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    Thursday, April 30, 2020

    Age of Empires II Red Bull Wololo MegaThread

    Age of Empires II Red Bull Wololo MegaThread


    Red Bull Wololo MegaThread

    Posted: 29 Apr 2020 12:38 PM PDT

    Bracket

    Each day starting at 13gmt we will see the Red Bull Wololo tournament played on Empire Wars, where players will start in the Feudal age with a small eco and town set up already. If you want to see the two qualifier brackets you can see them here (1) & here (2)

    Featuring 16 of the best players in the world competing for a share of the €20,000 prize pool, live on https://www.twitch.tv/redbull, YouTube! With casting from Nili_AoE, T90Official, Dave & stream host ZeroEmpires.

    Also on OGN_Empires in French, MembTV or Mario Ovalle in Spanish, Mr_Grin in Russian or Mr_Yo in Chinese!

    Brief Empire War explainer by BBQTurkMan

    Thursday 30th

    Round of 16

    DauT vs ACCM (T90Official & Nili_AoE)

    MbL vs Villese (T90Official & Nili_AoE)

    Hera vs Nicov (Nili_AoE & Dave)

    TheViper vs F1Re (Nili_AoE & Dave)

    Friday 01st

    Round of 16

    Liereyy vs Vinchester (T90Official & Dave)

    dogao vs LaaaaaN (T90Official & Dave)

    Mr_Yo vs slam (T90Official & Nili_AoE)

    TaToH vs TheMax (T90Official & Nili_AoE)

    Saturday 02nd

    Quarterfinals

    Sunday 03rd

    Semifinals

    Grand Final

    Community Prediction Polls

    Made by RobChang

    Day 1 - Results

    Day 2 -

    submitted by /u/robo_boro
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    AOE2 DE Update 36906 released

    Posted: 29 Apr 2020 08:19 PM PDT

    Nice feudal age (was playing as Malay)

    Posted: 30 Apr 2020 05:36 AM PDT

    When the new patch buffs your favourite civ just right

    Posted: 29 Apr 2020 11:08 PM PDT

    "choppa"

    Posted: 30 Apr 2020 04:12 AM PDT

    Me when playing ranked

    Posted: 30 Apr 2020 04:53 AM PDT

    If redbull admins are reading this subreddit, I love the Overlay so much, but would it be possible to change the text on the red side for upgrades? Its hard to read.

    Posted: 30 Apr 2020 08:25 AM PDT

    The story of Franks in DE

    Posted: 30 Apr 2020 04:42 AM PDT

    Not sure if this has been posted before, but for those of you (like me) who prefer no empty space around their farms, this is how it's done.

    Posted: 29 Apr 2020 01:57 PM PDT

    The state of Turks

    Posted: 30 Apr 2020 08:13 AM PDT

    This is going to be a lengthy one folks. I just did not want to post something not well thought out, so bear with me please. I also encourage you to give some feedback on why you think my suggestions are (not) useful/too OP instead of giving the standard answer of "this is just their identity lol".

    I feel like this civ doesn't really live up to its reputation. The Turks are supposed to be THE civ playing around units with (high) gold costs, but considering that, their options are pretty lackluster. This is also reflected in them not seeing much play on high level, where options and an open tech tree are key. That's why i feel like they deserve some buffs/changes or a minor scale rework to make them at least a viable option. Keep in mind that i am not interested in them being OP, but rather just viable.

    I want to start off by demonstrating their shortcomings and why their unique techs and some of the civ bonuses are of limited usefulness to say the least.

