Age of Empires II Civilization Match-up Discussion Round 8 Week 8: Britons vs Magyars |
- Civilization Match-up Discussion Round 8 Week 8: Britons vs Magyars
- Find the real DauT :D
- Age of Empires II: Definitive Edition Intro! ⁴ᴷ⁶⁰
- How I feel about ranked on DE compared to other versions
- Rebuilding a classic in Age of Empires II: Definitive Edition
- Is there a site that lets you Theorycraft? For example, I’d like to know how much gold/min I would get with x number of villagers
- Age of Empires DE online, playing from Asia
- Why are gold Rush maps so terrible?
- Which of these repair themed bonuses would be the strongest?
- New player here. I seem to almost always run out of gold before the game ends I’m not sure what I’m doing wrong being unable to end games.
- Sundjata Campaign "The Sting of the Scorpion" | Hard Playthrough
- Will HC3 use other player’s ID as the nickname?
- A quick look at the pre-Valentine's Update most people seem to have missed
- What are the differences on the AIs?
- Goth Spam vs Malay Spam
- Me getting decimated on multiplayer.
- Pbeke, you ot there ?
- game randomly froze for 2 minutes and then this happened
- Ideas for more unique units/technologies...
- Battle of the Pelennor Fields - The Ride of the Rohirrim! ⁴ᴷ⁶⁰ (Recreated in DE)
- Tips for playing against meso civs and eagle warriors in particular?
- Unpopular opinion: In such a skill-based and well balanced game, the RNG of monk conversions have no place in AOE2.
- I did a little data analysis: How amount of games played correlates with ranked ratings?
Civilization Match-up Discussion Round 8 Week 8: Britons vs Magyars Posted: 18 Feb 2020 08:55 PM PST Long-range foot archers vs long-range cav archers Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Berbers vs Byzantines, and next up is the Britons vs Magyars! Britons: Foot Archer civilization
Magyars: Cavalry civilization
Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!
Thanks as always for participating! Next week we will continue our discussions with the Burmese vs Ethiopians. Hope to see you there! :) [link] [comments] | ||
Posted: 19 Feb 2020 05:26 AM PST
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Age of Empires II: Definitive Edition Intro! ⁴ᴷ⁶⁰ Posted: 18 Feb 2020 07:11 PM PST
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How I feel about ranked on DE compared to other versions Posted: 18 Feb 2020 12:15 PM PST
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Rebuilding a classic in Age of Empires II: Definitive Edition Posted: 19 Feb 2020 02:56 AM PST
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Posted: 19 Feb 2020 06:38 AM PST | ||
Age of Empires DE online, playing from Asia Posted: 19 Feb 2020 05:53 AM PST Hello, I'm a big AoeII fan and I was wondering about the player base online in Asian servers. In HD version of this game, it was hard for me to find servers with less than 200 ping. And I was wondering if the case is the same with the DE. [link] [comments] | ||
Why are gold Rush maps so terrible? Posted: 19 Feb 2020 03:58 AM PST I literally just got a map where my base had like 8 tiles before it was entirely surrounded by a woodline,and the 1 Gap in the woodline had berries. All resources except my starting 4 sheep were outside this woodline.Like I can't frickin do anything? This is not the only horrible map on gold rush.99% of the time 1 player has all starting gold's and stones forward and another has them at the back safe. Pls fix the goddamn map [link] [comments] | ||
Which of these repair themed bonuses would be the strongest? Posted: 19 Feb 2020 07:03 AM PST
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Posted: 19 Feb 2020 08:48 AM PST Then the market only buys me 17 gold at a time.. I'm finding I'm ending in stalemates most games unable to push a 3 castle composition where the enemy just spams units and get to trebs before my army is wiped out, then I rebuild my units and same shit over and over. I protect them usually with halbs and either cavalry or archers depending on what they're running but I just can't seem to get it right. Any tips? [link] [comments] | ||
Sundjata Campaign "The Sting of the Scorpion" | Hard Playthrough Posted: 19 Feb 2020 06:07 AM PST
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Will HC3 use other player’s ID as the nickname? Posted: 19 Feb 2020 07:48 AM PST Today, Yo-jibatong,Tatoh-Daut... And so ,there is gonna be used in HC3 too? [link] [comments] | ||
A quick look at the pre-Valentine's Update most people seem to have missed Posted: 19 Feb 2020 07:31 AM PST
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What are the differences on the AIs? Posted: 19 Feb 2020 02:21 AM PST Hi, i've started playing the Definitive Edition the past Friday (It's been like, 14 years? since i played the original) and I have seen that when you're going to play against the AI, the game offers you the option to select between the DE AI, the HD AI and the CD AI (I assume this is the original AI?), and i'm a little confused about that. What are the major differences on these three AIs? [link] [comments] | ||
Posted: 18 Feb 2020 09:36 PM PST Been playing with Malay a fair bit lately and having a fair bit of success. They quite good with the archer rush early game due to the quicker up time and in late game I think their ability to spam units is better than any other civ. I played against a Goths opponent the other day and he tried the huskarl and champ spam. I was able to out spam and out number with karambit warriors mixed in with malay's discount price battle elephants. I had teched into forced levy for the food only 2HS but didn't end up getting a chance to switch into them and the karambit's did the job. Once his numbers eased off a bit the karambit's were able to outrun his units and hit his eco in the back of the base and it was gg. Against archer civs the Malay spam might not be as effective but they still have fully upgraded archers and skirms. I'm only 1050 Elo so it might just be a competence thing. I'm wondering what higher level players think of The Malay vs Goth matchup. Are Malay an excellent counter to Goths? [link] [comments] | ||
Me getting decimated on multiplayer. Posted: 19 Feb 2020 12:36 AM PST
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Posted: 19 Feb 2020 08:45 AM PST Just want to say GG WP was a fun match. Game froze and crashed thanks DE and Steam for the great messenger System. [link] [comments] | ||
game randomly froze for 2 minutes and then this happened Posted: 19 Feb 2020 08:42 AM PST
