Age of Empires II Make those militia lines affordable! |
- Make those militia lines affordable!
- MBL disresprect
- MBL tricks his opponent into resigning
- That's roughly 300 gold against 1600
- Since when does Forbes write articles about gaming? 11
- My AOE2 group told me to post this here
- 3 Monitor GUI Mod!!!
- Post Imp. Scout Line (and what changed with the update) 3rd Revision
- Teutonic Knight switch
- Most anti-climatic end to a game ever! 11
- Something neat I found out about last night: Play as AI
- How many active players are on Aoe2 DE?
- Hard skill ceiling in online games
- Rotating game modes
- Autoscout - Nice to meet you again #thxDE
- can you play with 2 at once?
- Ghengis Kahn't
- Radically reimagining the Goths (rambling post and hopefully discussion)
- Man... the teuton buff
- Current state of the Goths
- A totally reasonable quiz from Forgotten Empires
- How to wall in the enemy scout
- New Teutons are OP? [T90Official]
Make those militia lines affordable! Posted: 03 May 2020 03:51 AM PDT
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Posted: 02 May 2020 06:45 PM PDT
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MBL tricks his opponent into resigning Posted: 02 May 2020 06:47 PM PDT
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That's roughly 300 gold against 1600 Posted: 03 May 2020 04:06 AM PDT
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Since when does Forbes write articles about gaming? 11 Posted: 03 May 2020 04:10 AM PDT
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My AOE2 group told me to post this here Posted: 03 May 2020 07:52 AM PDT
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Posted: 03 May 2020 05:34 AM PDT
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Post Imp. Scout Line (and what changed with the update) 3rd Revision Posted: 03 May 2020 06:08 AM PDT
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Posted: 02 May 2020 11:48 PM PDT So today I played a game that would have made 2006 me very happy. I crunched a guy with Elite Teutonic knights. Flank on a ranked Arena team game. Got hit by forward castle backed by CA, defended 3TC with castle and knights. Fast imp into treb+cavalier. Pushed them off, but ran into halbs from both the flank and goth pocket. So countered with Elite Teutonic Knight spam + cavalier. I then cackled with glee as everything melted and the flank resigned. I don't think this would have been possible last patch. The extra armour on the knights/cavalier felt like I had a bit more leeway against pike/halb. The TK was slow, but in tight areas I actually managed to trap some faster units. They felt a tad more useful with that speed buff. I also didn't need a lot of lumberjacks, to sustain farms, so my faster imp could go up with like 30 farms, out of 54 vils. Didn't need all that much wood outside trebs, and never felt lacking. Thanks farm bonus. Even in other games, win or lose, Teutons felt a lot more viable. More importantly, the Knights->TK was felt glorious and totally viable, as long as you can force the fight. [link] [comments] | ||
Most anti-climatic end to a game ever! 11 Posted: 03 May 2020 06:55 AM PDT | ||
Something neat I found out about last night: Play as AI Posted: 03 May 2020 06:25 AM PDT You might already know this but I never heard of it. Last night playing against AI Mayans I noticed they stopped making vills after they had 17, so to figure out if I had caused that behavior by playing a particular way, I set up an AI Mayan mirror matchup. While watching that game I noticed that I could send commands to Player 1's units and buildings as if I were the AI. Now often as soon as the command finished the AI would issue a new command contradicting it, so if I sent a scout to the west of the map as soon as it got there it would start going east. I also couldn't queue multiple units at buildings. Still, as someone who struggles to juggle the early game rush to balance dark age build orders, having an AI "underplayer" take care of a lot of it is really cool and really helpful. I don't know how long this has been possible or if it's intended but I hope they leave it in (and make a couple improvements like queuing at buildings), it's very cool. [link] [comments] | ||
How many active players are on Aoe2 DE? Posted: 03 May 2020 05:23 AM PDT I recently started playing again about a week or two ago and enjoying DE. ELO is around 1050 and that's obviously very noob. Seeing rankings I'm about 12k in the world? I was wondering how many active players there are in total? If I'm pretty much exactly halfway or if there's many more? [link] [comments] | ||
