Age of Empires II How does our pathfinding work? |
- How does our pathfinding work?
- Revenge against Lamer!
- My attempt at making a genoese crossbowman in mordhau
- Metagames: what is the meta and where did it come from?
- Micro value vs eco inefficiency
- Noob mistakes
- I tried to play ranked using a ps4 controller
- I'm a SpongeBob between a gang of Squidwards in my group of friends
- The cost of using multiple villagers to speed up construction
- Openings for the Chinese
- Climb To 1300 ELO in 1 Hour With The Strongest Huns Build 5 Militias Drush - Age of Empires 2 DE
- DISCUSSION: Meta doesn't matter (getting housed does)
- I made a poor attempt at a FC - opponent resigned because I "cheated"
- Magyars are weak in high level?
- Galleys into Harbors Build Order AoE2DE
- Need someone to play with!
- It's amazing how one decision impacts a game
- So what's up with the frequent disconnects happening more now than ever? Just me or anybody having similar problems?
- Favorite herdable?
- Civ bonus/ team bonus idea
- AoE 2 - Helper updated! (BO & Rank)
How does our pathfinding work? Posted: 14 Jul 2020 03:10 AM PDT
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Posted: 13 Jul 2020 11:32 PM PDT
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My attempt at making a genoese crossbowman in mordhau Posted: 13 Jul 2020 10:42 AM PDT
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Metagames: what is the meta and where did it come from? Posted: 14 Jul 2020 05:16 AM PDT There's been a lot of discussion around the DE meta, both on this forum and elsewhere, so I thought I'd make a post discussing: - what is a meta? - what is the meta in AOE II: DE right now? - why should I care? TL:DR answers: - a meta is a set of favoured strategies that players are pushed towards in current game balance/settings - walling and booming is more popular, the traditional scout rush is less effective as a result - do what you want, but understand that the meta exists for a reason and top players will punish you for deviating from it Part 1: What is a meta anyway? Meta is short for "metagame" which means (literally) the game about the game. In game, people can play different strategies, which perform differently well against one another (in AOE II, for example, a tower rush can punish a fast castle, and being walled is effective against the classic 22 pop scout build). In game theory, something like the AOE II meta is called a "mixed strategy equilibrium" or "Nash equilibrium" (after mathematician John Nash). This means that, because each strategy is weak against at least 1 other strategy, pursuing 1 strategy at the expense of all others will negatively effect you. If your opponent knows that you will always pursue the same strategy (like fatslob) then you will be at a disadvantage. Or to put it another way, Fatslob would be harder to counter if he tried mixing in different strategies now and then. In a game like AOE II, there is no strategy which completely dominates all the others but this does not mean that all strategies are equally strong, even if we limit ourselves to pro tournament strategies. If one strategy is less negatively impacted by it's counters, or it's counters are less popular because they themselves are very easily countered, then it will become more popular, because players will be inclined to select it more often. The strength of strategies is what drives the metagame and the way that the meta moves will be dictated by the discovery of new strategies and balance changes to the game itself. It is also possible for players to shift the metagame by discovering techniques that make specific strategies better/worse. Part 2: The DE meta, wallin' out of control The release of AOE II DE has brought with it a whole swathe of changes to the game and it was inevitable (and intentional) that this would shakeup the metagame. Recently top players have been discussing the rise of walling and the implied fall in the popularity of scouts openings as a result, see this video by Hera discussing the downfall of scouts in DE (his next video, incidentally, was called "walling is meta"). So why has walling become the meta? Is this DE changes, new strats and better micro, or all of the above? In this video Hera says that he sees the rise of walling as being driven partly by the DE game changes, with early eco management being easier in DE, and top players able to achieve a more perfect dark age with the DE feature changes. Having more resources earlier certainly makes walling easier, and makes it less expensive relatively speaking. Hera also points out that the slight buff to infantry of making tracking free (and universal) makes other strategies stronger. I think that other factors, like the inclusion of an ingame grid, have made effectively walling easier for a larger range of players, although this is less relevant for pros