Once the mod tools update. I will be building a mod that will change interactions, balance out problems and hopefully increase game diversity. Here is an outline explaining problems and hopefully some solutions. This thread is meant for mostly infantry actions but if you have other questions, do not hesitate to ask, openly or pm.
Soviets
-Conscripts
The conscripts vs grenadiers will be largely set as the base line for most balancing. There is only some minor things I would change. I am not sure if I am going to swap the MG42 and grenadier right know so this may subject to change.
Oorahing conscripts can be quite powerful to flank around mgs thanks to the change of the traversal a minor change to help early game engagements.
Oorah is now the vet 1 ability
The flare mine is incredibly powerful for how cheap and available it is. The flare mine can not be queued up since it is an ability. Some changes are needed.
Flare mine ability removed Combat engineers may now outright build them in the build menu. They are unalbe to kill models and deal no damage. Cost reduced from 10 to 3 munitions.
Other changes see guards for explanation.
-Combat Engineers
I consider these guys the worst engineer unit in the game. These guys hold little in combat effectiveness outside of the flamer and cheese. I would like to improve these guys so they at least hold some significance.
Now equipped with PPSHs
Price increased to match combat effectiveness
Flamer now requires Molotov research. This will help prevent flamer car cheese
Able to upgraded non doctrinally with two PTRS's
-Penals
The cannon fodder unit that is meant to die preforms way to well with its history. Penals are being moved to doctrines. Rapid conscription will now bring in Penals than conscripts. Penals will now functions like Ostruppen and are equip with bolt action mosin nagants. They are able to oorah and merge once again.
-Guards
Guards right now hold too much power. They are the jack of all trade unit while excelling at all. Now with a vacancy in T1 they will be move to there non doctrinal with some massive changes.
These guards will function like the live penals. However they will not have any non doctrinal upgrades. However they are affected by the conscript doctrinal upgrades so it will not limit T1 based on doctrines.
Guards will equipped with SVT equal to the penals
Guards vet 1 ability will now increase sight ranges when in cover
Guards can be upgraded with PPSH's
Guards can be upgraded with PTRS's
Guards can be upgraded with DP 28's
Guards can use hit the Dirt
Doctrinal Guards ability now replaced with either PTRS upgrades or DP 28 Upgrades
Doctrinal DP 28 upgrades allow conscripts to be upgraded with one DP28 and Guards with two. Guards will be able to button vehicles for a reduced price
-Scout Snipers
The current snipers are designed to just cause bleed or lose a massive investment. This causes a lot of frustration to the user and recipient so I am going to move all snipers and marksmen to doctrines in certain ways.
Scout snipers moved to various doctines
Partisans snipers added and moved to various doctrines
Scout snipers will be reworked to function like Jagear light infantry and Pathfinders.
Partisan Snipers will preform like the old two man sniper teams. They will be inflation unit but their sniper rifle has a 20 second delay before being able to be used.
-Partisans
Now only one squad from two different ones. Anti Infantry, Anti Tank.
5 man squad armed with two Mosins, two Kar 98s, and one lee enfield. All equal
Able to upgrade to a Anti tank package or an anti infantry package
Anti tank package will have one PZB, one PTRS, and one Boys AT rifle. All equal
Anti infantry package will have one PPSH, one MP 40, one Grease Gun, one Sten, and one thompson. All equal.
-M42 added to T1
T1 may now be built anywhere on the battlefield. T1 is able provide reinforcing.
T1 may now be upgraded to a forward retreat point once T3 is built
T1 will gain 3 medics when the HQ medics are researched
T1 cost increased from 160/10 to 200/20
Ostheer
-Command Bunker
Able to establish a forward retreat point once Battle Phase 2 is researched.
Upgrade cost changed from 60 munitions to 100 manpower
-Pioneers
Like Combat Engineers these preform poorly in combat and are need of a buff.
MP 40s now equal to the Assault grens MP 40s
PZB 39 upgrade now available
Flamethrower and PZB upgrade now requires battle phase one
-Sniper
Moved to doctrines
Jagaer Light infantry added to doctrines
Pak 36 added to T1
-222/221/223
No longer comes with an auto cannon
Able to upgrade to either an Auto Cannon or to a 223 Radio command set
The 223 upgrade provides mini map radar and allows the ability to lock down the sector from any position.
221 cost now is 200 manpower 15 fuel
222 upgrade is 50 munition
223 upgrade is 50 munition
Able to use the doctrinal regal AT mine ability
-Stormtroopers
Something that I have mention before and came up with different solutions. The problem is that they are not very unique and cost a lot a munitions in faction who craves munitions. My current idea is have them effect in combat at stock while having the option of using a large variety of explosives. Ostheer does not have an infantry based demotions expert.
