Age of Empires II Unofficial Two Pools Match Thread |
- Unofficial Two Pools Match Thread
- Me everytime I play Bulgarians
- 900 Elo Player Crushes Hera in Arena
- From AoEZone: Building Range Indicators are coming to AoE2 officially in April PUP. More info in comments.
- Analysis: Stone Shaft Mining is bad
- I am become rage
- Hello guys, this is my new handmade castle , i hope you like it
- A well-thought-out suggestion of Incas villager change (I think)
- The Civ-Situation
- HUGE World map with all AoE2 civs until the last expansion. I've been working on this one for some time now and i'm looking for feedback to have the best version i can pull off :v Pls don't ignore hehe, i've seen other maps with all the civs on reddit, those were my inspiration. My first post also!
- Imagine being a new player checking out the sub just to find this.
- I'm looking for players 1.55k and below to tutor/coach.
- Just got into ranked this Friday and this is straight euphoric
- VOTE NOW! 1v1 Ranked Map Rotation - April 20
- You have to give credit to the development team on how realistic the AI feels
- Is there no Player Score in AoE2DE?
- (QoL Request) A hotkey for setting waypoints inside of production buildings / Garrison units after creation
- If you had to remove three civs from the game, which would they be and why?
- Anyway to import hotkeys from one account to another account on the same computer?
- "This could be a verry verry long 1v1 battle"
- Can't log in to "ageofempires.com", tried from multiple browsers, incognito, with purged cache and cookies. Anybody experiencing the same issue?
- Lost a game in 2 minutes of game time
- How many vils on wood to keep [x number of] farms running?
Unofficial Two Pools Match Thread Posted: 02 Apr 2021 08:27 AM PDT Hopefully this is okay, but the - Two Pools - $10,000 tournament is underway right now and I'm sure a number of people would like to discuss it. Two Pools is a 2v2 tournament where you pick one draft for yourself, and one draft for you opponent, meaning that there is a "stong" and "weak" civ on each team. It provides some pretty interesting civ matchups as a result. You can also check out the teams and bracket here I don't know how to set this thread to default to "newest" first, so if a mod could do that, it would be ideal. [link] [comments] | ||
Me everytime I play Bulgarians Posted: 17 Apr 2021 03:40 AM PDT
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900 Elo Player Crushes Hera in Arena Posted: 17 Apr 2021 01:47 AM PDT | ||
Posted: 17 Apr 2021 04:10 AM PDT
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Analysis: Stone Shaft Mining is bad Posted: 17 Apr 2021 02:27 AM PDT
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Posted: 16 Apr 2021 10:35 AM PDT Actually sat down and learnt how to play as I've never won against the AI even when playing as a kid. Goths seemed to suit my playstyle well and I went against 1 AI hard mode, fortess map. Demolished them... or so i thought...after 30 mins I had cleared out their fortress more or less and occupied the space in their walls. "Why haven't they resigned?" I thought... it was only a matter of time. Somehow however, they had made some sort of seige cathedral death town in the center of the map, monks rode rams like some post apocalyptic biker gang, a mix of onagers and monks were quite literally handing my ass to me despite the fact i was occupying BOTH fortresses. Then another blunder... i remembered I had set the mode to regicide. And they were heading towards my king's castle with trebs + rams led by some irresistibly sexy pope gandalf, converting all in his wake with just a wink and a kiss. But I occupy their base?! Where is their king?! I research treason and... "Cooee~" He waves his white handkerchief at me from an open window, 3 doors down, nestled in a tower in the corner of their original fortress (HE'S BEEN HERE THE WHOLE BLOODY TIME?!) . I gather any Huskarls I can and surround the tower. They're close to my castle now, but ive almost taken their tower to 30% health. THIS GAME IS MINE! .... but no, I hear a sound. A door creaks open...Why wasn't I thinking?! Their pissing king runs out the tower, past my men who give him a high five and a slice of quiche and he fucks off into some castle buried deep in holy seige city, who then grabs some nearby archers to tell them what just happened and they all look my way to point and laugh at me. My walls fell... my castle burning... my king.... dead. Still... not the worst I've played. [link] [comments] | ||
Hello guys, this is my new handmade castle , i hope you like it Posted: 17 Apr 2021 06:43 AM PDT