Hard skill ceiling in online games Posted: 03 May 2020 03:08 AM PDT Been playing the game more or less seriously online for the first time since a few months after playing casually since 2001. I read a shit-ton of advice and strategies and try to apply all guidelines and tips, use hotkeys, practice build order, try to streamline my gameplay etc. One thing I've noted is since I get more efficient and able to reliably apply these mandatory aspects of non-noob gameplay, I've been able to lead in score for the first 10 minutes or so lots of time, but as soon as your early eco is set and you have to apply strategies and actually interact with other players, other players will top me in score in a very short timespan, afterwards they'll get agressive and despite my good early eco I'll be seemingly incapable of dealing with any enemy attack. Therefore my question is the following : is there more to Aoe2 than getting a few reflexes and an efficient micro/streamlined processes ? I feel that I'm stuck at a point where things like decision making, committing to a strategy and so on are key and that these things are determined frankly by raw intelligence. In a word, can you handle the dynamics of Ao2 gameplay only through practice and doing over and over the early steps or is there a limit some players can't cross ? I feel I'm at a stage where I can make only few efficiency progress and will always get bullied by players who can actually impose their control of the events. Another question would be : when is the critical time to decide what strategy you'll try ? Is it in the pre-game where you see which civilization everyone got or rather in the first few minutes when deciding when to go to Feodal ? If that's relevant info I'm at around 1410. [link] [comments] | ||
Posted: 03 May 2020 12:37 AM PDT After seeing the wololo turnament, I must admit that Empire wars is a lot of fun. I just crave to go play it myself, however no one joins the lobbies (my lobbies at least) and those who do often have a very different elo score than me. This lead to the idea that a ''weekly'' rotating game mode parallel to ranked random maps that found matched based on the ranked elo. I would love to be allowed to que op to some of the fun game modes like: 1v1 and FFA regicide, Catch the relic, King of the Hill, Deathmatch, Empire wars and so on. Now I dont know how popular the deathmatch game mode is, but personally I would much rather myself play some of the other interesting game modes. I imagine that the system would work like the current Deathmatch mode, where you can que up to both ques at the same time, if you want to. What do you think? [link] [comments] | ||
Autoscout - Nice to meet you again #thxDE Posted: 02 May 2020 12:51 PM PDT
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Posted: 03 May 2020 04:03 AM PDT so my dad recently bought the game on my steam acount and i was wondering if we could both play offline at once on 2 pc's [link] [comments] | ||
Posted: 03 May 2020 12:40 AM PDT Playing through the Genghis campaigns stuck on part 3. Into China. Any advice on how to conquer????? All g if not [link] [comments] | ||
Radically reimagining the Goths (rambling post and hopefully discussion) Posted: 03 May 2020 12:35 AM PDT First off, the Goths are one of my favorite civilizations in the game, not only because they are very easy to get the hang of, and late game with them can often be, at least at lower levels, a piece of cake - no siege to worry about, no moving your precious knights away from the pikemen, just build a thousand barracks and open the floodgates. And just as the Vikings fall off in Imperial as the Viking Age comes to a close historically, Goth victories consist of besting technologically superior civilizations with overwhelming numbers, as they did in history. But as everyone knows, the Goths have been notoriously difficult to balance, being at the higher levels of play either comically powerful or or totally useless with almost no middle ground in between. The new Supplies technology also eroded at their uniqueness, making the infantry line comparably cheaper for everyone, not just the Goths. This last patch brought a pretty significant buff to the Goths' early game in the form of an extra villager (or quicker feudal time) and enough gold to train six militia. The goal of most players who find themselves against the Goths, especially when playing civs who rely heavily on their archers, is to stop the Goths in the beginning, when they're weak and definitely before they are able to roll out their Huskarls. Here is the root of the Goths' balancing woes. They are incredibly powerful in the mid to late game, provided they can get there. The idea previously was to give them weak bonuses in the early game to offset their later game strength. But if their earlier game is weaker, as we can probably agree it should be, then they stood very little chance when up