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    Friday, February 7, 2020

    Age of Empires II Cumans feudal siege rush illustrated

    Age of Empires II Cumans feudal siege rush illustrated


    Cumans feudal siege rush illustrated

    Posted: 07 Feb 2020 03:22 AM PST

    My shift+tab screen is making me nervous

    Posted: 07 Feb 2020 12:40 AM PST

    It took 140 games and over 170 hours of practice, but I finally achieved the impossible.

    Posted: 06 Feb 2020 03:14 PM PST

    The problem with Teutonic Knights.

    Posted: 06 Feb 2020 08:59 PM PST

    In this game, speed is king.

    Take the Teutonic Knight. On the face, an absurdly powerful unit. Able to take down far more expensive melee enemies like Paladins, despite costing less and having less health.

    And yet, rarely built. Why?

    It all comes down to risk.

    If you make an army of Paladins or Cavalry Archers, you're investing a lot of gold, yes, but you know one thing; you're faster than all your counters. If things go poorly, you can most likely escape largely intact. And that means that you can afford to let things go poorly in the first place.

    If your Cavalry Archers find themselves up against an army of Halbs and Skirms, seemingly their hard counters, all they have to do is run away. Those units are still useful, just not right now. When you return with a counter for their trash units, they're right back into the game again.

    Now consider what happens when you send in a mass of Teutonic Knights, only to find them up against archers, their hard counter? What can you do?

    You can't attack; they'll kite you until you die. You can't run; they're faster than you and will follow you until you die.

    You're just screwed.

    A smart player, seeing this potential for absolute failure, will never put themselves into that position of potential failure to begin with. They'll just never build them.

    This is also why, of the unique melee units, you mainly see the ones that have greater speed. Examples include: Berserks, Woad Raiders, Huskarls, Gbetos, Shotel Warriors, Condotierros, and Karambit Warriors.

    There are only three remaining other infantry unique units: Samurai, Kamayuk, and Jaguar Warriors.


    Some well-meaning people have suggested giving units like the Teutonic Knight more pierce armor would be a solution to this problem, but that wouldn't fix the fundamental issue. Assuming they still have the same inability to escape their counters, they'll still be beaten in the same ways. That same risk still exists. Only at the point where they become completely invulnerable to archer fire does that risk disappear, and at that point, the unit becomes completely overpowered.

    But the Teutonic Knight still needs some way to mitigate that risk! Otherwise you're essentially gambling every time you send any into combat. They need some way to escape.

    A way like...a tower.

    Teuton towers are perfectly designed for defense. They hold twice as many units. Infantry can fire while inside them. They heal six times faster. They get Murder Holes for free. You just need some way to get the Teutonic Knights to them.

    You can't send villagers in far enough to build them. Villagers are weak to the same things Teutonic Knights are weak to, and Teutonic Knights can't defend against those things. Your net result will be dead villagers and a wasted tower foundation.

    But what if the Teutonic Knights themselves could build the towers?

    Suddenly they have a way to run away. Suddenly that risk becomes much more mitigated. Suddenly you can actually use those heavily buffed Teuton towers in an offensive way.

    In a single stroke you can make Teutonic Knights an investment that might actually be worth making, and a legitimate threat to your enemies.

    It even has a solid historical justification: during the Crusades, the Teutonic Knights built many fortifications as they worked their way towards Jerusalem.

    submitted by /u/DemiserofD
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    What's that one pet buff/need/rebalance you'd love to see implemented?

    Posted: 07 Feb 2020 01:08 AM PST

    EDIT: title should read /nerf/, stupid autocorrect

    For me it's the Cataphract.