Now a 5 man squad
Vet 1 ability is Tactical assault
Able to throw Cooked Stick Grenades, doctrinal Stun Grenades, and smoke grenades. All share a cooldown.
Able to booby trap points with either HE or Flares. Flare trap costs 0 Munitions
Able to build Schu mines and Teller mines
-Assault grens
Removed and replaced with upgrades.
Renamed to Assault Training
Pioneers and grenaiders can now be upgraded to increased there squad size by one and allows them additional abilities.
Pioneers will be renamed to Sturmpioneers
Grenadiers will be renamed to Sturmgrenadiers
USF
-Riflemen
Currently I would say they are over performing by a small amount at stock. Changing there target size from .97 to 1 should help this.
-Rear Echelon
This engineer unit is only really good at being a weapon carrier. Buffs to long range damage would overlap with riflemen. Buffs to the close range damage would overlap with Assault engineers. This is why I am going to have Rear Echelon swap with Assualt engineers. This will allow me to make them into a reserve unit that function similar to Ostruppen
Squad size increased to 6.
Penalties when not in cover
Volley fire is now the Vet 1 ability
minesweeper and flamer upgrades remove
-Assault engineers now in T0
-Mortar now in doctrines
-WC51 is now in T0
I have some experimental ideas in mind for this unit. I think it could preform better non doctrinally rather than in a doctrine.
Able to upgrade with a 50 cal when weapon racks are researched
Able to upgrade to a supply truck for 100 manpower. Uses the canvas animator. Able to lock down a sector and increase its resource income. (Cashes moved from USF)
-Teching is now linar
T1 has LT (not free) M1 AT gun, Pack Howie, and M2 HMG
-Pathfinders
Now mostly a Grenadier clone
0 CP
Able to be upgraded with scoped rifles
OKW
I really do not like how OKW has so many overlapping unit roles which makes them to similar and not feel very unique. It comes down to weapon choices.
HQ now has a medical upgrade. Affects Med HQ
-Sturmpioneers
Now a five man MP 40 squad
Able to upgrade to a flamer non doctrinally
Able to upgrade to two MP 44s doctrinally
-Volks
Incendiary grenade replaced with a he grenade
Able to upgrade to two MP 44s doctrinally
Able to upgrade to a sixth man doctrinally
Able to upgrade to repair doctrinally
other doctrinal upgrades
-Obers
now equiped with G43s in order to make them more unique (same stats)
Now able to equip 4 PZBs for anti vehicle damage (undrop-able)
Now available Med HQ
LMG 34 damage reduce to match timing
-Panzerfusiliers
In live they are too overlapping with Obers and Volks. This is why I would like them to become a 6th man squad upgrade for volks to improve capability seeing how they do not have the STG upgrade any more.
UKF
Add HQ medic upgrade. Affects Forward HQs
Bolster Squads removed
-Infantry sections
They guys can be incredibly overpowered in certain stages of the game, and other times they can be worst. They need a complete rework.
5 Man squad
target size is one
Rifle roughly equal to volks
Cover bonus at vet 1
Bren damage adjusted
Mill bombs research now allows for heat grenades
Pyrotechnics upgrades now requires Mills bombs
Medical supply upgrade now requires HQ medic upgrade
Medical Supply is now a passive
Able to upgrade to doctrinal scoped rifles or doctrinal AT rifles
-Royal Engineers
swapped with vickers in teching
doctrinal flamethrower and wasp upgrades now swapped
-Mortar pit
replaced with a mobile mortar
mortar pit moved to doctrines
-Commandos
pick up vickers k LMGs instead of Brens (same stats)
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United StatesPost History of Angrade (Ægion)
Thread: Planning a mod, Brainstorming ideas20 May 2018, 16:21 PM
In: COH2 Balance |
Thread: Pioneer Mark Target Voices20 May 2018, 12:12 PM
I was looked up the voice lines for the codes in the Archive Viewer. I tested out by giving the pioneers a cloned volley fire. I will safely say this voice line can be triggered with any targeted ability. I am not sure about toggled, passive, or timed abilities. |
Thread: Pioneer Mark Target Voices19 May 2018, 17:40 PM
Speech code 3: mkt For abilites for the pioneers there is: cmo: (I do not know) cuw: cut wire? hd1: hull down? med: medical supply? min: lay down mine mkt: "mark that target" rfh: (I do not know) rpr: "repair that" |
Thread: Would You Change How USF Techs?:17 May 2018, 18:32 PM