    1. Their tech tree is too limited for a civ that is supposed to dominate on a time limit. They are supposed to run out of steam as soon as gold runs out, but prior to that, they are totally predictable. You know they are going to go for some sort of Hand Cannoneers/Janissaries or, if the Turks player wants to mix it up, for Cav archers (even though they have to invest 650 stone for a castle and 350 food and 150 gold for the unique tech Sipahi (+20 HP for CA) to make them any better than regular CA).
      Fast Imperial is their only real option to dominate since they get chemistry instantly and can start pumping out HC/Bombard Cannons. We are only talking about a timeframe of 100 seconds though (the time needed to research chemistry). Just from a game design perspective it seems wrong to make a civilization DEPEND on a timeframe of not even 2 minutes to win.
      Fast castle into Janissaries is not too special either. Especially compared to the Spanish and their Conqs. Spanish at least still have paladins and an extremely open tech tree in general. They can dominate on sea maps, with their monks, cavalry, infantry, and HC's and are still not considered to be top tier in 1v1's (except for some top-tier Chinese players, who insist that Conqs and Mangonels are an invincible combo). The comparison to Spanish is not justified anyway, since they at least become outright beastly in team games because of their team bonus.
    2. The unique tech Artillery (+2 range for Bombard Cannons, Bombard Towers and Cannon Galleons) is also of debatable usefulness. Their Bombard Cannons have +1 range compared to most other civs. But they lack the damage amplification granted by the Siege Engineers tech, which ultimately means that you need more Cannons to deal the same amount of damage to buildings. I would also argue they are not even better against units compared to Portuguese Cannons, since those get ballistics.
      Outside of Deathmatch and especially in 1v1 games Bombard Towers are not common since they are quite the gold investment (which Turks want to utilize at offensive options instead of defensive ones for obvious reasons).
      Cannon Galleons are only an option when you already have control over the sea, since they are too costly to be left undefended and the +2 range doesn't do that much besides of making them the meme unit "look they can shoot as far as upgraded Trebuchets". Yeah, that's not that useful now is it? In actual gameplay, the importance of the difference between 15 range and 17 range is not as big as the difference between 4 and 6 range. This argument applies to the Bombard Cannons aswell.
    3. Their Civ Bonus "Researching Gunpowder technologies cost -50%" is not really relevant either. It helps their Bombard Towers and Cannon Galleons but again, these are not commonly used for other reasons. And you only save 250 gold for the Elite Cannon Galleon upgrade, besides of that it is only wood and food, which are not the problem for the civ.

    Now to list a few options to make sure the civ is still viable while not being op. Keep in mind that i do not adcovate for implementing them all; they are supposed to be mutually exclusive, meaning in combination they would certainly be OP:

    1st option: Double down on their identity as being THE gold civ.
    As already mentioned before (see 1), they are too predictable. They do not even have that many gold options to begin with. By giving them access to Paladin, Siege Onagers and Arbalests, you could make them more fun to play. This also does not make them OP, since neither of those options are anything they excel in. Their Arbs and Paladin are regular fully upgraded ones, while their Siege Onagers lack Siege Engineers. Clearly their strongest options would still be HC/Janissary, which would mean their identity is preserved, but the Turks could at least have some other forms of aggressive composition at their disposal to make playing against them a bit more unpredictable.

    TL;DR: Arbalests, Paladin and Siege Onager available.

    2nd option: Double down on their "second" identity as a cavalry civilization.
    Turks have two main cavalry-related bonuses: Free Hussar and the Sipahi tech. Why Sipahi is a subpar option was already described in 1. Their stable is lackluster, they have generic Heavy Camels and Hussar and do not even get Paladin. That's why i think changing the Sipahi tech could help out a lot:

    Sipahi: +10 hp (or +1/+1 armor) to ALL mounted units.

    This makes their cavaliers a bit more viable and kind of a poor-mans-paladin (still not on the same level as the malian cavaliers though). It also strengthens their go-to trash unit (Hussar) without making them lose their identity. It lifts a wide range of units (hence the reason to apply it to all mounted units, CA aswell) on a slightly higher level without being OP. Again, they are supposed to dominate in early imp. This one only helps them slightly in trash wars, which they obviously desperately need. The tech would also be historically more accurate, since Sipahis were not exclusively bowmen. They carried all kinds of weapons (lances, swords, bows, javelins, shields) and the reworked tech applying to all mounted units would reflect that.

    Incorporating some sort of small CA-bonus as a free civ bonus on top of that could also help since the reworked tech would make the CA worse than before, but i am torn on that option though.

    TL;DR: Buff all mounted units slightly.

    3rd option: Just give in and let them have their trash units.
    What's the big deal anyway? One of the main arguments against beefing up their trash units is that "this is their identity". What kind of stupid identity is that? Being the only civ which is completely unplayable in the lategame while being not a top-tier civ at the other stages of the game (besides of a timeframe of 100 seconds, give or take the time it takes to pump out the gunpowder units)?