against civs with a stronger early game. Too strong in the early game, though, and there's no way to punish them and deny them their late game power. And unlike the Turks for example who are powerful late game so long as they have an ample supply of gold, the Goths thrive with less gold. Maybe it is too early to tell whether getting Loom for free is a good choice or if it gives their early game too much of a boost while leaving their late game untouched. And I'm certainly not the one to make the call, I don't play the game at a high level at all, full disclosure. I do think the change is a step in the right direction - it's not realistic to leave all of the Goths' bonuses for late game, since without any help getting there, it would just remain a bad pick on maps like 1v1 Arabia. My crackpot ideas for radically reimagining the civilization involve changing their identity from that of a ticking time bomb to one with sizeable early game advantages which, if (and only if) they are utilized well, would lead the Goths to a strong late game. I welcome all comments and insight from players more familiar with the game than myself - especially when it comes to what would need to be taken away from a civilization with these bonuses. I don't claim that this is a comprehensive list of changes. I don't even talk about nerfs here at all - THEY WOULD OBVIOUSLY BE NEEDED. But taking inspiration from idea of the Goths and other non-Goth Germanic tribes, like the ones who defeated the Romans at Teutoberg, as less developed raiders who took advantage of weak moments in the lifetimes of their technologically superior rivals, my ideas are as follows:
OBVIOUSLY THEIR LATE GAME POWER WOULD NEED TO BE ADJUSTED ACCORDINGLY. but the idea here is that their famous flood should be viable if and only if they are able to do enough damage in the early game to slow their opponent down in comparison to themselves, as opposed to gifting them a strong position in the mid-late to late game for nothing - should turtling until you can roll out huskarls and cheaper infantry be a viable strategy for this civilization of pagan raiders? I say definitively no, but worry that a free loom and potential villager lead can lead to this. If you read this far, thoughts? I'm already aware this is purely a thought experiment and will not be implemented. [link] [comments] | ||
Posted: 03 May 2020 01:40 AM PDT | ||
Posted: 03 May 2020 03:00 AM PDT With the latest patch, the goths have now received yet another change. This time in the form of free loom. Given how hot of a topic they were in previous patches, I'm curious as to what the community thinks of them. How does the goths having free loom change their dark age? Is the staggered discount better or worse than the full discount starting in feudal? Do the goths need any other changes? Are the goths weaknesses and strengths being blown out of proportion? And most importantly, are the goths finally viable at all skill levels? Given the recent data showing the goths win rate actually begging much higher than speculated, and lots of people having very strong and often opposing thoughts about them, I hope to see alot critical review here. Bonus food for thought: many users point to the goths historically using heavy cavalry, how would the goths game plan change if they're were to get the last cav armour tech? What if they got paladin? What about both? This post isn't to say I think they need more buffs or nerfs, I thought they were fine as of last patch. But I want to see what the community thinks. [link] [comments] | ||
A totally reasonable quiz from Forgotten Empires Posted: 02 May 2020 03:30 PM PDT | ||
How to wall in the enemy scout Posted: 03 May 2020 08:17 AM PDT I think most people have seen some of the clips where the top players manage to wall in an enemy scout or other unit, and like most i was extremely impressed. So last 2 days i have been derping around with quickwalls and i found that walling in enemy units is a lot more do-able then i initially thought. If the enemy is not paying attention for a second you can quickly wall it in with what i found to be suprising consistency. I made a youtube video about it where i explain and show it in a bit more detail, and i show some examples where i managed to do it ig. Sorry for the bad editing btw i am kind of lazy. I realize it will be pretty much impossible to pull off vs a player at top level who is constantly trying to counter a quickwall but at the very least i found it to be usefull vs wolves. And its just really cool 11 when you do pull it off. https://www.youtube.com/watch?v=KWtWWqxgQTM&feature=youtu.be [link] [comments] | ||
New Teutons are OP? [T90Official] Posted: 02 May 2020 11:12 PM PDT
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