and high level players. It is possible that the meta will shift towards strategies that are strong vs walled players, like MaA into archers, but I am not good enough at the game to be confident in asserting something like that. Part 3: I'm not going to play Hera, why should I care? Ok so the way Elo works means that if you're reading this, you probably aren't going to play against Hera or Mr Yo or TheViper. If you're anything like me, your gameplay might benefit from thinking less about the meta and more about having houses and not losing villagers to boars. Like a lot of players, I think talking about the meta is interesting, and is more interesting at the top level, where it is being pushed further. But does this apply to my games? The short answer is yes. Pros are playing the same game as me, and the same factors that make their strategies stronger also impact everyone else. The meta exists for a reason and good players will punish you for deviating from it. Even at my level, players do not go for fast imp strategies on open maps, or 60 vil dark age booms. Ultimately, part of why I made this post is that people tend to discuss the metagame exclusively, or argue ardently that it doesn't matter for them. I would like to present a synthesised veiw: The metagame is not the whole game and understanding it does not make you good at the game. It can still be fun/useful to think about, and a rudimentary understanding will help players of all skill levels. If you want to be a top player, you will need to understand it well. [link] [comments] | ||
Micro value vs eco inefficiency Posted: 14 Jul 2020 05:33 AM PDT I have trouble microing my army and paying attention to my eco at the same time. Let's say for 2 game minutes I am microing my army and have an idle tc, get housed or get too many on a resource. How many vil kills or how much idle time from my opponent makes it worth it? [link] [comments] | ||
Posted: 13 Jul 2020 10:44 PM PDT Hello I thought I will create topic to share your most noob moments or form of lack knowledge of game mechanics that u would consider noobish so we can teach each other on our mistakes.
So here are my examples, yes we all die to boar or vile TC but I was thinking about more mechanics or game knowledge mistakes. Please share your thoughts :) [link] [comments] | ||
I tried to play ranked using a ps4 controller Posted: 13 Jul 2020 10:30 AM PDT
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I'm a SpongeBob between a gang of Squidwards in my group of friends Posted: 13 Jul 2020 12:40 PM PDT
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The cost of using multiple villagers to speed up construction Posted: 14 Jul 2020 08:29 AM PDT I just wondered how much extra work time (and therefore resources) it costs to use multiple villagers rather than one. Fortunately that's pretty easy to answer, although the result is as unspectacular as you may have thought. I decided to post it anyway because I already did the calculations and why the hell not.
Example values:
The limit of the function is 3t. So if you use as many villagers as possible, you will at most lose 3x the amount of work time as if you had built the building with only one villager. Let's go through a concrete example. We send 4 villagers to the woodline where we want to build a lumber camp:
However, if you send all villagers at once but only build the lumber camp with a single one, the lumber camp may not be finished by the time the other lumberjacks have filled their inventory and may wander back to your TC. It takes 2.5s to chop down a tree and 25s to fill a dark age lumberjack's 10 inventory capacity, compared to 35s to construct the lumber camp. You may therefore want to build the lumber camp with 2 vills in 26.25 seconds. At this rate you lose ~7 wood and thus maintain a 7 wood advantage over building the camp with all four vills. A very small effect either way. So the effect for situations like this is really small and this question as irrelevant as you may have thought. [link] [comments] | ||
Posted: 14 Jul 2020 03:12 AM PDT The Chinese start with 6 Villagers and 0 Food. To keep Villager production up, constant force-dropping of Food is necessary and they will have a lot less food all throughout Dark Age and early Feudal. I have heard that therefore Drushing and MAA builds are almost impossible to execute and indeed, I find it hard to have a perfect Chinese Dark Age into MAA even at 23pop. A scouts opening has been the go-to for the Chinese, because the Food is only needed significantly later. Am I doing something wrong? Should I advance later, add more Dark Age Farms? What are some good build orders/ openings for the Chinese? Also; how to you micro-manage the very first few seconds as Chinese? I personally 1) double-click all my "converted" sheep and send then under TC 2) double click my villagers and garrison them (release them when a sheep is in good position) and 3) only then research Loom. I'd be thankful for any tips. TL;DR: how to Chinese start [link] [comments] | ||
