. The Flak HQ is not so there maybe a limited number models this animations. If you want to try adding this to falls, try adding to the abp for the falls "..\\..\\..\\common\\vehicles\\abandon_sync\\abandon_sync", "..\\..\\..\\common\\vehicles\\crew\\crew\\crew", |
Thread: Mod Release, Design and Live Fixes and Issues14 Jun 2020, 20:32 PM
As I said, it is far from a learn to play issue. In: COH2 Balance |
Thread: Schwerer panzer HQ flak gun upgrade14 Jun 2020, 20:30 PM
That is same as default try looking at the west_german building 2 --3DSMax Toolset Generated: abp_functions.ms-- model = { "base_building_02", "..\\..\\..\\common\\vehicles\\crew\\gunner_basebuilding_02_left\\gunner_basebuilding_02_left", "..\\..\\..\\common\\vehicles\\crew\\gunner_basebuilding_02_right\\gunner_basebuilding_02_right", } does it have this? can you post an image of the crew_ext? |
Thread: Schwerer panzer HQ flak gun upgrade14 Jun 2020, 18:35 PM
On the subject of the flak gun, how do I get the gunners to animate properly? Double check the crew ext. Also the default the crew are armies\german\soldiers\vehicle_crew\vehicle_crew Ensure your abp files are correct. Not sure if you are using old files or not. |
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