I know have been doing this a lot and pile of ideas. Instead of making a lot of different threads, I decide just to make one with all. Again, all of these ideas can be tested and played around with my mod. 'Signature' for the link
I have always found the Panzerwerfer, inconsistent. It either wipes a squad generally or does nothing.
The rockets damage has been increased to 100 from 80 but only can hit 2 models per shot. The rate of fire is reduced to all more reaction time. The scatter adjusted to more match the katushya to make it more consistent.
Who has ever used the counter barrage ability for the panzerwerfer? I have removed the counter barrage and replaced it with a smoke barrage that is on a separate cooldown. Vet 1 reduces the smoke barrage cooldown. This may also be more effective in higher level play with hearing more barrages, unable to tell if the player should dodge or not.
I know SneakEyes's mod has recovery squads but I decided to add it in to my own squad. It functions differently. Built by Combat Engineers, Pioneers, Sturm Pioneers, USF/UKF Medics for only 25 fuel. Recovering an allied wounded will give you 10 manpower.
Right now, I only have it applied to Railway but this could be applied to USF's 240mm and UKF's counter part. These "Siege" Artillery abilities only have a niche role and in my opinion not very worth it and not very attractive. This variation could make it much more effective versus all targets, able to stun and snare vehicles, suppressing infantry, and still effective versus emplacements
Long ago, slit trenches were able to garrison mortars. I thought about reintroducing this. Garrison mortars gain increase barrage range as well as units inside gain a passive healing.
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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Thread: Just more Ideas7 Sep 2020, 18:19 PM
In: COH2 Balance |
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 17:32 PM
Ensure flex is installed properly. Reduce the pathing length by moving the mod folder and PNG's so it is the close the the C drive. C:\modFolder instead of C:\Users\yourComputerName\Documents\myMod The length of characters are important so reducing it needed. |
Thread: More Ideas about the Universal Carrier1 Sep 2020, 20:53 PM
How often do you garrison the universal carrier? This this slight adjustment, an garrisoned squad will manned the Vicker's K Light Machine gun with out the upgrade. Is this useful, probably not. But, this could change the dynamic of the unit to out right removal of the pintle upgrade. This could be applied to other units such as the 251. If applied to a unit with 'holds' instead of 'crews' such as the M3 Halftrack, which has 5 'hold' spots, All spots will be filled with men while the gunner can appear as free 6th man. If anyone wants to test this out, it again can be seen in my mod. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues28 Aug 2020, 18:42 PM
Big update to my mod. Soviets -Swapped the M3 Scout car with the Mortar Team -Zis AT gun gains a free smoke barrage Leig/Pack Howitzer Gain a toggle to load in AP rounds that fired directly like an AT gun Leigs AP damages is similar to the M42 AT gun Pack Howitzer AP rounds is similar to the Pak 40 Pack Howitzer HE rounds now have similar arching pattern to the 120mm Mortar. (More Air Time) Pack Howitzer Auto attacks scatter now are equal to the 120mm Mortar With now another source of AT both Lieutenant and Captain now has a reasonable AT source. USF These following changes make USF changes less drastic Linear teching style reverted The teching is now reorganized with the lives 'confirmed' teching style. Captain and LT are not free but more options are available. T0: Riflemen, Assault Engineers, WC51, Amublance T1: Lieutenant, Mortar, M1 AT Gun T1A: M20 Utility Car, M15 AA Halftrack T2: Captain, M2B HMG, Pack Howitzer T2A: M16 AA Halftrack, Stuart T3: Major, Sherman, Jackson, M8A1 Scott. Armor Company Elite Vehicle Crews replaced with the Pershing Recon Support M8 replaced with 105mm Bulldozer Sherman Mechanzied Assault groups replaced with 155mm Arty Tactical Support M5 Halftracks replaced with Forward Observers Recon Overflight replaced with Mark Target Also here are some other video showcases In: COH2 Balance |
Thread: durability of half-tracks28 Aug 2020, 16:49 PM
Honestly, I can not think of a time where small arms was used to take down the 251 from full health, or even after a snare. It is usually multiple snares and/or at guns. Buffing its armor or nerfing its counterparts probably would not change much. In: COH2 Balance |
Thread: How to add a killcounter to buildings?26 Aug 2020, 21:23 PM
Simple question: How to add killcounters to buildings especially the MG Bunkers? You might need them to be attached to a squad or sbps like the mortar pit and bofors for it is squad kills rather than entity kills. |
Thread: Confusion about different SHERMAN tanks of USF24 Aug 2020, 21:12 PM
This bulletin database should help out https://coh2db.com/bulletins/index Mechanized company provides the 76mm, which is different than the Easy Eight. Only Rifle Company has the Easy Eight. The easy 8 has a base health of 720 over the standard 640, so it can take another shot before death. It also has 215 armor vs the Sherman 160 so it can bounce more often as well. In: COH2 Gameplay |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 20:33 PM
Testing of chasing down retreating squads can be a bit hard, but it seems fine still a relative easy fix. Do not worry, I have toned down the damage and gpu resources, in which you can play around with it in the mod. Instead of point target like a grenade, I decide to look at the Centaur's ability instead. Able to strafe an area with flames. Also, I fixed the audio issues in the original, so I am more clear. (still uploading) In: COH2 Balance |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 12:43 PM
I am sorry that some of my comment might be out of point but I could not really follow the video since the sound level of the game was allot higher than the sound of the comment and I couldn't follow them. I will see if can play with the audio to fix it. The turn rates were adjusted to the units will get less caught up on the terrain. This is why I have the 221 in the mod and the 221 can arrive earlier while the 222 upgrade arrives later, requiring battlephase 1 In the video the armor values are 2 for high damage weapons and 3 for lower damage weapons. The health is at 320. The higher health also means repairs will take longer, tying up engineers for a longer amount of time. I have not touched the veterancy but lowering pop with veterancy is interesting. The death of passengers is and only tied to a chance which can be removed. It may be possible to apply a 'mine' effect upon the passengers on death. The reason teller mines seem like they wipe squads so easily is probably because it does not a limit on model deaths and the aoe effect probably kills some/all models. I will continue to play around the values. In: COH2 Balance |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 12:25 PM
That was an over sight but they can easily be changed to target size anyways, but to be fair shock troops are over performing. I did some testing, and this may make shock troops more balance at the moment. In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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WhizzBang
RpgGotMe
[SU-76M5AXIM] RED
Radagast
Burke
[HAN]G Funk Music
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An 'orrible Cunt
Large Epic Battleby: Angrade (Ægion) map: La Gleize1-1,042 -
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NL_Sim
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[6. SS-Pz-Armee] Ogf. Dietrich
redruM - Mutti macht euch platt!
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TANK HUNTER (PL)
Nevissue97
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2v3 winby: Angrade (Ægion) map: Lazur Factory1-900 -
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Cmd-Jeeps[FR]
The morning breeze
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ParaTank
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-=SFK=-Zenturio Flomur
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SoFly
Mr Pi
Amon