Climb To 1300 ELO in 1 Hour With The Strongest Huns Build 5 Militias Drush - Age of Empires 2 DE Posted: 14 Jul 2020 06:33 AM PDT
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DISCUSSION: Meta doesn't matter (getting housed does) Posted: 13 Jul 2020 11:47 AM PDT Hey y'all just was having a thought and I wanted to see what the communities view was. To set the stage I'm around 1300 elo, and am fairly new to RM (roughly 40 games in). Started watching more on stream and truly love the how kind the community is. My question / bold statement I'm going to make for the sake of discussion is that the meta isn't as important as people are saying. Completely agree that some civs have best strats for them, and some strats that are less effective. but if you are less than 1800 elo (arbitrary number I picked to show high caliber, but not necessary pro) there are enough other inefficacies in your play that you dont only have to do the try hard strat. So what do I mean? At my level, its easy to predict what people are going to do based on their civ. Britons? expect archers around 13min. Goths? here comes the militia into M@A. Franks? Scouts into Knights. Khmer? Expect a lot of walls and FC. To the point that I've been seeing success (and getting better at the game) by not following the meta. Playing as goths? Go scouts into FC. Franks? Go archers. and the disadvantage that is had by not following the meta is more than paid for by the element of surprise and worst case you can always fall back on meta later. TL:DR? meta doesn't matter until you are near an elite player (1800 elo-ish) before that, focus on not getting housed knowing your build orders and other basics. Only laying meta just makes you predictable. Thoughts? [link] [comments] | ||
I made a poor attempt at a FC - opponent resigned because I "cheated" Posted: 13 Jul 2020 01:04 PM PDT
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Magyars are weak in high level? Posted: 14 Jul 2020 03:18 AM PDT https://aoestats.io/stats/RM_1v1/1650+ In this site Magyars have low win rate in 1650+. I know 1650+ Sample are small and that means this stats may not be proper. But I just 1300 player, so I don't know the game in high level players. Magyars are weak in high level? and If so, why they weak and need they some buff? [link] [comments] | ||
Galleys into Harbors Build Order AoE2DE Posted: 13 Jul 2020 04:40 PM PDT
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Posted: 13 Jul 2020 08:52 PM PDT How do I find people to play AoE. I have already played ~70-80 games with Moderate difficulty and I want to play with some humans but sadly my social circle looks down upon gaming. I tried Voobly but it has never materialized into an actual game. Any suggestions would be appreciated! [link] [comments] | ||
It's amazing how one decision impacts a game Posted: 13 Jul 2020 01:42 PM PDT So I was Britons vs Khemer on Acropolis (1200 elo). I ended up getting steamrolled by knights and elephants in mid-castle age. I wanted to know what went wrong. I did my archer build almost perfectly. I defended the scrush perfectly without losing a vil or mich idle time. Had a dozen archers waiting to be upgraded once castle age kicked in, but yet he still beat me to castle age by 25%, and snowballed a knight raid into a win I rewatched the game. It was one gold mining upgrade. I got it with about 500 food in the bank, kinda mindlessly because I'd forgotten to get it earlier. That 100 food meant I couldn't afford to go up when he did, and I spent more food creating vils to not idle my TC. Just kinda amazed how one decision, even one that might be beneficial both ways, changes a game [link] [comments] | ||
Posted: 13 Jul 2020 02:01 PM PDT Usually accompanied by a player complaining of being frozen and then they disconnect with the message showing they resigned. I've managed to salvage this sometimes by asking a teammate to pause the game, but I hope the devs have a solution in mind, or at least an update on the situation by the coming update. That's all, Cheers! [link] [comments] | ||
Posted: 13 Jul 2020 09:58 AM PDT This is a silly question, but do you have a favorite herable you like to see at your town center in a match? I like the looks of the geese. [link] [comments] | ||
Posted: 13 Jul 2020 12:56 PM PDT Scouts do bonus damage to palisade walls. Would this be a decent bonus? OP? Irrelevant? Maybe the Portuguese could get it to give them another option in feudal age. People have been saying that walling your base up early has become pretty easy to do, this could counter it a bit. [link] [comments] | ||
AoE 2 - Helper updated! (BO & Rank) Posted: 13 Jul 2020 12:50 PM PDT |
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