Prepare for a wall of text. Probably after the next patch, I might make a mod demonstrating, balancing, and some crazy changes. Note the list below may be a bit crazy T0 -Rifleman -Assault engineers The problem with Rear echelons they preform a bit too like riflemen any changes to them would result in either being too useful or not useful at all. I have an doctrinal idea for them however. Assault engineers would be fitting for the faction for having a strong early game -WC51 (200 manpower) Can be upgraded to become a supply truck like the opel blitz and locks down sector (100 manpower)[Cashes removed] This idea is so USF can be a bit more mobile and once it becomes less effective it can be upgraded for more damage to turn into a supply unit. Can be upgraded with a 50 cal (requires weapon racks) T1 (200 manpower 40 Fuel) [Reduce research time from 90 seconds to ~30] -LT (not free) -M2B HMG -M1 AT gun -Pack Howie All of these weapon teams are very strong which should have T2 (200 Manpower 40 Full) [Requires T1] -Captain (not free) -Stuart I would reduce the anti infantry damage but increase the anti vehicle damage due to the later timing and if possible add a pintle mount upgrade Gun damge changed from 80 to 120. This would allow it to 3 shot a 222, 2 shot a 250 and 4 shot a puma/luchs -M15 AA halftrack for aa and anti inf -Scott for indirect fire T3 -Major (not free) -Sherman (75) -M10 Wolverine The wolverine in live is largly not worth it in comparison to the Jackson. So I would like to switch out the two along with the 3.5 upgrade T3.5 upgrade -E8 I would like to add in this to the roster to help fight panthers on more equal footing however I would also make the the gun have less HE to make specific in its role. Doctrines (in the spoilers would be the other abilites) Airborne -Pathfinders 0CP stats change to be similar to grens Can be upgraded with scoped rifles Vet 1 for the beacons -Paras Armor -Dozer blades 0cp Sherman 105s and 75s -Jackson Tank Destoryer 0cp T3 tech -Sherman (105) 0cp T3 tech no dozer blade able to deploy like a Kv 2 to increase range Infantry Company -Rear Echelons (240 manpower) 0cp I would like to make this guys more like a reserve unit like Ostruppen in order to give them a unique feel 6 man squad reduce no flamer upgrade affected by doctrinal abilities -Mortar Team 220 manpower 0-1 Cp 0cp for live vaient 1 cp for 80 unit range mortar. -Priest Mechanized -M3 half track -M21 half tack Recon Support -Pathfinders -Greyhound Tactical Support -M20 Utility Car 2 CP -Calliope Heavy Cav -Pershing Rifle -Rangers affected by doctrinal ablities In: COH2 Balance |
Thread: What's OP? What's UP?18 Mar 2018, 05:11 AM
If you or anyone needs some ideas, simple to extreme, my most recent mod could provide ideas and demonstrations. https://www.coh2.org/topic/67113/%C3%86gion-s-post-dbp-experimental-changes-patch/page/1#post_id649674 In: COH2 Balance |
Thread: Ægion's Post DBP Experimental changes patch13 Jan 2018, 18:24 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=1265728312 As we all know that the DBP does not fix everything, nor should it. With the amount of changes, it is best to let the dust settle once the patch is finalized. This mod eyes to cover more doctrines as well trying to improve upon some non doctrinal units, and Brit early teching and five man squads. General 1. Remove abandoned vehicles on death from the game Soviets T0 1. Combat Engineers With the western engineers being an actually effective in combat without need of flamethrower and the fact combat engineers are basically a prework 4-man conscript squad. I have reworked them to be a nondoctrinal CQB unit. While they cannot run up to a unit in an open field they have a good amount of fire power to engage a unit that it flanks. Additionally, in order to help prevent flamer clown car cheese, the flamer upgrade will be locked behind Molotov tech.
T1 1. Non-Doctrinal M42 now available - Has increased anti tank/vehicle capability. 2. M3 Scout Car
Doctrinal 1. Guards (Affects all except M3 Assault Guards) I was never a huge fan of how guards are generally good at everything. Separating the PTRS and DP-28s would allow them to have a more focused role while still able to engage the other role.
2. Vehicle Crew Repair Training (affects Guard Moto Coordination, Soviet Industry and Armored Assault) Out of the three doctrinal repairs for Soviets this is by far the weakest. I have replaced it with a new and more powerful ability that fits in all of these armored based commanders.
3. 120mm Mortar Reduce the crew from 6 to 4 4. Rapid Conscription Now also conveys faster reinforcing times for the duration 5. Partisans Tactics Combining and standardizing partisans would help improve their versatility. Additionally, I will be trying out a different way how they would receive their equipment.