    I don't think I could make my point much better than /u/Wolfssenger did about a month ago in the Byz/Persian civ matchup thread:

    Cataphracts

    One thing I want to touch on is how left in the dust cataphracts have been. A quick analysis of their castle and imperial forms:

    Hp: 110(150) Attack: 9(12) Armor: 2 (+12/16 cavalry armor) PA: 1 Rate of fire: 1.83(1.73) Speed: 1.35 70f 75g 20s creation time Elite upgrade cost: 1600f 800g

    One thing that jumps out is that they only have 1 pierce armor, meaning they take a whopping 5 damage per shot from FU arbs when FU. Additionally, the elite upgrade costs only 250g less than cavalier and paladin combined. When adding logistica, it ends up costing a whopping 2600f 1400g. When accounting for blacksmith upgrades/husbandry, that's over 5000 resources upgrading a unit who, while overall solid serves a role in team games equally or better filled even by no bloodlines/blast furnace paladins (raiding, frontline), can only be made from a castle, costs 10f more and is utterly infeasible to field in a 1v1.

    Considering every new unique cavalry unit has at least 2 pierce armor after elite upgrade with respectable stats, I'd propose the following:

    Elite +1 PA Logistica cost reduced to 500f 300g Elite upgrade reduced to 1200f 600g Maybe -5s creation time

    With these changes they could at least serve as a lategame power punch that with the reduction to it's upgrade cost might see it's intended purpose as a strong all around frontliner that's a solid choice in more than just games vs eagles. I'm tentative to give any more in fear of making it op, but it's high costs, castle gate and already missing cav upgrades should keep it in a respectably sized niche.

    I think this is all really well framed, and whether or not the suggested rebalancing is fair or not, the points about their current costs and relative downsides still stand from an economic pov.

    See, my Byz Bois have really been done dirty by a little something called power creep. Way back last millennium, the civ ecosystem was much smaller (and the pop cap was 75), and the niche that the Byz and their Cats occupied actually made sense within the meta and from a game design pov. Now with the recent explosion of so many new civs, the introduction of so many new bonuses and new counter-counter-counters, all creating such a broader and more diverse meta, that original intent behind the Cats as "high cost/high reward tank-ass unit" has been diluted to "option you really can't afford to waste res on".

    The original feeling of the Byz has been mutated. Battles with the Byz feel like a reactive rather than proactive game, trying to switch between cheap trash counters + a few archers and monks until your numbers just exhaust your opponent's gold. Maybe I'm playing them wrong, but I feel like Cats no longer exist as a strategic choice. Maybe they were when 15 was a lot of units, but no longer.

    Anyway, what pipe-dream rebalances would you get on a soapbox about?

    submitted by /u/Kurouma
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    Choosing a civ to start learning

    Posted: 07 Feb 2020 05:42 AM PST

    Hey all. Noticing that a few friends are playing Aoe2DE, I decided I want to join, and actually get some proper practice (have played a bit of HD way back away) to be able to play with them better. However, going with a "random" civ seems to be too overwhelming, having to think of a different strategy each time, so I was thinking to stick to a single civ.

    As I like faster armies, I was thinking between Mongols, Magyar, Berbers and Lithuanians (my own country). Which one would you suggest the most (out of these or others if I missed any good candidates. I avoided mentioning Huns due to house perk making bad habits) if I would like the civ to have:

    A) Good cavalry (either horses or camels or cav archers)

    B) Alright options to react (i. e. thrash/counter units which wouldnt be too horrible in imp)

    And what tips/build orders would you suggest with that civ?

    submitted by /u/LtLukoziuz
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    Button to go to Imperial gone from Booming Art of War?

    Posted: 07 Feb 2020 12:19 AM PST

    Is it just me or has the button to go imp disappeared lmao can't beat the mission without it.

    submitted by /u/L33TN33T
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    Designing a Mountain Pass | AoE2:DE Speed Design

    Posted: 07 Feb 2020 07:04 AM PST

    Everything is fair in love and war... And, AOE2 is both...

    Posted: 06 Feb 2020 07:24 PM PST

    Getting Gold Rush all the time in matchmaking

    Posted: 07 Feb 2020 06:20 AM PST

    Is anyone experiencing something similar? I counted my last 43 1v1 matchmaking games on aoe2.net because I had the feeling that I get Gold Rush as a map very often and indeed, in those 43 games I got Gold Rush 15 times, while getting arena and arabia only 7 times. I banned nomad, Mega Random and BF.
    Is there a flaw in matchmaking or are people simply avoiding maps like arabia/arena?

    submitted by /u/robo1271
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    The perfect example why the pathfinding in DE is terrible. The Cav Archers wants to get past, but they just keep running into the back of the treb, and a bunch of them will just stop after a little while.

