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    Saturday, August 28, 2021

    Age of Empires II 1500 elo accomplished!

    Age of Empires II 1500 elo accomplished!


    1500 elo accomplished!

    Posted: 27 Aug 2021 10:19 PM PDT

    this is partly why Viper is my favorite streamer - meme strats!

    Posted: 28 Aug 2021 01:28 AM PDT

    The Elephant Archer should have its upgrade cost cut by 62%.

    Posted: 27 Aug 2021 11:42 PM PDT

    First, a basic summary of the problems and strengths of the Elephant Archer, quoted from the wiki:

    Slow, durable, and heavily armored, the Elephant Archer is the toughest archer unit in the game. This durability comes at a cost, however; it is the most expensive archer unit in the game, and does not increase its offensive capability in exchange for this cost, with the same attack and rate of fire as a standard Cavalry Archer. An army of Elephant Archers will have dramatically more health, but a fraction the offensive power of an equal-cost army of standard archers.

    While this can make a large force of Elephant Archers seemingly unstoppable, the cost of achieving this force can make it nearly impossible to realize. This is compounded by the fact that Elephant Archers have the most armor classes of any unit in the game, making them vulnerable to counter-units, such as Pikemen or Skirmishers. They also have a significant weakness to Monks, a weakness shared by all Elephant units, amplified by their lack of Heresy.

    With all of this taken in mind, Elephant Archers do not typically function well as the main body of an army.

    However, Elephant Archers are not useless. While vulnerable to counter units, they are resistant to units such as Arbalesters (taking only one damage per shot when fully upgraded), as well as power units such as Knights, which can kill Arbalesters in just 4 hits, while requiring a full 28 to kill an Elephant Archer. In addition, their bonus damage against buildings can effectively increase the building and wall damage of a group of archers, an area where archers are usually weak.

    These strengths are compounded by the Elephant Archer's lower speed and shorter range. In typical combat, an Elephant Archer will take the front position, becoming the default target of hostile archers, requiring the enemy to micromanage their forces to a greater extent. In the face of melee attackers, the elephant will block approaching forces, as well as absorb un-targeted attacks, significantly increasing the durability of a mixed force. Lastly, when fleeing, the Elephant will move slower than the archer units, once again blocking attackers and defending weaker units from pursuit, allowing much greater leeway for fleeing ranged units to micro down pursuers.

    An excellent example of how this plays out ingame can be demonstrated by facing Indian Hand Cannoneers against standard Elite Skirmishers. Normally, 40 Hand Cannons will die to 40 Elite Skirmishers, a very efficient trade for the player using the Skirmishers, with an average of 22 skirmishers surviving. By comparison, if six hand cannons are swapped for three Elephant Archers(retaining the same total resources), the results will be reversed, with the hand cannons often winning without losing a single hand cannon. While this example does not fully translate into real games, it does demonstrate the effect a few Elephant Archers can have.

    Elephant Archers, therefore, should not be viewed as archer units so much as defensive units, best used in small numbers as part of a mixed force to protect vulnerable archer units from attack.

    I think this is a pretty good assessment of the Elephant Archer, and it likewise shows the problem with the unit's upgrade cost.

    You see, the Elephant Archer costs 170 resources to construct, and its primary utility is in its health; if you're not using that health, you've really got no reason to have the unit at all. But the Elite Upgrade costs 1800 resources, and only gives +1 attack(16%) and 50hp(a ~16% bonus). Consider, for a moment, how many elephants you would need to build for this upgrade to be more cost effective than just making more?

    One Elephant has 300HP(after bloodlines). 1800 resources would buy 10.5 of them, or 3150 HP. That means the player would need to expect to build sixty-two elephants for this upgrade to be worthwhile! Bearing in mind that this is a unit which, even in the best case, you probably won't want more than 5 of at a time. A game would need to last somewhere on the order of two or three hours for that to pay itself back. It's simply never going to happen.

    At the moment, the Elite Elephant Archer has a fairly standard/high unique unit upgrade cost. It can be compared to similar upgrades, such as Elite Samurai(33% bonus hp, 50% bonus attack), or Woad Raider(25% bonus hp, 60% bonus attack). 83% and 85%, respectively.

    Now, assuming those types of bonuses are a fair degree of power per resources, that's about 21 resources per percentage point. Using this rate, a fair upgrade cost for Elite Elephant Archers would be about 38% its actual upgrade cost, putting the new upgrade cost at approximately 385 Food, 300 Gold.

    This seems much more fair to me, and I would like to propose that it be changed to this number.

    submitted by /u/DemiserofD
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    Dear people who get steamrolled and accuse their opponent is “Smurfing”: you most likely simply just lost to a regular player

    Posted: 27 Aug 2021 11:43 AM PDT

    This might be controversial because so many people here are guilty of blaming losses on smurfs. Don't get me wrong, smurfs definitely do exist, but they aren't nearly as common as you think.

    Just because your opponent steamrolled you doesn't necessarily mean he's way better than you. One game is WAY too small of a sample size to say that with any certainty. You guys (or gals) might actually be similar skill levels. Maybe they had a good game and you had a shitty one. Who knows, maybe if you played 10 games against them, you might win 5.

    For example, I played two 1v1's the other day against my brother (we are similar Elo). The first game, I won before he could even reach CA. The very next game (same civs, same map), he wrecked me in the CA.

    An even better example! - We've even seen Hera and Viper steamroll one another during certain games, but neither can do it on a consistent basis. Neither is waaaay better than the other.

