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    Saturday, May 22, 2021

    Age of Empires II My first ever Mastapiece!

    Age of Empires II My first ever Mastapiece!


    My first ever Mastapiece!

    Posted: 21 May 2021 03:45 PM PDT

    This guy created an unranked lobby named "1v1 ultra noob" and beat me bad. Later started spamming this in chat. I checked he was 1500 elo. (PS: 750 elo here)

    Posted: 22 May 2021 07:05 AM PDT

    My most toxic encounter yet. ~1050 ELO.

    Posted: 21 May 2021 02:22 PM PDT

    FYI: Potentially controversial Minimap TC Orbit mod allows you to avoid running into TC fire in 1v1 Arabia. More details in comments

    Posted: 22 May 2021 06:22 AM PDT

    New Ranked Matching System (legit suggestion)

    Posted: 22 May 2021 12:49 AM PDT

    New Japanese Custom Campaign: Shimazu

    Posted: 21 May 2021 05:16 PM PDT

    New Japanese Custom Campaign: Shimazu

    Hey guys, brand new custom scenario set in Japanese history!

    Shimazu - Daimyo of the Nine Provinces

    Japan, 1545 CE. The age of the country at war.

    As lord of a samurai clan, conquer your rivals, acquire Portuguese guns, raid Korea, and defeat the Shogun to create a legacy to last centuries. Will you succeed where the Shimazu failed?

    Features:

    • Immersive samurai warfare with a modified Japanese civilization and units
    • Fully voiced campaign
    • Battle over a massive, 360x360 map -- 225% larger than Giant!

    Shimazu - Daimyo of the Nine Provinces

    submitted by /u/FilthydelphiaAoK
    [link] [comments]

    Daut's Thoughts On Aoe4

    Posted: 21 May 2021 02:53 PM PDT

    One small change to make team game ELO better

    Posted: 22 May 2021 04:36 AM PDT

    TLDR: Players in the same team don't need to gain or lose the same amount of ELO. Calculate the total ELO gain/loss for the team, and redistribute the ELO gain/loss. This way the ELO of all players in the same team would gradually converge to the average ELO of the team, assuming you are playing in the same team over and over again.

    Edit: To make it more clear, here is the difference: For two player with 2000/1000 ELO, if they actually work like a team of 1800ELO,

    • the current ELO calculation shift their ELO to 2300/1300 in long run
    • my suggestion would shift their ELO into 1800/1800 in long run

    So right now the team game ELO are calculated as follows (Source)

    • Team 1:
      • Player-A at 2000 ELO
      • Player-B at 1000 ELO
    • Team 2:
      • Player-C at 1500 ELO
      • Player-D at 1500 ELO
    • If Team 1 wins:
      • Both players on Team 1 gain 16 ELO (as if a 1.5k ELO player beat another 1.5k ELO player)
      • Both players on Team 2 lose 16 ELO

    But as many of you have already noticed, it leads to another consequence: people can easily exploit the ladder by teaming up with a lower ELO player (which can be a smurf). Just take a quick look at the current ladder and the number one player is making his own point by actually exploiting it. The old system mitigate the problem by punishing the higher ELO player for trying to match with lower ELO player, but has an unwanted consequences of ELO inflation. I think we can combine two systems of ELO calculation by adding a few more steps in the calculation.

    • Calculate the total ELO exchange for the two teams. Using the example above, if team 1 wins, Team 1 gain 16 x 2 = 32 ELO, while Team 2 lose 16 x 2 = 32 ELO
    • Next, consider the their ELO difference and calculate the percentage of ELO they gain/lose. There might be better way to do this, but let's just try to use a simple formula and see how it goes.
      • % of ELO loss by player Y in a team = square of Player Y ELO / sum of square of ELO in the team. Assuming Team 2 wins,
        • Player A would lose 32 x 2000^2/(2000^2 + 1000^2) = 25.6 ELO
        • Player B would lose 32 x 2000^2/(2000^2 + 1000^2) = 6.4 ELO
      • % of ELO gain by player Y in a team = 1 - (square of Player Y ELO / sum of square of ELO in the team). Assuming Team 1 wins,
        • Player A would gain 32 x [1 - 2000^2/(2000^2 + 1000^2)] = 6.4 ELO
        • Player B would gain 32 x [1 - 1000^2/(2000^2 + 1000^2)] = 25.6 ELO

    The formula for ELO gain above can only be calculated for 2v2, because in 3v3 and 4v4 the winning side would gain a hell lot of ELO with this system (try yourself). The easy fix is to use the same formula for ELO loss, but before the calculation, rank the team by their ELO (say player PQRS), and player P would use player S ELO in the formula, player Q would use player R ELO, so on and so forth. This is a bit tedious to explain precisely but I guess most people would get the point if you understand the math above.