    Give them at least elite skirms and MAYBE pikeman. Not having Elite Skirms also makes them lose out on Imperial Skirmishers, which limits the synergy with a Vietnamese ally significantly. The argument about a Berber ally and the beefiest Genitour doesn't make too much sense for me either. In team games you will set up tons of trade anyway, where trash units become less relevant. With the gold generated from trade, Turks could go for Janissaries/HC and hussar instead of genitour/cavalier/champions or whatever, considering their best gold options are Janissaries and Cav archers. And using Genitours together with CA seems kind of useless. Besides of that, this way of thinking limits the ideal team composition of Turks to 1. not Vietnamese and 2. definitely Berbers, which is also kind of bad design imho. But those are minor points really, I am more concerned about their performance in 1v1s.

    TL;DR: Elite Skirms and maybe Pikeman available.

    That's it. Tell me what you think about those suggestions, what you think how this would affect the civ's winrate and pick rate. I personally prefer the 2nd option followed closely by the 1st.

    submitted by /u/JohnnyRamoni
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    Love the new Graphics <3

    Posted: 30 Apr 2020 02:38 AM PDT

    Teutonic Knights obliterate everything in melee

    Posted: 30 Apr 2020 08:58 AM PDT

    Except Leitis. Teutonic Knights...

    And samurais. Leitis and samurais. Aside from these two, Teutonic Knights kill everything in melee...

    And elephants. Leitis, samurai, and elephants. But aside from that, Teutonic Knights absolutely dominate...

    And Jaguars too.

    Oh yeah, jaguars. Leitis, samurai, elephants, and jaguars. Are we done?

    How about cataphracts?

    I forgot those existed.

    submitted by /u/whisperwalk
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    Teuton Paladin buff analysed (+2 melee armour in Imperial | better than Franks)

    Posted: 30 Apr 2020 06:38 AM PDT

    Demo shot in RedBull

    Posted: 30 Apr 2020 08:20 AM PDT

    Redbull tournament really kicking off! Daut's Demo shot against ACCM in first matchup today!

    submitted by /u/porridgeman
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    Red Bull WOLOLO tournament bracket. Starts tomorrow!

    Posted: 29 Apr 2020 11:51 AM PDT

    Noob looking for other noobs to practice with or more experienced people to learn from

    Posted: 30 Apr 2020 06:20 AM PDT

    Hi, i have been playing DE for a month now and im looking for people to practice with since none of my friends want to play this. I played the original game when i was a kid a long time ago and now i'm trying to get better and learn as much as i can. I'm still a noob but i consider myself a fast learner, so if any of you guys feel like playing with someone like me hit me up. I'm from EU.

    submitted by /u/Bird_Molester_69
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    Don't resign early in TGs

    Posted: 29 Apr 2020 10:57 PM PDT

    The amount of people I have encountered resigning after they are rushed is too damn high. Especially in 3v3s and 4v4s. People don't even communicate that they are going to resign. All your efforts in vain. It's not fun to reboom or remake your army but in large TGs your teammates can bail you out. I have played 4 TGs today and in each of them my teammates have resigned without saying a word when I'm in good position army wise and pushing my flank as well. Its so frustrating. I have also been victim of falling behind the others but I try to get back into the game. I hate people resigning and disregarding all the efforts their teammates have been putting.

    End of rant

    submitted by /u/cookieongo
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    [rant] filter/censor system is poor and we should get rid of them once and for all

    Posted: 30 Apr 2020 07:15 AM PDT

    1. The community survived 20+ years without a censoring system, why implement it now? it is not a system that improves the user quality of experience.

    2. This is counterproductive to the report system. You want to report toxic players, but you cannot report them if what you can see is ***********

    3. It is too sensitive and it is literally harsher than the censoring system implemented in China. How is it possible that a person cannot handle being called stupid when they build a wonder in a conquest game? It is not like telling them to go kill themselves and other toxic words. If a person cannot handle being called out their stupidity, then they arent really suitable for any games include multiplayer.

    4. I am all for banning people spreading toxic or racist messages but censoring them is NOT the way to go. It is like swiping the garbage under the sofa and pretend there is nothing to worry about. The better way is to have an overwatch system and ban people being toxic consistently

    submitted by /u/PepeHands217
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    Bug notice: Malay age-up times are broken in new patch.

    Posted: 29 Apr 2020 10:35 PM PDT

    Hidden in this new update, the Elite Flaming Archer. Vietnamese OP now.

    Posted: 30 Apr 2020 05:22 AM PDT

    Buffs and Nerfs are here everyone!

    Posted: 30 Apr 2020 08:37 AM PDT

    Fishermen drop food to docks. This is great for almost every other civ, though I feel they are a bit better for civs that aren't great with fishing ships to begin with, as they could fish from the shore fish as effectively.

