
Profile of Angrade (Ægion)
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
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United States
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
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Post History of Angrade (Ægion)
Thread: The dark side of this game. 14 Dec 2019, 14:51 PM
While I do see a lot of toxic players, I have seen some temporary bans work. One play whom I shall not name, did receive a temporary ban. This player while still a bit of a trash talker, is not as toxic. In: COH2 Gameplay |
Thread: My Last Mod Release14 Dec 2019, 13:23 PM
nice to see that you that update This mod is focused on items that I do not agree with. For example, Right now I do not like the current medium tank play. It feels like the only medium tank that are consistent vs infantry is the T34/76 with its mgs and the Shermans HE rounds. This is why I made the gun reliable on killing one model per shot per squad while the hardly noticeable mgs now actually mean something. The hull machine gun can pitch in more damage so vehicle orientation means quite a bit. This also affects TD with MGs such as the Panther and Comet In the meanwhile, other mediums such as the ostwind have been adjusted as well. The Ostwind and Centaur can deal with blobs better with suppression and OKW have a cheap short barrel P4 to help lob rounds at infantry. The one thing I am not sure right now is how the interaction will work out with AT infantry. From live tanks can now have an additional 160 health but however there are more AT options out there. Combat engineers have PTRS x4, Ostheer have PzB 39 weapon racks, USF infantry is generally a bit more durable, and the Infantry section can pick up a third weapon and have a snare. OKW maybe a bit lacking however, the AT hetzer does have better gun than the puma and the lieg with its now direct fire now has improved penetration, which I may have not mention. Instead of a flat 35, it has a 40,60,80 pen for 80 damage. In: COH2 Gameplay |
Thread: My Last Mod Release14 Dec 2019, 12:58 PM
Don’t you cast anymore? Generally a lack of motivation and time. Though I do plan to do it more often. Additionally equipment issues. I was rendering this last night and it just comes out black. I have a lot of issues with Vegas and my microphone. Some of my recording I did not publish were lagging quite a bit. I though it was my processor was too weak, then my motherboard started to smoke... My motherboard literally fried itself. Good excuse to upgrade my processor seeing I was no longer constrained to my motherboard socket. I have had bad luck with upgrading my computer. For example, I unplugged my SSD, and my cable ripped out the jack of ssd, destroying it. I am back now. I am in a middle of a career change so I have some spare time focus on creating some new casts. I even started to experiment around with a green screen. In: COH2 Gameplay |
Thread: My Last Mod Release14 Dec 2019, 12:45 PM
In: COH2 Gameplay |
Thread: My Last Mod Release14 Dec 2019, 01:38 AM
There's a lot of interesting ideas in there. Maybe try pitching some of them when they do the next balance patch? Most of my ideas are probably too game changing for a patch. Though UKF does need a huge rework. In: COH2 Gameplay |
Thread: My Last Mod Release14 Dec 2019, 00:54 AM
New update that nobody asked for. Weapon teams can now only no longer capture points while in combat. While in combat is defined as not receiving fire. They can still fire and capture. Three second duration until they can capture once again. Soviet's M3A1 Scout car, Ostheer's 250 halftrack, USF's WC 51, OKW's Kubel, and UKF's Universal Carrier now all can capture, while not in combat. Same as above. ML 20's and Lehf 18's now have access to smoke barrages. -smoke barrages are free and are on their own cooldown. Medium tanks entities per squad per shot changed from two to one. All tanks Coaxil and Hull machine guns damages have been increased to make them more consistent vs infantry. Now players have to keep in mind the front mg to inflict or avoid maximum damage. This also affects the Valentine, Stuart, Greyhound, and Panzer 2 In: COH2 Gameplay |
Thread: UKF Air supremacy3 Dec 2019, 05:38 AM
Let me throw out a suggestion. I may add it to my mod tomorrow. Upon designation, a recon aircraft will fly over. (Can not target in fog of war) For the duration an overwatch action will apply. Up to 4 MG strafes on infantry only. Up to 2 scatter bombing runs on buildings. Up to 2 Precision bombings on vehicles. High likelihood of attack craft of being shot down. This would make the ability more about field control rather than obliterating a target. I would rather not see HQs be obliterated every time it is cast, especially seeing the commander already has a quick recon for targeting. The commander though is already too heavy on munitions. In: COH2 Gameplay |
Thread: How to unlock m1919 lmg from the weapon rack?29 Nov 2019, 22:54 PM
It looks like the ability is no longer on the riflemen, but it can be restored. Just add the ability to Riflemen SBPS and adjust the requirements of the ability. The require squad upgrade (not in the any) is refering to a Riflemen Upgrade from an event from Ardennes Assault and not having it active. One item from the any is referencing the commander ability in multiplayer. This makes it so say an ally drop a 1919 and another USF player picks it up. This player can NOT use the ability if they do not have the commander active as well. If you want this ability non doctrinal, delete this. The other one in the any references the Mechanized commander from Ardennes Assault, who has access to 1919s. This makes a scripted 1919 Riflemen does not have the ability unless it is the mechanized commander. If you want this ability non doctrinal, delete this as well. This is why usually Ostheer and Soviets have separate single player and MP, multiplayer. Theater uses both... Hence why some things are totally imbalanced to near impossibility now. the requirements determine weather something is can be selected or shown. example: Ostheer's Battlephase 1 allows grenadiers to upgrade with a LMG 42 some upgrades hide if you select different upgrade such as flamers and minesweepers. An observe hiding is USF Buildings. You may notice it looks like an officer but in actuality it is an upgrade. Upon completion the is an reinforcement action to summon the office. Once the upgrade is complete it has a requirement action for itself. is_present: FALSE Meaning you do not have it. Alternatively you could set it to true and the requirement inside of a not. reason: display so once it does become present (true) this upgrade is no longer displayed The same officer squad this has a requirement of player upgrade as well. is_present: TRUE reason: usage and display so once it does become researched the will display and able to be used if you want it displayed but not usable, set the reason to usage required any list: think this as a or statement. For example: in order for Soviets T3, they require one of T2 or T1. All means both. required squad upgrade (SBPS upgrade), entity upgrade (EBPS), player upgrade (when an upgrade in the UPGRADE tab's owner_type is set to player). For example, conscripts molotov upgrade. Sorry if this not exactly coherent but the gist of is that the ability or upgrade must on the squad/entity. This will allows them to use the ability. Then, you use requirement to only enable the ability later on or to disable it earlier/later on. |
Thread: My Last Mod Release30 Oct 2019, 10:39 AM
Minor Update: All medium tanks have their scatter reduced while only have to affect two entities per squad. This should help them become more consistence vs infantry. Mortars and Mortar Halftracks have their scatter significantly reduced while there damage has been cut. This should make them more consistence vs stationary units that are in cover. There job should be more focus in displacement rather than damage. Additionally, this helps improve their intended role. 25 Pounder AOE has been adjusted to be more effective. Made the AI less dumb with the prefab bases. In: COH2 Gameplay |
Thread: My Last Mod Release29 Oct 2019, 13:52 PM
This is not a Relic preview patch. This is a personal mod. This will most likely my last mod I will release for Company of Heroes 2. I will continue to update this mod for balance and bug fixing. This mod was develop on and mostly off in this last year, so there maybe some of the recent updates that might conflict. This mod tackles a lot of design issues I have with this game. This mod largely separates Ostheer and OKW in design, as best I could. https://steamcommunity.com/sharedfiles/filedetails/?id=1901658150 General Soviets Ostheer USF OKW UKF In: COH2 Gameplay |
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