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    Age of Empires II Civilization Match-up Discussion Round 8 Week 16: Tatars vs Turks

    Age of Empires II Civilization Match-up Discussion Round 8 Week 16: Tatars vs Turks


    Civilization Match-up Discussion Round 8 Week 16: Tatars vs Turks

    Posted: 21 Apr 2020 08:49 PM PDT

    Automod deleted my post last week and I didn't notice it until Friday, so that's why we skipped a week :(

    *Insert Spiderman pointing at his duplicate meme*

    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 Malay vs Vietnamese, and next up is the Tatars vs Turks!

    Tatars: Cavalry Archer civilization

    • Herdables last +50% longer
    • Units deal an additional +25% damage when fighting from higher elevation
    • Thumb Ring, Parthian Tactics free
    • TEAM BONUS: Cavalry Archers +2 LoS
    • Unique Unit: Keshik (Cheap medium cavalry that generates gold in combat)
    • Unique Unit: Flaming Camel (Fast-moving Petard with bonus damage vs cavalry [NOT BUILDINGS])
    • Castle Age Unique Tech: Silk Armor (Light Cavalry, Steppe Lancers, and Cav Archers +0/+1 armor)
    • Imperial Age Unique Tech: Timurid Siegecraft (Trebuchets +2 range; Flaming Camels enabled)

    Turks: Gunpowder civilization

    • Gunpowder units +25% hp; gunpowder techs cost -50%; Chemistry free
    • Gold miners work +20% faster
    • Light Cavalry and Hussar upgrades free
    • TEAM BONUS: Gunpowder units created +20% faster
    • Unique Unit: Janissary (Powerful, general purpose hand cannon)
    • Castle Age Unique Tech: Sipahi (Cavalry Archers +20 hp)
    • Imperial Age Unique Tech: Artillery (BBCs, BBTs, and Cannon Galleons +2 range)

    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!

    • Thankfully our first Tatar discussion is post-buff! Now the civilization remains a bit of an unknown quantity, but do you think they would fare well vs Turks on 1v1 Arabia? Both have light cav and cav archer bonuses, but Tatars possess steppe lancers, a stronger early-mid game, and decent trash. Turks, meanwhile, additionally have access to probably the best array of gunpowder options in the game. Which civ has the edge here?
    • On more closed maps, Tatars will likely have more difficulty using their mobility against a Turkic deathball. However, Tatars are certainly now slouches in their lategame army with the added potential for steppe lancers to shine in the more closed off spaces. With that said, Turks have always been a dominant force on such maps, so whom do you favor in this scenario?
    • Talking purely cavalry archers and light cav, which civ's do you prefer: Tatars with extra pierce armor and free cav archer upgrades, or Turks with extra hp cav archers and free light cav upgrades?

    Thanks as always for participating! Next week we will continue our discussions with the Indians vs Malians. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    Welcome to my eco dear cav archers

    Posted: 22 Apr 2020 04:20 AM PDT

    My 1700 ELO roomate vs me, who regularly loses to moderate AI

    Posted: 21 Apr 2020 02:15 PM PDT

    Ranked play is a much better play experience then casual multiplayer, if you are new you should try it.

    Posted: 21 Apr 2020 11:00 PM PDT

    After getting bored smooshing AI I thought I would have a go at online play. My casual multiplayer experience has been pretty bad to say the least.

    I have only been playing in rooms labeled as being for new players but, still, it isn't uncommon to get berated for not being good at the game. I'm not even a total beginner: I can lure bore, I can fast castle, I know about unit match ups, and I know the basics of booming. I would hate to think about how total beginners are treated.

    Ranked play has been a totally different experience. Sure I lose most of my games but before I resign I ask for advice from my opponent and the vast majority of people have been both kind and helpful.

