
Profile of Angrade (Ægion)
General Information
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: Agion's Experimental Alteration Pack6 Sep 2016, 17:13 PM
Updated the mod, now more experiment adjustments |
Thread: Agion's Experimental Alteration Pack6 Sep 2016, 16:59 PM
"T2 Perhaps that was a bit too far, has been updated. |
Thread: Agion's Experimental Alteration Pack5 Sep 2016, 15:26 PM
Updated: 9/27/2016 This is an experimental mod pack I made. It is designed to change a lot of underused features in the game to make them more usable. I also added in some features to adjust balancing. Note this is my first mod and it is not perfect. http://steamcommunity.com/sharedfiles/filedetails/?id=758590102 All Starting units are now standard infantry squads. Heavy tanks and some others All now at 0 cp ISU 152 and IS 2 now must be built in T4 Tiger and Elephant now must be built at T0 while requiring Battle phase 3 and requires T3 or T4 Pershing, Bulldozer, Priest, Calliope now must be built in the Major building M10 Must be built in T0 while requiring Lieutenant or Captain SturmTiger, Jagtiger, and Command Panther must be built in T0 but require T3 Churchill Crocodile and ARVE must have Hammer or Anvil to be called in. Howitzers and Pak 43s Cost 400 mp 40 Fuel 0CP but require teching All can not be abandoned UI Aiming recitals appear for all turretless vehicles. All Teching has been reworked. There is no more bypassing tiers of teching Soviets HQ -Conscript Combat Package Molotoves, and AT grenades are now bundled. Now concscripts can get 2 AVS 36 for additional fire. T3 KV 1 and 8 Doctrine now is "Soviet Industry" Adds in an alternate T4 which is able to build KV 1,2,8 KV 2 Doctrine now can call in an Zis-6 (Opel Blitz Clone) -Partisans SMG These squad do not really last long enough in the late game to have a lasting impact. These changes help enable them to scale beter into the late game. Vet 1 now rapidly capture and decapture points Cost increase to 260 from 210 Received Accuracy increase from 1 to .9 Can now be upgraded to STG 44s for 100 mun Osteer Teching rework Due to the large amount of fuel costs tech requires or Osteer, I reworked it so it matched the timing of the other factions, and added in options for mid game vehicles. Battle Phase 2 now requires T1 or T2 T3 now costs 15 fuel Panzer 4 short barrel added 300Mp and 100 Fuel Equal to the Command tank in combat Panzer 4 standard and Stug G required Battle Phase 3 T4 now costs 20 fuel T0 -Grenadiers are now available -MG 42 moved to T1 T2 New Doctrinal building: Mechanized Bay (T2 alternate) Replaces all 250 half-track call ins and Opel Blitz. Able to build the following: Urban Assault Panzer Grenadier (not op version) 400mp 6 man panzer Grenadier squad with mp 40 sub-machine guns. 2 armor 1.2 Target size Equipped and vet with explosives meant for CQB and Urban environments. 250 half-track 100 mp, 10 fuel 250 Mortar half-track 200 mp, 20 fuel Opel Blitz 200 mp Puma 280 mp, 80 fuel -Puma now available at T2 Puma now has the vet Ability of Aimed Shot Puma Dispatch is now Hull Down Jeager Light Infantry is now Combat Packages Now includes Ambush camouflage -Grenadier Swapped G43 and MG42 in doctrine abilities -Stormtroopers May now request G43 non doctrine Jaeger Light infanrty Doctrines (Combat Packages) now provides 2 FG 42s (lmg 42 place holder) Removed Panzerschreck and replaced it with penal's scatchel charge Vet 1 now rapidly capture and decapture points -Assualt Grenadier Vet 1 now provides smoke grenades and Stormtroopers Assualt Ambush -Osttruppen Reserves Now Equals Osttruppen. -Ambush Camouflage now call Stormtrooper training (passive) 2cp Stormtroopers can be built at t0 building -Regial AT Mines now Explosive Packages Halftracks can now also deploy AT rifles for 25 munitions and Goliaths for 100 Munitions -Infantry First Aid Kits now cost 0 Mun USF -Officers No longer comes free with the building. Now extras have to build like OKW. -Mortar Now requires Captain unlock or Lieutenant unlock. -Rifle Flares now provides an upgrade Squad leaders 100 mun increases squad size by one and adds two Thompson SMGs requires 2 weapon slots -Greyhound Cannon now matches Stuarts cannon. -M3 halftrack assualt group now a Greyhound call in -IR pathfinders Now a soviet Sniper Clone for 400 mp still has arty call in's -Paradrop Combat group now drops a WC 51 heavy truck, paratroopers, and a paratrooper vechical crew. (heavy truck has the canvas heavy truck place holder) now 3 cp, 500 MP and 40 Fuel -Paradrop MG now paradrop MG and AT gun for 150 mun -Paradrop AT now paradrop Pak Howizer for 100 mun -Mechanized 155mm is now Easy Eight Passive -WC51 cost changed from 240Mp and 20 Fuel to 280 MP and 10 Fuel changed starting fuel of USF from 15 to 5 to made the first timing the same. -Riflemen Flares and Preist (BUG) The doctrine icon has disappeared Riflemen still have the ability OKW -Heavy Fortifications Flak emplacements has improved fighting capabilities no longer can be de-crewed (has a ghost crew now, spooky) Now can call in Special trucks to deploy into Flak HQs with no call ins. The trucks cost upfront at 300 MP and 60 Fuel. Canceling construction does not refund resources. Base Flaks no longer have AA capabilities Resource Salvaging is removed, and