    Assuming the strength of a team can be accurately represent by a simple average of ELO, Player A should be expecting their ELO dropping gradually, while player B would rise until both player has a equal amount of ELO.

    My formula is not without is limitation though. ELO calculation is based on difference between players, not the absolute amount of point they have. The formula above become less useful for players with higher ELO, because the same ELO gap would now create a less observable % difference, but the skill gap is still the same.

    • For example, if the ELO are 2500/1500 vs 2000/2000, while the expected winrate and skill gap between players is still the same, Player A would now only lose 32 x 2500^2/(2500^2+1500^2) = 23.5 ELO while player B lose 8.5 when they lose.
    • Conversely, if the ELO are 1500/500 vs 1000/1000, Player A would lose 32 x 1500^2/(1500^2+500^2) = 28.8 ELO while player B lose 3.2 ELO.
    • The result is that as the ELO gets higher, it becomes less punishing and they take longer to converge to their team average ELO.

    EDIT: Some more thought and examples on this issue to illustrate my point:

    • The major difference this system and the current system, is that I try to converge the player into the expected ELO of that team. For example lets assume Lyx/Yo are playing together and their individual rating is 1800/2400. Since they have such a high chemistry together, the whole team is actually as strong as theViper/TaToH which is maybe 2300 on average. While the current system would make both Lyx and Yo gaining the same amount of ELO, making their ELO goes to 2000/2600, my suggestion would make both of their ELO converge to 2300.
    • A misconception is that 2000/1000 must be stronger than a team with 1500/1500. If the 1000 are actually that bad, 2000 player should be doing a 1v2 against two decent player, which could be a fair game. Whether we can determine the strength of two players by simply averaging their ELO is the topic of another time.
    submitted by /u/html_lmth
    [link] [comments]

    I love the fact, that we swapped bases in this great game!

    Posted: 21 May 2021 09:58 AM PDT

    Breakdown of ELO rating

    Posted: 22 May 2021 01:36 AM PDT

    I read an old post about the breakdown of ELO rating. It's says ELO under 1400 is rookie? I'm just around 900- 1000 ELO and it doesn't feel very rookie. Some guys are playing very smoothly for my feeling....it this just me?

    submitted by /u/No-Kaleidoscope-5056
    [link] [comments]

    Mess up build for men at arms

    Posted: 21 May 2021 11:25 AM PDT

    Not cut out for this

    Posted: 21 May 2021 04:09 PM PDT

    Does anyone else feel like you're just not wired for playing online? I took a break for a few months, recently came back to it, and now I remember: this game makes me feel like garbage. I've played over 500 ranked games, using build orders from the very beginning, and I absolutely cannot crack 1000 Elo... Actually I did once and then immediately lost like 5 times in a row.

    My early game is pretty solid for my rating. I can execute a few different build orders pretty well and I can beat the AI on Hardest 90% of the time. Extreme still kicks my ass but whatever. The problem I run into online is game sense and adaptation. Like, if someone's early game is weaker than mine and I can put pressure on them early, I usually win, but if I'm under pressure I don't know the right way to react in the moment and I get tilted super easily. I literally get shaky and I can't click accurately.

    I'm just starting to feel like the teeny tiny hit of dopamine I get from winning isn't worth how stupid and anxious I feel when I lose. Problem is, the AI is predictable and I get bored. Inb4 git gud, relaxation techniques, etc. I just wanna know if I'm alone here.

    submitted by /u/Outrageous_Detail135
    [link] [comments]

    Wish we had this filter!

    Posted: 22 May 2021 02:38 AM PDT

    Anyone know what tree mod viper is using?

    Posted: 22 May 2021 01:02 AM PDT

    What is your current 1v1 RM ELO?