6. Anti-Infantry Tactics The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order. Shock Rifle Frontline Tactics -Shocks -AT gun Ambush -Incendiary Artillery Barrage -KV8 -IS2 Anti-Infantry Tactics -Shocks -recon overflight -fear propganda -Incendiary Artillery Barrage -KV8 Terror Tactics -Shocks -fear propganda -Ml-20 -KV8 -IL-2 Bombing Strike Changing Anti-Infantry Tactics to something more unique and new is my solution. 2 CP: Dshk 38 HMG 4 CP: Recon Overflight 7 CP: Incendiary Barrage 8 CP: KV-1 10 CP: Scorched Earth Policy
7. NKVD Rifle Disruption Tactics This doctrinal has too many munitions ability to be any real effect. This doctrine is being reworked. 0 CP: Radio Intercept 1 CP: Commissar Officer squad
1 CP: Partisans (same as above) This unit is the Disruption Unit 6 CP: Penal Reserves
6 CP: Fear Propaganda 10 CP: Scorched Earth Policy 8. Soviet Shock Army This doctrine has way too many overlapping abilities, so a rework is in order 2 CP: 120mm Mortar 3 CP: Advance Shock Assault Group
3 CP: PPSHs 12 CP: Il-2 Loiter 14 CP: KV-2 9.Lend Lease Before this doctrine had very little to do with USF weapons, this has been changed to be more thematically correct. 0 CP: M4C 0 CP: Frontoviki Conscripts
2 CP: M2HB 50 Cal 4 CP: Allied Supply Drop 5 CP: Conscript repairs Ostheer T0 1. Pioneers In the current state pioneers are too weak. Even with absolute perfect engagements they have hard time with even winning those fights. With Grenadiers locked behind a little initial teching and the MG 42 is a must have. To help diversify initial builds to allow more aggressive play styles buffing the pioneers is a must. This buff will allow also defensive play style allowing pioneers to help protect the flanks.
T1 1. Pak 36 Added -Equal to the M42 2. Sniper -Now requires Battle Phase 1 T2 1. Non-Doctrinal Puma This will help Ostheer to fight other light vehicles and perhaps make T3 play more attractive 2. 222 With my purposed additional with the puma the 222 could be reverted back to a 221 without the auto cannon upgrade. The Autocannon would still be available to help counter the initial vehicles.
Doctrines 1. Defensive Doctrine With the additions of the trench doctrinal slot I would not mind seeing the tank traps included. This will allow an additional slot to open up. For this slot I propose a build-able short barrel Panzer 4. This will pair greatly with hull down and the PaK 43 can cover the Anti-tank assets. I would make it buildable in T0 but require Battlephase 2. This should match its time and effectiveness while not limiting the player either T3 or T4. 2. Mobile Defense
3. Elite Troops Doctrine
USF Teching for OKW and USF in the live game is poorly designed. The problem with both is the fact there are only two levels of teching to reach the final tier. The items in their respective tiers either arrive too late or too early. The teching is now Linear. Additionally the doctrinal and non doctrinal units are getting shuffled around.
In: COH2 Balance |
Thread: The 222's ability to counter snipers9 Jan 2018, 19:49 PM
or one could remove the cannon and add a cost for some armor and the cannon so you could have a anti inf scout car and by upfgrading you lose the anti inf but gain at and armor to small arms I would not mind this. This would also allow UC, M3s, and WC 51 for room to play against Ostheer while the 221 (a 222 with out the cannon) could cost less making it a good flanker on at guns and help for rapid response on enemy flanking maneuvers if un-upgraded. In: COH2 Balance |
Thread: Is this possible? (Unit 'prestige' )8 Jan 2018, 06:04 AM
It might be possible but I am not sure. Here is me spit balling an idea on how it could work. There is a veterancy action which might be able to be negative. Have a requirement action to be at the desired vet level. Remove the vet but apply modifiers though a upgrade. Then have a UI action to be displayed on the portrait of the unit and perhaps a small custom icon with a number in a star to be displayed where the green lock icon where hand brakes or brace is. For upgrading a specific attribute like CoH1, make the upgrades require a level of veterancy then apply it, just do not add the modifiers through the normal veteracny system. |
Thread: Airborne is back7 Jan 2018, 17:06 PM
In: Replays |
Thread: Some grenades can't be dodged. Qol ?7 Jan 2018, 17:03 PM
which grenades are you referring to? Not necessarily. With the CoH2 playbase a bit smaller, it is not uncommon for a player to be on the other side of the world, which results in bad ping. I have had games where I could not dodge a satchel charge because of ping. Granted this a playbase problem not a grenade problem. In: COH2 Balance |
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