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A well-thought-out suggestion of Incas villager change (I think) Posted: 17 Apr 2021 03:27 AM PDT I know what you're thinking... (oh my, another Incas post!) I will try to pull off an SOTL and convince you (and hopefully the devs) that this deserves a serious consideration. First, a TLDR: Suggestion: Change the Incas villager bonus to +5HP for every Blacksmith infantry upgrade researched. Before explaining why this is a good change, we have to agree that a change is necessary. The devs clearly think so by removing the existing bonus in Feudal Age in the beta release. Let's imagine for a moment that Frankish cavalry is 186% stronger instead of 20% stronger. Everyone would agree that this is a BAD bonus. Franks scrush would be deadly. You won't hear arguments like "this super strong scrush brings another dimension to the game", "you just have to see it coming and go for spearman no matter what", or "this is Franks' civ identity". No, you won't. There will be an immediate nerf. And I'm not exaggerating - in a villager fight, Incas vil is indeed 186% stronger than a generic vil (both after loom): Why does a seemingly small bonus of +1 Atk/Armor brings such a huge impact? It is because +1 is huge in small numbers. 1 to 2 is a 100% increase, 2 to 3 is a 50% increase, but 10 to 11 is a 10% increase only. Villager stats are low (2 damage/hit in a generic vil fight), so the impact is really observable. This is the reason why it is so difficult to adjust the bonus. Even if we keep the armor bonus and remove the attack bonus, Incas vil is still 100% stronger. The devs can only choose to remove the bonus altogether in Feudal Age, which imo, is a "lazy" way of tackling the problem (with all due respect). And now the reason of turning it into an HP bonus is clear - it is another key stat besides Atk/Armor, and it starts with 40, which is large enough to tweak for a modest impact. If the suggested change is adopted, Incas vil will gain 10HP after two infantry upgrades, which is a modest 25% increase: So all is good in vil fights. How about vs. military? We can only concern ourselves with the defensive capabilities. There is not much point in asking how well Incas vil attacks a military unit. Even generic MAA wins quite handily vs. Incas villager (1 on 1). Below summarizes the no. of hits a villager can take from common FU military units in each age: Feudal Age Castle Age Imperial Age As you can see, comparing current vs. proposed, Incas vil trades armors for HP and takes similar number of hits against common military units. With the proposed change, they are slightly worse against ranged units and slightly better against melee units. If you're thinking the villagers would be too resilient to raids, I would argue that it is important to Incas' identity. As mentioned by many others, it is a jack-of-all-trades civ with counters to various army compositions. Being good all-round but not exceptionally good in any areas is defensive in nature. On the other hand, to be offensive you better focus on one or two key strengths in the tech tree and utilize those in your attack (think Goths infantry or Mayans archers). Therefore, I think people comparing Incas to Aztecs/Mayans are really missing the point, in a sense of comparing apples to oranges. By the way, another prime example of defensive civ is Byzantines, with broad tech tree and cheap counter units. If Byzantines has higher-HP buildings, then Incas better have higher-HP villagers! So again, here is my suggestion to the Incas villager bonus: +5HP for every Blacksmith infantry upgrade researched. The change in beta release completely takes away advantages in trush, and also reduces anti-raiding capabilities in Castle/Imperial age (losing the benefits from Feudal Age upgrades). This is bad to both aspects of civ identity. If the proposed change is adopted, there will still be a modest advantage in trush (25% stronger in Fedual Age villager fight), while keeping the anti-raiding capabilities more or less the same. Comments welcomed - if enough ppl get on board, hopefully the devs will seriously consider it! [link] [comments] | ||
Posted: 16 Apr 2021 12:33 PM PDT
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Posted: 16 Apr 2021 10:46 AM PDT
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Imagine being a new player checking out the sub just to find this. Posted: 16 Apr 2021 03:29 PM PDT