    Posted: 06 Feb 2020 03:03 PM PST

    Pro tip: Siege Rams with Siege Engineers will 1-shot a palisade wall if they are garrisoned with an infantry unit.

    Posted: 07 Feb 2020 07:41 AM PST

    If they have no garrison they will leave it on 8 HP. This means that you kill palisade walls effectively twice as fast with Siege Rams with Siege Engineers. (well actually, a bit faster than twice as fast since the ram will also move 0.05 faster).


    [in case you didn't know] each infantry unit causes rams to do 10 more damage per attack and move 0.05 faster [this works for all 3 rams; siege towers gain speed but not damage]

    submitted by /u/slothismysin
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    What is going on with 2v2 matchmaking?

    Posted: 07 Feb 2020 05:14 AM PST

    The skill gap is huge like in 8 out of 10 games.
    When I write huge I mean players who do not even know how to lure boars get matched vs quite decent players.
    It would be better if mm did not make teams at all if the skill gap is too big. Just write an automated message in the lobby like "There are currently not enough players in queue in your elo range in game mode 2v2".

    submitted by /u/Blood154
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    No hero glow!

    Posted: 07 Feb 2020 05:05 AM PST

    I wish there will be an option to turn off the hero glow cause it looks strange. Developers once said that you can turn off all new stuff if you wish, but there is no such an option for hero glow! And there were no hero glow in the original game. There is a new no glow mod, but sadly it does not work, we need such an option in the game!

    submitted by /u/alexshu97
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    The AI allies insist on mining my gold when theirs is lying just fine and free from raiding

    Posted: 07 Feb 2020 06:56 AM PST

    Saladin Mission 3 "The Horns of Hattin" | Hard Playthrough

    Posted: 07 Feb 2020 04:26 AM PST

    What's the toughest final mission on Hard among all the campaigns?

    Posted: 06 Feb 2020 11:04 PM PST

    I'm struggling with Bari's final mission "The Onrushing Tide". The Norman hordes are Imperial Age and will flood through any breach. Given the limited resources and mission hinging on Nautikos staying alive, it appears to be one of the tougher challenges.

    There are missions like Joan's "A Perfect Martyr", Sforza's "Viva Sforza", Barbarossa's "The Emperor Sleeping", Ivaylo's "Where The One-Eyed Man Is King", and Tamerlane's "A Titan Among Mortals" that can be cheesed to cripple the enemy AI before the game picks up the pace.

    There are damnations like Saladin's "The Lion And The Demon", Le Loi's "The Final Fortress", Bayinnaung's "The Old Tiger", Prithviraj's "The Legend of Prithviraj", and Pachacuti's "Like Father Like Son" which force you to play fast and hard.

    Genghis Khan's "Pax Mongolia" and Suryavarman's "Nirvanapada" are the only two final missions where I could play in a leisurely pace.

    Gajah Mada's "Tragedy At Pasunda Bubat" and Alaric's "A Kingdom Of Our Own" are two missions where rapidly establishing forward bases can lead to a lot of grief.

    Attila's "The Fall Of Rome", Francisco's "A Son's Blood", Dracula's "The Night Falls" were pretty much cakewalks.

    I've found that staying in Hungary is easier than attacking Bulgaria in Kotyan's "A New Home".

    El Cid's "Reconquista", Yodit's "Welcome Home", and Sundjata's "The Lion's Den" made for some of the longest gameplays in my experience. Just long, drawn-out attrition.

    Tariq's "Razzia" is painful education in mastering counter-units. I have a tendency to prefer hard counter, which forced me to retry the mission several times.

    Don't ask me about Montezuma, still trying to save Tabasco from being destroyed in the third mission.

    What final missions did you guys find the toughest? Did you find any loopholes that let you shit all over the AI?

    submitted by /u/nilluminator
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    New player: How come AOE2 or the community does not measure APM?