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Ideas for more unique units/technologies... Posted: 18 Feb 2020 09:30 PM PST Seems like the developers are sort of at the end of the line, here. But let's see what we can do: Springald: Imperial age technology. Keeps fire a ballista bolt instead of arrows. A fully garrison keep fires two bolts. Dueling: Imperial age upgrade for a unique unit or melee unit line. Upon killing an enemy, the unit gets a small percentage of HP back depending on the strength of the enemy killed. Mesoamerican, maybe? Shield Wall: Imperial age upgrade for a specific melee unit. If a unit is within two spaces of at least two same units, they get +1/+1 armor for that duration. Theodicy: monks have a faster healing/conversion rate depending on how many relics your enemy has. If that enemy resigns or loses the relics, the rates return to normal. Sortie: Civilization special technology. Castles cause low trample damage; that is, non-siege units attacking a castle with melee will receive physical damage at the rate of that castle's arrow fire. Longshoremen: Civilization special technology. A damaged ship can return to any dock and be repaired without a villager. Repair time is the same and resource cost is the same. Only one ship can be repaired at a given dock at a time. Salvage: get a percentage (10%) of the resources back from destroyed buildings. Either if you destroy them, or if the enemy does. Agnosticism: Civilization special technology. In the place of Heresy. When an enemy converts your unit, that unique becomes aligned with neutral/Gaia instead of turning sides and will become idle (yet hostile if attacked). The enemy must then convert that unit again, from Gaia, to win it over. This essentially adds one more step for your enemies, and you can convert neutral units back to your side in the meantime with your own monks. Doesn't effect buildings; they still get converted in one step. Rally: Civilization special technology. If a castle is destroyed, five unique units are automatically produced (regardless of population cap). That's all I've got for now. Any other ideas? [link] [comments] | ||
Battle of the Pelennor Fields - The Ride of the Rohirrim! ⁴ᴷ⁶⁰ (Recreated in DE) Posted: 18 Feb 2020 01:22 PM PST
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Tips for playing against meso civs and eagle warriors in particular? Posted: 18 Feb 2020 10:44 PM PST Folks, I won't lie to you, if you're a half competent noob you will wreck me if you play a meso civ and don't forget that you have eagle warriors. It seems like 2/3 of my losses are against meso civs, maybe more. I understand that champions counter them, and I make sure to have them ready or even massed before engaging. They just run circles around them. Scorpions don't even help bc they just avoid them. they eventually find a way into my base and wreck me. Just running circles around my champions and making them almost useless because they're just walking somewhere not even fighting most of the time. I can find ways to analyze and improve on my losses against other civs/tactics but I really am at a plateau with these bird boys. What can I do to more effectively handle them? [link] [comments] | ||
Posted: 18 Feb 2020 11:35 PM PST The fact that monks use RNG (with a min and max) to determine when a conversion occurs seems so against the high-skill game play that this game otherwise provides and leads to immediately unfair and ridiculous moments that is magnified ten-fold in the pro scene. (This was made much worse with the recently patched legacy bug). It seems so backwards that a player could do everything right and just get screwed over because the monk doesn't want to convert. Especially in the pro-scene where slight mistakes can change the course of a game, it's insane that the outcome of a fight is determined by a series of dice rolls. I honestly think that it would be much better for not only the game, but the pro-scene and tournaments if monks just had a set time to convert that is slightly more than the current average time (that way they aren't crazy OP). If such a change would still be too good perhaps increasing the cost would help. TL;DR - If monks were introduced with DE people would not tolerate RNG determining fights. [link] [comments] | ||
I did a little data analysis: How amount of games played correlates with ranked ratings? Posted: 18 Feb 2020 11:58 AM PST TLDR: I made two bar charts about the current ladder: First one is about games played and second one is about win rates. I hope you you find them interesting. :) After watching T90's Low Elo Legends videos I decided to do some research on how experienced players are on different Elo ratings. By experience I mean how many games of DE players have played. I wanted to know how number of games played correlates with player Elo rating. How many games player has to play to be better than majority of the player base? All the data discussed here are from aoe2.net 1vs1 Random Map Leaderboard. I have not looked into data of DM or Team Ranked. It's also worth mentioning this data does not take account player's experience in Voobly or HD. Some people might have tons of experience in Voobly, but have only played handful of games in DE. And the vice versa, there can be people who have played hundreds of games in DE, but have never played online before that. So here are the two bar charts I hastily put together... I was personally a bit surprised how little experience correlated with the Elo rating. My initial thought was that the vast majority of the players who have played over 50 games, would be over the magical 1000 points mark, but that is clearly not the case. There is even a significant portion of the players who have played over 100 ranked games, but are still, well, pretty average. The win rates on the other hand puzzles me a little. On the one hand, in order to climb the ladder player has to win more games than they lose. But on the other hand, wasn't the whole purpose of matchmaking to find your own skill level so that you can play fair matches (i.e. find the rating where your win rate is close to 50%)? Maybe the win rate chart just highlights the tail: in order to climb to their own skill level, player has to first win significant portion of the games before reaching their skill level. And vice versa, the below average player has to have a losing streak before they have descended to the level where they have a chance to win games. The win rate chart would probably tell a very different story if it only showed 10 last games. Unfortunately I'm too lazy to dig that deep. Your thoughts? Cheers! [link] [comments] |
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