    So if you have played me in ranked and given some advice thank you! And if you are playing in a casual game labeled as being for new players maybe don't get upset when someone is actually new to the game.

    submitted by /u/Hungry-Peasant
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    Anyone knows a mod in AOE2:DE to show the bonus attack of the units like this?

    Posted: 22 Apr 2020 07:09 AM PDT

    So it turns out, buildings can spawn partially outside of the map.

    Posted: 21 Apr 2020 11:01 PM PDT

    Slam is not joking about villager social distancing

    Posted: 22 Apr 2020 12:37 AM PDT

    Two major problems regarding custom lobbies.

    Posted: 22 Apr 2020 05:37 AM PDT

    What I miss about Voobly and HD is that many people played custom scenarios, including: CBA, Cannibal Escape, Tower Defense etc.

    Nowadays I try to host custom scenario lobbies but nearly no one joins :( I think part of the problem is the infamous invisible lobby bug. I've experienced this myself many times when I follow someone on twitch so I know for a fact when they are hosting a public game, but the game simply doesn't show in the lobby browser unless I type the exact ID. The game isn't full, it isn't password protected and we do have cross-play enabled. I hypothesize there is some arcane bullshit that arbitrarily hides lobbies from the list at random.

    the second problem is that 8 players custom scenarios often crash on game start. do you know how awful it is to sit in a lobby for 30+ minutes, and have the game just drop? no error message, no "a certain player disconnected", just crash to desktop. I wish they would prioritize fixing these critical crashes over adding new content

    submitted by /u/EXTRAVAGANT_COMMENT
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    Nobody talks in Ranked Team matches (1300 elo)

    Posted: 22 Apr 2020 01:56 AM PDT

    I'm 1300 elo in RM teams. Is it just me or does nobody say anything in ranked team games? 95% of all my team games its just dead quiet. Sometimes I'll be scouting or going through build orders when I scroll over to check my ally and he has 8 enemy archers on his wood line. It would've been nice if he flared it or something instead of just leaving.

    Coming from other RTS games, theres some form of communication in terms of game plan or game situation. I'm relatively new to AoE2 (about 60 ranked games) but the difference in communication difference is astounding. Hardly anyone ever declares their gameplan.

    It's very rare I see an intentionally joint orchestrated attack and when I do see it, I assume its a premade team. I've noticed everyone kinda just does their own thing and feel their way through the game. Is this normal in AoE2 or is it just me or maybe its because of the low elo?

    submitted by /u/bboy4387
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    Why won't the devs fix the game so you can rejoin if your internet cuts out for half a second

    Posted: 21 Apr 2020 06:18 PM PDT

    I just want to play the game with my friends or randoms but in about half my games my internet cuts out for a second or two and I get kicked out the game and can't rejoin. Its so frustrating when I've spent 20-40 minutes of my life in the start of the game and its just starting to get good. It makes me want to punch through my screen.

    Its happened to me 3 times today I'm so salty. Devs pls, you have had enough time to fix this

    submitted by /u/Mathsmemeapparel
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    lag / stuttering issue

    Posted: 22 Apr 2020 05:58 AM PDT

    Hi guys,

    Every couple of days I try to play a 1v1 ranked game.. but end up resigning due to a game-breaking lag / stutter issue. Every so often the game freezes for a couple of seconds, before everything rushes to catch up (in fast forward). Apparently my opponents don't have the same issue. I'm running a high spec PC - and have played around with the graphics settings. Not sure what it could be

    Any ideas?
    Thanks

    submitted by /u/zingzingzingbah69
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    noobie help

    Posted: 22 Apr 2020 04:49 AM PDT

    me and my brother want to make a 2v2 strategy where we join our armies and attack togheter

    I use britons and make a lot of longbowmen we tought of him using elephants ,

    what do you think is the best unit to complement longbowmen? are kmer for elephants good?

    submitted by /u/dimagab
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    Considering how there are a few fun maps around that pretty much force competitive players into picking one of two/three specific civs (sometimes just one)...