Sturmpioneers can now build cashes. British -Vickers HMG Now requires T1. Guards Division New non-doctrinal elite infantry 350 MP Available in T3 5 Man squad armed with carbines Field Recovery is now 2 cp now costs 250 MP from 450 MP Only calls in 1 engineer unit. Valentine is now 4 cp Sexton now 7 cp NOTE BUGS multiple doctrines have icons missing, but they still work. Balance Changes Weapon racks: Can only pick up one Bren All Bren damage is now equal to the Tommy Bren Commandos moving and fire Bren accuracy decreased from .5 to .25 M1919 Can only pick up one Light Vehicles 222: Cost increase from 210 MP and 15 Fuel to 240 MP and 20 Fuel Removed the Autocannon, now it is reverted to an upgrade once again for 30 mun MG 42 accuracy changed from .25/.425/.6 to .5/.6/.7 Panzer 2: Cost increase from 65 Fuel to 70 Fuel AEC: cost increase 60 Fuel to 70 Fuel T70: cost increase 200 MP to 280 MP Moving accuracy from .5 to .25 Damage 40 to 30 Stuart: Cost increase from 240 MP to 320 MP Shell Shock, stun to injured driver Cromwell: Cost increase from 110 Fuel to 130 Fuel Panthers: Moving accuracy from .5 and .65 to .75 Tiger Ace: No longer reduce Manpower income, still reduces fuel income. Conscript PTRS and now equal to Guard's PTRS All German and the M4C MG Mounts damage changed from 4 to 8 to increase anti infantry. Flame Hetzer no longer needs to reload. Centaur now has Panzer 4 mobility BULLETINS REWORK Bolster squads has been removed. Standard infantry has been reworked to prevent large power creeps -riflemen, now 4 man with a target size of .91 and cost 240 -tommies, now have a target size of 1 but now costs 240 -conscripts now are a volks clone Most bulletins now apply a 10% change instead of the original adjustment. Engineers Soviet's cooldown, USF cooldown/acc, Pioneer r acc, and sapper vet, now increases squad size and cost by one Infantry recruit + other related skills 10% acc but +10% cost Infantry officer 20% reload Infantry Veteran now increases squad size and cost by one Shock troop, Stormtroopers, and Assault grenadier Acc. now increase movement speed by 10% |
Thread: Why schreck still cost 90 ammo?1 Sep 2016, 19:02 PM
Doesn't sturm pios already have cold immunity? In: COH2 Balance |
Thread: Lightning War vs Heavy Cav28 Aug 2016, 01:03 AM
In this replay there was heavy tank vs heavy tank game play, coming down to the wire. I lost a couple squad carelessly which allowed my opponent to get back in the game. In: Replays |
Thread: Veterancy compared to other games11 Jul 2016, 19:21 PM
I have always found it weird how Company of Heroes 2 veterancy scales. As many of you all know units receive set buffs at certain levels. These buffs largely varied each unit. Some the units revive massive preformece changes when they hit a certain level. For example: Obersoldaten Vet 2: +40% accuracy, -25% weapon cooldown. Vet 3 and 4: then they receive their survive-ability and other effects. Obersoldaten receive all of their damage veterancy at once. In most other games, veterancy is gradual and each unit has the same veterancy. The end result is usually the same for each unit, large damage and health increase. I understand that one type of unit, like infantry and tanks, need different sets of veterancy in order to scale properly. What I do not understand is why is the end result not gradual? Lazy programming? Not wanting to type out all the additional small lines of code to make it more gradual? In: COH2 Gameplay |
Thread: Close the pocket: 4 times11 Jun 2016, 17:46 PM
In this replay, I called in close the pocket four times and damn, I am still loving it. The replay goes four a little less than 50 minutes and I had a bit of a bad early game going on, but I still had a lot of fun. In: Replays |
Thread: Alternative Idea to adjust Stormtroops: 5 men?26 May 2016, 15:04 PM
To add my two cents to the recent discussion of https://www.coh2.org/topic/53122/stormtrooper-g43s. The problem with vanilla stormtroopers is the fact your are paying an additional 100 manpower for a grenadier squad with stealth, or additional 100 munitions for a Panzergrenadier with a additional ability and stealth. My suggestion is why not add a fifth man to squad, may need to increase the manpower to 360 to justify the on map call in. However, this may create the new volk panzerschreck spam that we all know and hate, though limited to two doctrines. I am proposing a further change to panzerschreck. Remove the panzerschreck and replace it with a either a time demo charge or a regular demo charge, to assist in destroying caches for the Encirclement Doctrine. In: COH2 Balance |
Thread: KT suppression 18 May 2016, 22:21 PM
Now we need useless bulletin that increases that suppression Oh, you mean you need something like this? https://coh2db.com/bulletins/view/id/276/name/massacre In: COH2 Gameplay |
Thread: Volks flame nade--why is this still a thing?14 May 2016, 17:54 PM
Isn't it a 40 muni nade? I am not sure, I thought it was 40 not 30. The Guard/Shock/Partisan grenade is 45 munition, if that was your though. In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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Nothing like a good old brummbär spamby: Angrade (Ægion) map: Vielsam1-1,297
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