Age of Empires II Training hard |
- Training hard
- Aoe Holy Bible
- When she's 6 feet but you're 5"11!
- [Suggestion to Devs] A faster way to access Tech Tree
- Did a redo of some T90 twitch emotes (+ some new ones) as design exercise.
- Important techs to know a civ has, a list
- The top AoE2 plays I've seen in the past few weeks with my commentary on why they are great
- People Flexing By Saying GG When They Are Winning
- How do you Golden Swamp correctly?
- Next patch
- Virgin Khmer vs Chad Burmese
- Replace the actual menu theme by the old one?
- How streamers mass create farms and have the vills automatically go to their own one?
- Modern build orders?
- Strong transitions vs weak transitions
- Unit Idea: Camel Scout [Discussion]
- TheViper Siege Tower Plays
- How do i play meso civs when the gold runs out?
- Long men.
- A quick how-to for a 16pop build order for Khmer
- Was the tower nerf too much?
- Saracens strategy/balance
- Skirmisher targeting
Posted: 22 May 2020 01:28 AM PDT
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Posted: 21 May 2020 09:47 AM PDT
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When she's 6 feet but you're 5"11! Posted: 22 May 2020 01:48 AM PDT
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[Suggestion to Devs] A faster way to access Tech Tree Posted: 22 May 2020 04:56 AM PDT
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Did a redo of some T90 twitch emotes (+ some new ones) as design exercise. Posted: 22 May 2020 05:41 AM PDT
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Important techs to know a civ has, a list Posted: 22 May 2020 03:30 AM PDT So after you know the basics(coutenters,macro,imortant civ bonuses,units,...), I was wondering,there are to many techs/units to remember that it is almost impossible to remember all. So what are the most important techs/units to know if a civ has it. Where you could benefit from knowing them (to adjust strategy,counter the opponent). This is not about civ specifics ( like turk pike,no cav meso,spanish xbows...) So i thought of a list and it is in my opininion,so what do you guys think I forgot or over/underrate? 1.bloodlines important to know if your knights/scouts will have a advantage/disadvantage (rush or trash war )
7 bombard cannon is there a counter to my/opponent siege
EDIT: I will think of a list for civ specific weaknesses and strengths for another post. good suggestions by comments: Hand cannoneers for against you infantry Halbs for against cav (all civs wihout have camels or a bonus for there pikes) Siege Onagers very powerful blast radius damage and tankier then onager Masonry against attack bonuses and building resistance to siege/attacks [link] [comments] | ||
The top AoE2 plays I've seen in the past few weeks with my commentary on why they are great Posted: 21 May 2020 11:26 PM PDT
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People Flexing By Saying GG When They Are Winning Posted: 22 May 2020 01:35 AM PDT This never happened to me on voobly but I have seen it 3 times in the last few days. Usually at the beginning of a big attack they are making. In all cases, they were ahead and were likely to win but it wasn't that obvious. It was premature and to me it is incredibly bad sportsmanship. Has anyone else experienced this and find it as distasteful as I do? [link] [comments] | ||
How do you Golden Swamp correctly? Posted: 22 May 2020 09:06 AM PDT I'm currently at 1168, and I've recognised that I suck on two particular kinds of map in particular: 1) Hybrid Maps; and, 2) Iterations of "Gold Rush". So, as you can imagine, I'm getting absolutely ragged on Golden Swamp, a disgusting mix of the two. But I'm not here to complain. Oh no. I'm here to get even. So, come one come all, state your rank and tell me what the hell to do. Like, I don't care if you have to baby-step me through it step-by-step, or say really obvious things. I need to know what to aim for, what constitutes a perfect golden swamp game. To cover some early bases: 1) Not looking for general advice. Don't get me wrong, I don't think I'm above it, I'm just here to work on a very particular part of my game. One step at a time. 2) I tend to play Celts or Lithuanians, but I'm legitimately at the point where I would attempt to learn a new civ to play exclusively on Golden Swamp/cross/whatever god-forsaken version of Gold-X is released next. 3) A few hybrid build orders would also be appreciated so I can go away and learn them. [link] [comments] | ||
Posted: 22 May 2020 05:15 AM PDT So, next patch should drop in around ten days. What changes would you like to see besides fixing Malay's age up-time? Here are my predictions, interpolating from previous patches (edit: this is a joke, thought it was obvious):
And more seriously, I want to see more civs get a treatment where they go from boring/clearly worse than similar civs, to S-tier in specific situations. Ideally I'd like every civ to feel sleeper OP in certain scenarios, but never unfairly strong. Example is Vietnamese, whom I now feel are quite strong, exceptionally so in certain match-ups and maps, but not unfair or in any way OP. It would be nice if civs like Magyars or Saracens got a small boost to unlock their potential somewhat faster. Some examples could be:
The specific bonuses aren't necessarily important, more the design philosophy of making every civ feel like A-tier or S-tier under certain (still quite common) circumstances, while also being viable in common 1vs1 maps. Edit:Also, what gameplay additions would you most like to see?
