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 StatesNationality:
United StatesPost History of Angrade (Ægion)
Thread: Re enable Mortars and Trenches 6 Jan 2017, 21:49 PM
Ah, there we go, hold equals garrison. Did not know that. |
Thread: Ægion's Alterations polls 26 Jan 2017, 21:10 PM
Just out of curiosity, why do you want to bundle research for grenades and snares together? You almost always need at least one of them, making it absolutely necessary to get this upgrade in every match. And if that's the case, you can just bind it to teching and make that more expensive. For me, molotovs are just too weak for the research cost. I would rather have that guy firing than winding up for a throw that my opponent has already moved out the way for. |
Thread: Re enable Mortars and Trenches 6 Jan 2017, 21:05 PM
Quick question, how do I re enable Mortars able to garrison trenches? I tried looking around for it but I could not find it. |
Thread: Ægion's Alterations polls 24 Jan 2017, 14:51 PM
Currently I am working on a demonstration mod to reflect on my views. https://www.coh2.org/topic/58327/things-to-consider-for-future-patches I have some suggestions but I would like to here on your all thoughts based on polls and ideas. Currently I am working on making panzerfausts and grenades seperate from teching but they are bundled together in an upgrade. Then I wondered if the conscript upgrades should be bundled together? |
Thread: Ægion's Alterations2 Jan 2017, 18:53 PM
Currently I am working on a demonstration mod to reflect on my views. https://www.coh2.org/topic/58327/things-to-consider-for-future-patches I have some suggestions but I would like to here on your all thoughts based on polls and ideas. |
Thread: Need help with faust-targeting thing2 Jan 2017, 15:30 PM
Perhaps it is the projectile under ebps. Under collision there is tp_homing_inf while there is another option tp_homing. Maybe the inf means it can collide with infantry? Also how does garrisoning works? Do infantry gain/change type when they garrison? Panzerfausts can also target buildings. |
Thread: Trouble Building Mod2 Jan 2017, 15:10 PM
Hi, I saw a couple posts about an error a lot of people were having. Seemed like no one was able to build their mod after the last patch. But didn't seem to find an explicit explanation or solution. Can someone walk me through what exactly went wrong and how to fix it? I have been having a bit of trouble myself. Eventually I got it to work, with trial and error. One problem it seems like that it could be with or at least with me was the preview image, but that usually ends in error code 2. 1. try verifying cashes 2. make sure you try to use shortest names possible because if the directory has a limit of characters and avoid high bit characters. 3. Another possible solution I tried was not to save the mod on the desktop. Try maybe create your mod just inside your C drive (C:\mod1.mod.....). As far as I know, this is safe. This may help with cloning long names files like okw_105cm_howitzer\okw_105cm_howitzer. Hope this helps |
Thread: Things to consider for future patches2 Jan 2017, 13:01 PM
Speaking about demos. I do not know if someone suggested before, but how about demos help deny blobs and single capping squads is that they inflict a forced fall back like the propaganda artillery along with high damage inflicted to the squad. Thematically I would say the initial exploding would cause high suppression and damage. Then say a three second delay, so that the animation of the explosion can finish, the pinned squads will auto retreat. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 19:57 PM
Not a single line about the underperfroming Panther that fills no needed role with its shit rate of fire? I defeated that thing with Cromwells 1v1. The panther maybe in a good spot if it was more easily accessible. I would suggest do one thing at a time to prevent a huge power creep. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 12:04 PM
All call-in s and Infiltration units should have a "call in" time. For the latter, enemies can fill up the target houses to prevent infiltration and the infiltration units will spawn in base if that happens. So for the call in time, you are referring to a delay before spawning the building? This could help prevent squad wipes on retreat and AT partisans instantly killing a vehicle. It would also makes since that Falls would be dropped in rather than spawned in. Interesting thoughts, I like the idea of Fallschirmjagers still having FG42's instead of Mp40's though. Another possibility, but right now their cost is too high and too easily to be wiped. In: COH2 Balance |
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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 Gleize1-1,108 -
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 172-1,489 -
VS
TANK HUNTER (PL)
Nevissue97
-2d- Quagmire
Her General Deathshead
Solovey Russia
Manakete Vanguard
2v3 winby: Angrade (Ægion) map: Lazur Factory1-970 -
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 Forest1-1,367 -
VS
robin_johanssen
-=SFK=-Zenturio Flomur
`Agion
SoFly
Mr Pi
Amon


