
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:

Nationality:

Post History of Angrade (Ægion)
Thread: 20% reinforce cost increase3 Nov 2017, 00:53 AM
Global maybe too much. Perhaps an Aura effect around the HQ in order to prevent base reinforcements for receiving this effect as well? In: COH2 Balance |
Thread: British Emplacement Brace Counterplay Ideas2 Nov 2017, 09:57 AM
I favor AELegion's mod suggestion, but also think that Planet Smasher's solution to the problem is better because of 2 things on top of what Legion suggests, and those are that the British will be more mobile without having to rely on static in-direct fire positions thus crumbling Sim-City's support, effectively killing it and that it's still preserving the British uniqueness. The reason why I chose the fighting position model, was because it was nice and small. I did look around for the CoH1 mortar emplacement model but it is not in the game while the 25 pounder pit is in the game. In: COH2 Balance |
Thread: Lets talk about Doctrines2 Nov 2017, 09:40 AM
Luftwaffe, only 1 abilities is viable, other are expensive alternatives of allied free ones. In my mod, I have adjusted Luftwaffe Supply and Overwatch. In: COH2 Gameplay |
Thread: British Emplacement Brace Counterplay Ideas1 Nov 2017, 11:17 AM
Maybe a weaker version, but I am not sure. For my mod, I was more focused on the offense and coverage to think how precisely to adjust brace or what would be a good balance for it. It is hard to balance some things when no one gives feed back. But with DBP, I am not really concern with it at the moment. Once or if the DBP is live, I am probably going to re-due my mod or incorporate all the changes in which there is a lot of bug fixes for it. In: COH2 Balance |
Thread: British Emplacement Brace Counterplay Ideas1 Nov 2017, 11:12 AM
doctrinal, not very effective, who uses its, who even uses that and too late, and doctrinal In: COH2 Balance |
Thread: Ægion's Experimental Balance Changes MKIII1 Nov 2017, 10:42 AM
With the DBP been announced I decided to finish up touches on my mod. I am not going to be working on my mod for now until the DBP is done or off alternative changes and present them in my mod. Soviet Industry Vehicle Crew Repair replaced with soviet war machine Soviet War Machine -Up to three lost tanks and Assault guns will be replaced with Green T34 -200 munition -90 second duration Green T34 400 Health T34 Unable to Vet Anti-Infantry Tactics Since this doctrine has too many overlapping abilities with other doctrines, I replaced it. -1 CP: Machine Gun Nests 100 munitions equal to base MGs -2 CP: Dskh -4 CP: Recon Overflight -7 CP: Incendiary Artillery Barrage -8 CP: KV-1 Luftwaffe Supply and Close Air Support Doctrine Recon Abilities replaced with Luftwaffe Officer The Luftwaffe Officer abilities change based on which doctrine you have equipped. The abilities share cooldown with the commander counter part ability abilities. His abilities are stronger than the commander abilities however they of course have are tailored to him and have reduced range. His abilities gains a second Aircraft at veterancy 3 as well. Recon -Vet 0: Single Sweep 30 munitions -Vet 1: Single Loiter 50 munitions -Vet 3: Two Aircraft Loiter 50 Munitions Luftwaffe Supply Officer Air Medical -Officer drops in one medical pack and one MG 34 -60 Munitions Vet 3: cost 100 munition Incendiary Loiter -drops 2 incendiary bombs per pass. -150 munitions Strategic Bombing -one loitering bomber equal to the OKW sector Assault Bomber -200 munitions Close Air Support Officer Anti Infantry Loiter equal to the Assault Support's Strafing Run Anti Tank Loiter Sends one JU-87 with 37 mm cannons to hit armor Deflection Crits removed Strategic Bombing -one loitering bomber equal to the OKW sector Assault Bomber -200 munitions |
Thread: British Emplacement Brace Counterplay Ideas1 Nov 2017, 09:33 AM
Remember that the mortar pit is really the only non doctrinal garrison clearing tool that UKF has. The WASP can not preform well when there is items such as vet 0 cloaked Raketenwerfer and how far fausts and even all snares reach. In the live game, not killing or not able to kill the mortar pit could be game ending while losing the mortar pit could be game ending as well. This is why I am in favor of a weaker, cheaper emplacements. In the mod I made, this what the mortar pit is replaced with. ![]() Mortar Position Stats: This makes feel like a bunker/fighting position (it really is). Losing it is like oh well, while not losing much impact. Additionally, since it is much cheaper, it can become a better garrison clearing tool since it could be built everywhere. In: COH2 Balance |
Thread: Balance patch is not going well31 Oct 2017, 21:12 PM
Oh Relic!!!! 99% of the patch balance notes are not needed, or at least are not urgent. Why wasting that energy and effort doing that? Please Relic listen the damn community. ??? -Panther: Problem is teching. It can be BS against to fight with Jacksons since of their lower pen Rate. -Mortar Pits: More Doctrines that can handle them. -Penals: Penals are weaker vs light vehicles -Conscripts: they are being buffed -Double 1919s are removed along time ago and double Brens are not the problem, 5 man squad is. Double bar are weaker than Pgrens. -Dhsk: getting nerfed In: COH2 Balance |
Thread: Commanders revamp - December patch31 Oct 2017, 11:27 AM
Maybe instead of recoup losses, have it replace the Sturmpio flamethrower? Sturmpios with three upgrades can be very taxing on the unit especially when demo charges are in play. A Mortar Team would provide better garrison clearing (and a much desired unit). I would put it at 1 CP and maybe put the incendiary barrage at least 2 or 3 cp? In: Lobby |
Thread: Commanders revamp - December patch31 Oct 2017, 10:52 AM
For the T-34, I was about to implement something for that for my mod, but a weaker variant. You can probably see the problems if it were to be too strong. In: Lobby |
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Latest replays uploaded by Angrade (Ægion)
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VS
WhizzBang
RpgGotMe
[SU-76M5AXIM] RED
Radagast
Burke
[HAN]G Funk Music
Manakete Vanguard
An 'orrible Cunt
Large Epic Battleby: Angrade (Ægion) map: La Gleize1-929 -
VS
[IG] Falkenmond
NL_Sim
Prinz
Glen Matthews
Manakete Vanguard
Capitaine Soif
[6. SS-Pz-Armee] Ogf. Dietrich
redruM - Mutti macht euch platt!
You can't be any worseby: Angrade (Ægion) map: City 172-1,273 -
VS
TANK HUNTER (PL)
Nevissue97
-2d- Quagmire
Her General Deathshead
Solovey Russia
Manakete Vanguard
2v3 winby: Angrade (Ægion) map: Lazur Factory1-782 -
VS
Cmd-Jeeps[FR]
The morning breeze
`Agion
Change My Life
Nico(Ger)
ParaTank
Rusty Shackleford
puzzleBoX
King Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,151 -
VS
robin_johanssen
-=SFK=-Zenturio Flomur
`Agion
SoFly
Mr Pi
Amon