    Fire galley training time 60 s -> 65 s. This is a nerf to all civs that can build fire galleys, so this is a buff to the Vikings.

    Converted Keshiks properly generate gold for their new overlords. This is such a slight nerf to the civ that it is meaningless to even consider, though a fix that would make a certain "lets convert those money makers!" people happy.

    Bulgarians can no longer train paladins. This is a big nerf to Bulgarians.

    Stirrups technology (which gives 33% attack speed to Konniks and Light Cavalry) now affects all cavalry units. This is a huge buff to Bulgarians. Now, they might have the highest dps for post-imp knight line.

    Just checked, against an unarmed target, they do almost exactly the same dps as 4-relic Lithuanian Paladin. Higher the armor, lower the Bulgarian dps.

    Torsion Engines increases the scorpion projectile width 0.5 tiles instead of 0.3. This is a big buff to Ethiophian Scorpions, now they are more likely as good as Khmer Scorpions in terms of dps.

    Goths get Loom for free. This is a huge buff for goths. +50gold -50food and +1 villager, basically.

    Indian fishermen work 10% faster instead of 15% and carry no additional food instead of +15. This is a big nerf to Indians on water maps where there are shore fish. No longer everyone pick Indians when there are rivers or pond nearby.

    Khmer farmers now work 3% slower and they no longer have bombard cannons. Moderate nerf to Khmer.

    Lithuanian Leitis now need +20 food, and -30 gold. This is a big buff to Lithuanians. Their training time is reduced from 23 to 20 for Leitis, 20 to 18 for Elite Leitis.

    Lithuanian Tower Shields technology was buffed also, price reduced from 800 to 500, bonus pierce armor for pointy-bois and skirmishers from +1 to +2. Another big buff for Lithuania.

    Malay Docks were a little buggy, now its fixed.

    Persian 5% faster working Docks and Town Centers in the dark age is removed, it starts on feudal age now. Big nerf to Persians.

    Slav Boyar's speed is reduced to 1.3 from 1.4, but increased its pierce armor by +1. Slight buff to Slavs.

    Tatar Flaming Camels didn't have the +5 damage bonus from being an Indian ally... So there is that. Fixed.

    Teutons barracks and stable units get +1 melee armor in castle, another +1 melee armor in imperial age as a civilization bonus. This is a big buff to Teutons. Their paladins will have a huge amount of armor now, 7/7!

    I tested 1v1's, Teutonic Paladin wins against Bulgarian Cavalry with 54 HP remaining, wins against Frank paladin with 15 hp remaining, loses to Lithuanian Paladin (4 relics) with 24 HP on Lithuanian Paladin. Very powerful Paladin for Teutons! Their Halberdiers, Champions and Hussars will be much better front-line units as well. Big buff for Teutons!

    Also, Teutonic Knight speed is increased from 0.7 to 0.8, this is better than husbandry on Teutonic Knights, now they are a little more viable.

    Winners of this patch: Bulgarians, Ethiophians, Goths, Lithuanians, Slavs and Teutons. Biggest winner is Bulgarians in my humble opinion.

    Losers of this patch: Indians, Khmer, Persians. Biggest loser is most likely Indians, they still have an early game bonus but not that great now.

    In comparison to other food gather bonuses, Briton Shepherds work 25% faster, Frank Foragers work 25% faster, Mongol Hunters work 40% faster, Slav farmers work 10% faster. As Slav bonus works all game and the others are only early game, I'd say the bonus for Indians are sub-par compared to all other food bonuses.

    I'm also happy that they are working on ranking system as well, hopefully we will have more evenly matched team games now.

    submitted by /u/inwector
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    You can unlock the new cheat codes only during the event, and I don't think that's okay

    Posted: 30 Apr 2020 03:56 AM PDT

    I'm fine with cosmetic unlocks being only available during an event, but cheat codes are gameplay content that you miss out on if you are late to the party.

    submitted by /u/hzzzln
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    Another game mechanic infographic: Units told to move further than 10 tiles will move in column formation rather than line formation.

    Posted: 30 Apr 2020 10:40 AM PDT

    Devs added dark mode!

    Posted: 29 Apr 2020 09:55 PM PDT

    Wonderful usage of the new harbour/mill in Golden Swamp. Bonus points if Malay

    Posted: 30 Apr 2020 05:08 AM PDT

    Melee Units on DE Be Like...

    Posted: 30 Apr 2020 10:04 AM PDT

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