    Posted: 22 Apr 2020 08:32 AM PDT

    ...how crazy would it be if players could ban a few civs, the same way they can ban a few maps? Some tournament rules already include that possibility.

    submitted by /u/Trama-D
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    If it's in the game, IT'S IN THE GAME

    Posted: 22 Apr 2020 08:25 AM PDT

    Why is AOE2 > AOE3?

    Posted: 21 Apr 2020 08:08 PM PDT

    Hi, never played the series before. I just started picking up AOE3 after leaving in my library for many years, and as I was learning, ran into a youtuber who mentions AOE2 is way better without going into specifics. AOE3 is pretty old (and solid) as is. Why is AOE2 better? And at what price is it a good pick up?

    submitted by /u/iDestr0ya
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    Casual Lobby against AI - Game Crashes to Desktop Directly after Castle Age

    Posted: 22 Apr 2020 07:39 AM PDT

    Casual Lobby 3v3 or 2v2 against AIs. Perhaps 30 seconds to a minute after the last AI arrives to Castle, the game crashes to desktop with no error message for most or all of the players involved. Didn't have this problem last patch to my memory. Played quite a few games in this manner. Had this issue 5 or 6 times before we just decided to play a ranked game (Our skill levels were all over the place, so we were just trying to have some fun).

    I have not tested Casual Lobbies without AIs. I have not tested with an AI teammate. I have not tested 1v1 against an AI for this.

    Game speed on the standard ranked play option.

    This happened between two separate days, on different networks for myself specifically. Sometimes I did not crash, while others did. We all have different rigs, in different locations.

    The in game timer was about 19:30~ with a minute or so of variance past that each time. AI difficulty was Hard. Maps were Arena and Mongolia.

    I very, very rarely have crashes in Ranked play. All of the crashes I can remember in ranked play happened in Month 1 or Month 2 (and it was 33/66 myself or someone else). Interestingly though I watched a recorded game last night of a ranked game I had just played and the recording crashed to desktop in the same manner directly after the last player, or second to last player got to Castle. To reiterate, this was the recording of a game I just played, it didn't happen during the actual game.

    I have a vague memory of this being a known issue, but it was like Month 2's patch. I haven't encountered it until now.

    I'd imagine this user's issue is related despite their crashes occurring later in the gmae:
    https://forums.ageofempires.com/t/game-crashes-to-desktop-logs-recorded-game-and-dxdiag-attached/74176/2

    Anyone else? Just looking for more info. If something akin happened to you, post it here. Might be able to find some constants.

    submitted by /u/OlafForkbeard
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    Luckily Mangudais can't move and shoot at the same time

    Posted: 22 Apr 2020 07:29 AM PDT

    Sometimes i cant fit 6 vills on 1 sheep?

    Posted: 22 Apr 2020 04:30 AM PDT

    the 6th villager will just stand still next to the 5 working villagers for 2-3 sec and then go for another sheep. Am i the only one this is happening for ? is there a trick to fix this ? or something i might be doing wrong ?

    submitted by /u/MartinSKjoedt
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    When crossing the pyrenees becomes a pain

    Posted: 21 Apr 2020 08:07 PM PDT

    LEARN THE META; Town Layout

    Posted: 21 Apr 2020 04:45 PM PDT

    LEARN THE META; Town Layout

    Here is a link to the strategy guide; LEARN THE META; Town Layout

    Furor_Teutonicus here, leader of the FavsT AOE2 DE Clan our Discord is the following https://discord.gg/h3E52Bz.

    This guide will lead you through a sample town layout, pointing out the do's and don'ts of where to place your buildings during the Dark, Feudal, Castle, & Imperial Age. Yes, these may seem like very marginal things but they can often save you from early rushes, unproductive economies, etc..