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I'm looking for players 1.55k and below to tutor/coach. Posted: 16 Apr 2021 06:35 PM PDT Im 1750~ +/- 50. I'm looking for players 1.55k and below to coach/tutor (completely free.) I do this in my free time. How I do it: Basically you prepare 1-4 recs of games that you either feel are your peak performance or you don't fully understand where everything went wrong. For clarification friend my discord: NumbersAoe2DE#2683, Communication will happen through this. I use to use my own discord but I'm gonna use this one to manage things better: NumbersAoe2DE#2683 The one requirement is that you agree to let me do this through twitch, I generally stream it on twitch. The reason is that I'm doing this is partly because I like doing it, and partially because the skills associated with interacting with someone in this manner are something I want to improve at. I'll find time in my schedule to go over the recs & I'll send you a link when I start reviewing them & the video itself. You can ask me questions & answers any time or repeat this from any point afterward. Added: My Twitch: https://www.twitch.tv/addictedtorts If anyone else wants to do this I don't mind adding you to this post. [link] [comments] | ||
Just got into ranked this Friday and this is straight euphoric Posted: 16 Apr 2021 07:32 PM PDT Like a lot of you I played when I was younger but not seriously. After growing into the competitive gaming scene in other games and then re-discovering aoe2 (THANKS T90) I took the plunge into ranked this Evening. Won both games and man I havnt been this happy in i dont know how long. Gaming is AWESOME AGAIN. [link] [comments] | ||
VOTE NOW! 1v1 Ranked Map Rotation - April 20 Posted: 17 Apr 2021 12:41 AM PDT
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You have to give credit to the development team on how realistic the AI feels Posted: 16 Apr 2021 07:57 AM PDT Played a 2v2 and with and against the AI on Extreme, my allied AI called in the beginning they will go for knights. As Indians. Instantly felt like I was in a ranked game. [link] [comments] | ||
Is there no Player Score in AoE2DE? Posted: 17 Apr 2021 05:44 AM PDT Hi, i just picked up the game yesterday after having played the HD version for a couple of hours and I noticed that the player score in the bottom right corner of the screen is missing, where the name and point score would usually be displayed. I've looked in the settings and googled this but have found nothing, is this not available in DE? [link] [comments] | ||
Posted: 17 Apr 2021 07:58 AM PDT Its not really a big deal for single buildings, but I sometimes want to do is for multiple buildings at once, and manually selecting the buildings and click the waypoints feels.. inefficient, so maybe a "Garrison units after creation" Hotkey could be useful? [link] [comments] | ||
If you had to remove three civs from the game, which would they be and why? Posted: 17 Apr 2021 07:48 AM PDT For me it would be a toss up between: 1) Removing the three American civs - I can appreciate the variety they bring to the game but I have never quite been able to suspend my disbelief at Aztec blacksmiths, castles, champions, arbalesters, siege onagers, horse collar etc. etc. 2) Removing Burgundians, Sicilians and Huns - I find the LOTW civ UTs weird and was pretty much okay with Franks and Italians flying the flag for those regions in the first place. As for Huns, there are a lot of other cavalry archer civs, I don't like not having to build houses and in terms of the game's timeframe they don't fit in very well. How about you guys? And if somebody has suggested removing the civ that is the love of your life take a chill pill and count to thirty before replying 11 [link] [comments] | ||
Anyway to import hotkeys from one account to another account on the same computer? Posted: 17 Apr 2021 07:01 AM PDT | ||
"This could be a verry verry long 1v1 battle" Posted: 16 Apr 2021 01:09 PM PDT | ||
Posted: 17 Apr 2021 05:55 AM PDT | ||
Lost a game in 2 minutes of game time Posted: 16 Apr 2021 03:29 PM PDT I just watched the replay. Opponent beelined for his extra sheep instantly, then beelined for my 4 extra sheep instantly, then found one scouting sheep, then attacked my lumber camp builder. All while neatly avoiding getting in range of my TC (just 3 tiles out of range, on flatland). This guy either won the lottery 5 times in a row or there are some shenanigans at play. I just had a hunch and checked his previous game on aoe2.net, exact same thing. D*ckh**d. His username is UNIK. [link] [comments] | ||
How many vils on wood to keep [x number of] farms running? Posted: 16 Apr 2021 09:43 PM PDT When upon hitting castle age, I need to add tcs, possibly siege workshop and monastery. Wood becomes a problem pretty quickly. I'd usually set tc gather points to a woodline and after a while my wood is above 1k and my eco suffers. So how whats the relationship between number of farmers and number of lumberjacks? (Assuming wheelbarrow, bowsaw, and heavy plow are researched. If you want you can give more details on how many vils needed with each upgrade) [link] [comments] |
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