    Posted: 22 May 2021 06:54 AM PDT

    Let's see if the community here deviates from the standard distribution of the ladder here https://ratings.aoe2.se

    View Poll

    submitted by /u/BBatMuddClubBER
    [link] [comments]

    Thoughts about dominance of hussar spam in post imp?

    Posted: 22 May 2021 06:52 AM PDT

    I collected one or two dislikes for stating that almost any post imp game is decided by hussar raids. To my experience post imp success highly depends on the upgrades on the hussar line and this feels a little 1 dimensional. I often chat after the game and many people are agreeing with that statement.

    There are civs, e.g. Magyars, which are balanced to have good trash war and the meso civs are balanced to have no raiding potential without gold, but are very annoying until gold runs out. I'm ~1250 elo if anyone wants to know. I'm not even shure there is a problem, but I'm enjoying hussar raid festivals the least. This is no ask for advice post. I also don't think it's cheese or something similar, I do it myself all the time. The late game just feels a little solved.

    What are your thoughts?

    submitted by /u/louis1245
    [link] [comments]

    Outremer civ V1

    Posted: 22 May 2021 06:44 AM PDT

    Suggested by u/Odysseus7754

    (also yes, i know Reddit didn't like an Outremer civ as said here)

    Bold words, as always, are changes

    Outremers

    Siege and Cavalry civilzation

    • All upgrades cost -25% gold
    • Siege units cost -30% gold
    • Knight line deals +3 damage vs camels
    • Foragers do not require a drop off point

    Unique Unit: Turcopole (70 food 25 gold)

    Lightly armoured infantry unit that has a bonus against cavalry

    (design here)

    Unique Technologies:

    • Close Order Formation: Infantry and Cavalry units collision boxes 40% smaller (500 food 350 gold)
    • Feigned Retreat: Knight line +1 range, move 10% faster, +10 hp (900 food 550 gold)

    Team Bonus: Knights deal +1 damage vs cavalry

    Missing technologies:

    Archery Range:

    Barracks: Champion, Eagle scouts

    Stable: Battle Elephants, Steppe Lancers, Bloodlines, Husbandry, Hussar

    Blacksmith: Bracer, Blast Furnace

    Siege Workshop: Heavy scorpion

    Docks: Elite Cannon Galleon, Heavy Demolition Ship

    University: Heated shot, Bombard tower, Keep, Treadmill crane

    Castle: Sappers

    Monastery: Atonement, Redemption

    Economy: Two-man saw, Gold shaft mining

    Turcopole stats:

    • 70/90 hp
    • 11/16 attack
    1. +4/6 vs cavalry
    • 0/0, 0/1 armour
    • 2.1/2.0 RoF
    • 0.95 speed
    • 16/13s creation speed
    • Elite Turcopole costs 1200 food 750 gold

    I hope you enjoyed!

    submitted by /u/CaptainCakeEater
    [link] [comments]

    TheViper - Burgundians (Official Music Video)

    Posted: 22 May 2021 06:44 AM PDT

    Revisiting An Old Favorite

    Posted: 21 May 2021 08:49 AM PDT

    Hey y'all,

    I recently got hit with a bout of nostalgia and decided to look up AoE on YouTube, and saw there was still a thriving community playing AoE2 DE. Spent a couple hours watching the Redbull Wololo Tournies and hopped on Steam to download it myself.

    When this game first came out my best friend's Dad installed it on 4 computers in his basement and setup a LAN for us to play on. I couldn't tell you the crazy amount of hours we put into this game, but I can tell you it warms my soul seeing so many still carrying that torch.

    When we left off, the Aztecs and Mayans were new civs, British Longbowmen, Viking Beserkers, Saracen(?) Camel knights, and Turk Cannon hands were the top of the food chain.

    Anyways, just wanted to say "Hey" and express how happy I am to be back!

    submitted by /u/MontolioDeBruchee
    [link] [comments]

    Units in agressive or defensive attitude by default ?

    Posted: 22 May 2021 05:45 AM PDT

    Hi, I put my units in defensive attitude by default because otherwise they tend too often to go on suicide missions under ennemy's TCs. But the inconvenient it that they also don't react when being under fire. I am only 950 elo and I really don't know what is the best choice

    submitted by /u/ApzoEiruIV
    [link] [comments]

    TheViper - Burgundians (Official Music Video)

    Posted: 21 May 2021 10:00 AM PDT

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