    Any tips or constructive criticism to make the guide or strategy better without changing the theme would be appreciated, thanks.

    https://preview.redd.it/6kcg3ouvc9u41.jpg?width=256&format=pjpg&auto=webp&s=47cdb4d70008327cadd26abbe1dc4047bda74a97

    submitted by /u/Furor_Teutonicus14
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    what is a good counter to Jaguar Warriors in aoe 2 ?

    Posted: 22 Apr 2020 08:47 AM PDT

    Basically i was playing Gothic against a player who was playing Aztec, i could've taken them if their Jaguar warriors didn't kill my Huskarls. do you guys have any good counters to the Jags ?

    any help would be appreciated.

    submitted by /u/humanbeingnumber1
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    What to do against archer spam in feudal?

    Posted: 22 Apr 2020 08:38 AM PDT

    I have searched in this subreddit, there are many posts telling to scout early, go skirms etc. However, my issue isn't about just countering feudal archers, it is about countering an enemy that is spamming archers non-stop. I know a thing or two about feudal rushes, I usually do a 3-4 scout rush into Castle Age and knights and I can defend against 5-10 archers in feudal. In my last game, my enemy was brits so I knew archers was coming even before any scouting. I was persians and went for the same 3-4 scouts into Castle build because, you know, scouts can beat their early archers, damage their eco and knights can handle the rest right? Well, my map wasn't the most wallable one so, I could not stop the archers from coming into my base. I protected my main woodline with a tower and kept harrasing enemy vils with my scouts. I was able to reach Castle Age earlier than my enemy. However, at that point, things was already out of my hand. I had like, 40 archers in my base, both my golds and stones denied, no stone for a tower or TC, no gold for knights and a never ending stream of archers still coming. I tapped out before my enemy even reached castle age. This happens all the time, I reach castle age, start making knights or mangonels, my enemy do not even care because they have enough archers to melt everything I make. I usually don't have this issue when I'm fighting against scouts or M@A.

    Is double range skirms my only option? This sounds silly because then it is "whoever spams archers decides how the game it going to be played". Skirms also cost food so archer spammer can have a faster castle age and bring 1-2 knights to clear out skirms. Or was I just outplayed and should try to execute my build faster? I'm 1000-1100 rating on DE, if that matters.

    submitted by /u/LazyLucretia
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    A noob needs help

    Posted: 22 Apr 2020 08:11 AM PDT

    Around how many villagers should i get my eco upgrade?

    submitted by /u/Paradox_miracles
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    Water Balance Suggestions: moving beyond Italians, Vikings, and Japanese

    Posted: 22 Apr 2020 08:00 AM PDT

    Italians, Vikings, & Japanese dominate water maps (with an honourable mention to Persians on more hybrid-style maps). There is definitely room to balance civ - nerf some, buff others. The nice thing about water balance is that you can change it without greatly affecting popular land maps like arabia, arena, or black forest.

    General changes

    • Careening: no longer increases transport capacity

    • Dry Dock: no longer increases transport capacity

    • Transport Ship: Garrison now scales with age - 5/10/15/20 in Dark/Feudal/Castle/Imperial Age

    • Transport Ship: Training time from 46 to 40

    • Fast Fire Ship: bonus damage vs buildings reduced from 3 to 1

    • Fast Fire Ship: bonus damage vs standard buildings increased from 0 to 2

    [this doesn't increase max damage vs buildings. this means that Fast Fires will always deal a minimum of 2. Currently if Masonry is researched Fast Fires deal 1 damage per shot (same as a completely unupgraded Fire Galley)]

    byz water change

    • Buildings have +1/2/3/4 building armour in Dark/Feudal/Castle/Imperial age

    [building armour greatly impacts the ability of ships to destroy buildings. Currently Masonry effectively doubles the HP of docks (and other buildings) vs fire ships and war galleys. However, Byz have no building armour, meaning that their docks are especially weak (compared to those of other civs)]

    • CA UT (Greek Fire): Additionally, reduces attack dispersion from 0.45 to 0.35 (to compensate for the increased range)

    [basically, fire ships have 0% accuracy. All their attacks land in an AoE near the target. The further the target is from the fire ship, the bigger the AoE. This means that Byz fire ships are MORE likely to miss their targets when attacking from max range]

    • CA UT (Greek Fire): Additionally, gives fire ships +10% movement speed

    Saracen water change

    • Old Transport bonus changed to: Transports +50% HP, -50% cost & training time.