[link] [comments] | ||
Posted: 22 May 2020 08:38 AM PDT
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Replace the actual menu theme by the old one? Posted: 22 May 2020 03:34 AM PDT Is there a way to do this? The new one is cool but the old one was special.. Thx guys cya on the battflefield ! [link] [comments] | ||
How streamers mass create farms and have the vills automatically go to their own one? Posted: 22 May 2020 08:19 AM PDT I'm very new so still unsure of little things like this. Whenever I shift click farms they make one then the rest go idle [link] [comments] | ||
Posted: 22 May 2020 03:18 AM PDT I feel like the build orders that I barely remember are maybe outdated. I learnt those years and years ago, when FE was new. But the game has obviously changed so much since then. I've got gold on the FC tutorial from Art of War but there are other build orders not included that to me are detrimental to playing online. Anyone care to show the most relevant and recent orders for the following? Feudal archers Feudal scouts Feudal m@a Trush Drush into FC Fish boom Fast imp I think those, plus a regular FC, would be enough to cover a player experimenting with the online world. Suggestions? This is what I remember. Feudal archers: 6 sheep, 4 wood, 1 boar, 4 berries, 1 boar, 3 sheep, 3 wood, 2 gold. When the food gatherers have finished, put 6 on farms and the rest on wood and gold. Rax after clicking up. Or something along those lines. As I said it was years ago I learnt these and when I execute them now I kinda just go with the flow. Ideally by the time you have 2 ranges down, you will have about 11/12 on wood, 6 on gold and at least 6 on food. Feudal scouts: Same as above, except you don't transition leftover food gatherers to wood and gold. They continue to make food. So I guess when you have 2 Stables down it's more like 14ish on food, 6 on wood, maybe 2 on gold for upgrades and Castle Age. But as I say, these are potentially bad build orders. I want to modernize my playing. [link] [comments] | ||
Strong transitions vs weak transitions Posted: 22 May 2020 05:51 AM PDT Hello all! The other day I saw a post mentioning a strong unit transition (crossbows into knights) versus a weak transition (skirmishers into spearmen). I see that the weak transition would put a damper on clicking up, but the advantage is that the economic infrastructure during transition is relatively similar. Can anyone help explain what makes a transition strong or weak? Thank you! [link] [comments] | ||
Unit Idea: Camel Scout [Discussion] Posted: 22 May 2020 03:25 AM PDT Disclaimer: I don't expect this ever to be added, it is just an interesting thought experiment I came up with. What if there was a downgraded unit of the Camel Rider available in the Feudal age, that either through an upgrade, or automatically once arriving in Castle age would become the camel rider? This could be a unit availabe through a civ bonus. As the nature of unit lines it would have the same costs of a camel rider: 55f 65g. Stats would be similar to the scout at the same time: 50hp 5 dmg. (+5 vs cav. +3 vs camels and ships) 0/0 armor 2.0 rate of fire 1.45 speed 4 LOS I was initially thinking about this due to the teambonus of Indians giving camels bonus damage against buildings, and how useless this bonus damage is, because it does not really affect stone fortifications and is completely negated on any building once masonry is researched. I find it extremely weak that a team bonus can be completely negated by 150f 175w tech that is available at the same time the bonus comes into play. Therefore I was thinking: What if there was a camel unit available in Feudal age?How useful would this be? Compared to the scout line it is rather expensive and not much stronger, although it of course heavily counters the scout. If you don't give it available to the Indians, it would probably mostly be used to mass numbers during castel age up, to have camel riders immediately once you arrive in castle age. If you give it to the Indians, or have an Indian team mate you could easily break down palisade walls with it, making it a reasonable choice over the scout cavelry if your opponent walls early.Now, who would you give the civ bonus of being able to create the Camel Scout in the Feudal age then? Indians: Could be too strong with the team bonus, and especially the +1 pierce armor. If you would do this, the pierce armor bonus would need to only have its