    Posted: 07 Feb 2020 05:51 AM PST

    Hello. Veteran RTS-player here who just migrated to AOE2 from Wc3. Currently I'm having a ton of fun learning build orders to prepare me for 1v1. However, one thing bothers me: I can't find any way to identify my APM (action per minute), nor have I seen anyone else use it. Searching the internet yielded no results.

    In StarCraft 1/2 and Wc3 APM-tools are integrated into the game and pro matches will often show player APM live. Obviously APM is not an accurate measurement of skills, but it is a really fun and helpful tool; both in order to track your own progress - APM should increase as players becomes better at the game, allowing faster and more fluid movement – but also as a spectator, it is a lot of fun to see how fast the pros are.

    So how come AOE2 never picked up on APM? In a game that has so many resources available to help players improve at the game, it would seem obvious that AOE2 would have a way to see your APM. Also, if one such exist, can anyone point me to a way to measure my APM, either during or after the game?

    submitted by /u/de1Orbit
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    Why do the South East Asians suck?

    Posted: 07 Feb 2020 12:12 AM PST

    If you go on AoE2 stats, Khmer, Burmese and Vietnamese always in bottom and have lowest win percentages.

    ETA: Malay also

    submitted by /u/snp4
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    AoE2 DE and WC3:R

    Posted: 06 Feb 2020 09:43 AM PST

    DE new player: when should I start playing ranked?

    Posted: 06 Feb 2020 06:52 PM PST

    I'm able to raid hardest/extreme ai pretty fast, get vil kills, get ahead in score (200-400 points) but they close any gap I make really fast. I've got my starting build order down, I know how to counter just about anything, I'm just a little slow in midgame. Still can't beat hardest on DE, it's noticeably harder than in forgotten/HD.

    Should I get to the point of consistently beating hardest/extreme or what

    submitted by /u/SheAllRiledUp
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    Can't complete second Ethiopia campaign

    Posted: 07 Feb 2020 04:49 AM PST

    For some reason I can't seem to complete the second Ethiopia campaign. As a reminder that's the one similar to the first Genghis Khan campaign where you visit neighboring tribes that give you missions. This one has you complete 5 quests, which from my understanding are 4 from the 4 red tribes (rescue some girl, put 2 relics into monastery, destroy pirate docks, and build 5 towers) and 1 from either the yellow or the purple tribe (defeat one of the two tribes).

    I have explored every part of the map that I can explore, defeated orange, annihilated purple (only walls remaining, purple resigned), destroyed the docks (the faction resigned), placed two of the four available relics into the designated monastery, rescued the girl, and built the 5 towers. In the quest description I have completed every quest (I only have the '4/5 quests completed' counter and the 'visit tribes to pick up quests' remaining), however the counter says I've only completed 4/5 quests. I don't remember if after completion of any quest the counter didn't go up, and I didn't save that often so I can't retrace back to when I completed the quests.

    Does anyone have any clues as to what I'm not doing right? The grey faction has an inaccessible unit on the map so I can't get every faction to resign.

    submitted by /u/V5RM
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    AOE2 Villager building Issue

    Posted: 06 Feb 2020 11:00 PM PST

    When I play multiplayer on steam my villagers wont build when i assign a building. they just go near the foundation and stay idle. I have to retask them to it. Any ideas?

    submitted by /u/DamascunCamel
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    Getting around the performance test

    Posted: 06 Feb 2020 07:11 PM PST

    Hi. Just bought AOE Definitive Edition for a bit of nostalgia and am having trouble with the performance test for ranked. I am scoring 920 and even with the resolution down and it being zoomed in it only bumps me up to 980. Is there any way of getting around this? the simulation they were giving me was a 4v4 with huge armies involved. How often is that going to occur for me? wouldn't just locking those who fail out of ranked 4v4's be a better option rather than locking us out completely?

    My PC is on the low end but I have no trouble running the game on max settings. Have played a few unranked 1v1's and it works great even with large scale battles. Any little tricks to get around this issue?

    submitted by /u/Zwatts121
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