    [cheaper transports make landings easier. Losing half the HP bonus is worth the cost reduction imo]

    • Careening is free

    [The other option here would be "War galley tech is free". Careening is more expensive (250f,150g vs the 230f,100g of the War Galley tech), but it's less useful to have +0/1 armour than to to have war galleys and fire ships immediately.]

    Portuguese water change

    Caravels lose to every other FU imperial age ship 1-on-1. They even lose to Galleons lacking bracer 1-on-1 (and this is despite the Caravel benefiting from +1/1 armour (thanks to their UT)). Granted Caravels are meant to fight against groups. Caravels are also more expensive than Galleons (Caravels cost 90w,40g (which is reduced to 90w,34g by the Portuguese bonus); Galleons cost 90w,30g).

    • Caravel anti-building damage from 8(9) to 9(10)

    [for reference: war galleys/galleons deal 7(8), and longboats deal 7(8) (but they fire an additional 3 arrows, so it's more like 10(11))]

    • Caravel upgrade cost from 750f,475g to 600f,400w

    [for reference: the galleon upgrade costs 400f, 315w and the longboat upgrade costs 750f,375g. The longboat is much better than the caravel, but a 'trash' elite upgrade would help to close the gap.]

    • Non-elite Caravel pierce damage from 6 to 7

    [for reference: war galleys and longboats deal 7 pierce damage (longboats fire an additional 3 arrows for a total of 10 pierce damage); galleons, elite caravel, and elite longboats deal 8 (longboats deal 11 pierce damage with the extra arrows)]

    • Caravel training time from from 36 to 30

    [for reference: galleons are 36s and longboats are 25s]

    • Caravel Speed from 1.43 to 1.5

    [for reference: galleons are 1.43 and longboats are 1.54]

    • Caravel wood cost from 90 to 80

    [Portuguese don't get shipwright, so FU Galleons still cost less wood (72w)]

    After all these changes Caravels still lose 1-on-1, but they: are better vs buildings, are cheaper to upgrade, move faster, produce faster, and cost slightly less wood.

    Koreans water change

    • Heated shot is free.

    • Elite Turtle Ship upgrade from 1000f,800g to 1000f,600g

    • CA UT (Panokeon): additionally, Turtle Ships +6 LoS

    [This is rather historically accurate (as Panokseon ships had raised observation platforms). This would make Turtle Ships better at spotting counters such as Monks, Bombard Cannons, and Trebuchets.]

    Italians water change

    • Dock tech discount reduced from 50% to 40%

    • Starting Castle Age, Genoese Crossbowmen can be produced at the Archery Range.

    [not really a "water change" but it would help with landings and repelling landings (and, also, Genoese xbows have 4(5) bonus damage vs ships, so in a pinch one could use them... 11), so it could compensate for the nerf a little (while helping their poor land performance)]

    Malay water change

    • fish traps are also 33% faster to build
    submitted by /u/slothismysin
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    Pro Players Platform and AOE

    Posted: 22 Apr 2020 07:54 AM PDT

    Hi, i´m starting to play AOE2 and i´m getting very confused on wich platform is the best to play.

    But the main question me and my friends are having is in wich platform do pro players play and wich aoe the play. We want to play such as pro players play and we dont know what that is, is AOE 2 Definitive Edition on Steam? Or Wololo expansion on voobly? Or what?

    Please if someone can help us to clarify this mater i will appreciate it

    submitted by /u/Thewanaking
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