effect from the castle age on. If you give it to them, I think the upgrade to camel rider should not be free. This would be more of an adjust to the civ then instead of a straight out buff, as you would have to spend ressources and tech time on getting the camel rider, which right now you wouldnt have to do. Saracens: Not the best win rate right now, already have a camel theme, could be an interesting buff. Make the upgrade to camel rider in the castle age free. Cumans: Do not get heavy camel rider, and already have the theme of being able to create castle age things in feudal. Would probably be the most interesting choice, as you can't commit too much into camels anyways, but would have additional early game options, if you dont want to go into 2tc feudal boom. Also the upgrade to Camel Rider should be for free once arriving in the Castle age. What would you think how this would affect the game? Huge, or would the camel scout naturally be too expensive for feudal age? Would you often see it with the civ, or would it be more of a nieche play? What civ would it be the best fitting for? [link] [comments] | ||
Posted: 21 May 2020 03:59 PM PDT
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How do i play meso civs when the gold runs out? Posted: 21 May 2020 08:33 PM PDT I played a slog ofa game against japanese earlier and i played a lot of plumes and got hard countered with skirms so i tried to switch eagles and he just went samurai and his gold lasted longer. I still had a k/d of like 4 to his 3 so i know i made a mistake somehow. [link] [comments] | ||
Posted: 21 May 2020 04:50 PM PDT
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A quick how-to for a 16pop build order for Khmer Posted: 22 May 2020 09:10 AM PDT
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Posted: 22 May 2020 09:09 AM PDT With the release of the definitive edition towers were nerfed to cost +25 wood and during the feudal age have only 700 hit points instead of the usual 1020, from the start I thought the change was unnecessary but I didn't give it too much thought because I didn't think it would be enough to have an impact on the meta. It's been about 6 months since the release of DE and I've noticed that defensive play and fast castles are more common than they were before (although I don't have any data supporting this), most notably aggresive players like Vivi seem to be struggling to find success. Towers were always a key tool for aggresive play so I suspect the nerf might have been enough to make it less viable, which would be a shame, considering that from the start defenders always had an easier time than attackers. I'd love to hear your opinion on this. [link] [comments] | ||
Posted: 22 May 2020 08:55 AM PDT Does someone have a good build order or strategy with saracens? I've been playing them the last couple of days trying some market shinnanigans (like that tatho hidden scout switch) but can't seem to nail a sweet spot of villager distribution, and rellying on the market too much makes your eco really bad. I'm starting to feel saracens don't need a buff, what they need is a change to make them more viable at low levels, I know we should balance according to the better players but right now the civ feels like it's clunky to use, having to distract yourself using the market and only being able to rely on fast switches to have any sort of impact in feudal is not exactly a comfortable way to play. also the transport ship bonus really sucks and does nothing for the civ [link] [comments] | ||
Posted: 22 May 2020 08:41 AM PDT It's no secret that skirmishers, with their low attack damage AND attack speed, suck against things that aren't archers and pikemen, but the have a major flaw imo that their also highly specialized brothers, the pikemen lack. See, pikemen are good against cavalry and they are both melee units, they have the advantage of cavalry running right into their clutches. Skirmishers on the other hand share the same old woes that archers have in that they attack the closest enemy whether it's a good target or not. So the enemy archers they should be attacking can sit cozy behind their infantry, horsemen, elephants, (or God forbid battering rams) and the skirmishers will be much worse off than standard archers. Should something be done about this or is it fine as it is considering that they of course don't cost gold? [link] [comments] |
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