    TL;DR: Just because you got wrecked in one game doesn't mean your opponent is a smurf. You most likely just had a bad game against someone of similar skill level.

    submitted by /u/Polterghost
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    3v3 Figters - A 3v3 tournament with brackets ranging from 1000-2000+ ELO (1v1)

    Posted: 28 Aug 2021 06:02 AM PDT

    3v3 Figters - A 3v3 tournament with brackets ranging from 1000-2000+ ELO (1v1)

    https://preview.redd.it/20tauofyj3k71.jpg?width=1980&format=pjpg&auto=webp&s=945918768f86c74a0635a39f0c2fab6cb7d31df4

    I hereby announce that signups are open for "3v3 fighters", a tournament across different ELO spectrums in my favourite team game format, 3v3. Signups in my discord https://discord.gg/P3XV2mSVax , where you will also always find the latest version of the handbook.

    Trailer here: https://www.youtube.com/watch?v=IYyyofaQXls&ab\_channel=Akkal-AOE

    Tournament progression and timeline:

    Signup deadline: September 16th!

    The tournament will have 32-team brackets. The players will compete across a variety of maps (13 maps total, in addition to Arabia, which is always game 1) where the number of games per set and map bans increase as the teams advance. The intention is to showcase a variety of maps, and allow "specialists" a higher chance at getting a map style they're best at in the early rounds. As the rounds progress, picks and bans will play a bigger role strategically, with the final BO7 leaving only one map left that isn't banned or played!

    Round of 32: September 20th – 26th: BO3 – One map ban per team

    Round of 16: September 26th – October 3rd: BO3 – One map ban per team

    Round of 8: October 3rd – October 4th: BO3 – Two map bans per team

    RO 4 / Semi final: October 11th – 17th BO5 – Two map bans per team

    FINAL: October 17th –31st BO 7 – Three map bans per team

    For the final, an extra week is added because of the commitment of a BO7 possibly needing more time. Ideally, it should be played on the same day, but some flexibility, like splitting the match up over several days, can be considered here.

    Players are expected to complete their sets within the designated weeks, but since most of the tournament (except the final) will be open casting, and from recorded games, the pre-playing of any round until the finals is allowed, as long as both teams are finished with their previous rounds and agree to it.

    Which date to play the finals is to be decided upon agreement, and can also be pre-played, but will in that case need the result to be kept secret, played with spectators disabled, and recorded games sent to Akkal by direct message.

    Prize Pool:

    I will provide 150 $ USD to the prize pool, where 100 $ will go to the highest bracket winner and 50 $ USD to the second highest. During the tournament, 70 % of any donations and subscriptions to my channel will contribute to the prize pool, while the remaining 30 % will go to my channel to fund future tournaments and events. If donations come in, there may be added prizes to the lower sections as well.If any of the top divisions get too few signups, the division may be cancelled, and the prize pool will be redistributed to one level lower. Prize payouts have to go through Paypal.

    Bracket division and ELO rules

    Signups in my discord channel: https://discord.gg/P3XV2mSVax

    The brackets allow 32 teams maximum, it is single elimination, with structure described in the handbook. Whether a team is allowed in a bracket or not, is decided by the team players' 1v1 ranked random map ELO, and divided as follows:

    - 1250 max

    - 1250-1500

    - 1500-1650

    - 1650-1800

    - 1800-2000

    - 2000+

    ELO rules: As a rule, the maximum reached 1v1 RM ELO of the entrants will be used as a basis for balancing the teams. A team may have players slightly above the limit if the average meets the ELO requirements, but no player may exceed the ELO limits by more than 100 points. When playing a game, the same rule applies, the team members playing must be within the average limit.

    Settings and game submissions:

    https://preview.redd.it/v5pmbj23k3k71.png?width=2560&format=png&auto=webp&s=74b80f16b7838e7f2bde00a1bc99348c27268b98

    Standard random map settings for 3v3. Make sure to enable team positions, lock teams and team together as pictured above, as well as "lock speed" and "record game". This is of course important for team positioning, but also affect Capture Age and casting overview, especially if "lock teams" is missing.

    Rules:

    • No restarts, except for a bugged map*
    • No cheating or bug exploits!
    • All, DLC civilizations will be available for picking in this tournament
    • Spectator delay: minimum 2 minutes. If streaming POV, a 2 minute stream delay will be required.
    • No smurfing: Players are expected to have at least 40 ranked 1v1 games played upon signup, and to have had recent 1v1 activity. If you don't have 40 ranked 1v1's played, you need to complete them before the deadline.
    • No restrictions on laming, except for on Nomad, as stated below:
    • For Nomad starts: TC's in range of each other at start = restart. No villager fighting before minute 5, walling in enemy TC within the same period also not allowed. Shooting enemy boar or deer or palisade walling in resources, however, is ok.
    • As there is a civilization draft for all sets: Make sure to have hidden civilization enabled.
    • In the event of a disconnect, a save and restore should always be attempted. If a restore is not possible, the team that did not disconnect gets the win.
    • Slinging : Slinging is only allowed once if the player slinging is in imperial age.
    • Scheduling: The players are expected to finish one set per week, but pre-playing any set if both teams are already decided, is allowed for all sets until the final. If one team reached out, and the other doesn't respond or is unavailable, admin win may be granted to the team reaching out. Sometimes this can be the case for both teams, in which case the admin reserves the right to completely cancel the set, or award admin win to one of the teams, based on provided communication about scheduling.
    • *A map is considered bugged when gold, stone or berries are bugged in a forest and not accessible. Counts for all resources that are meant for each player (eg. for Arabia all 3 gold spots and both stone spots must be accessible and not bugged in a forest) This does not count for extra stone/gold spots around the map.

    Maps and civilization drafting:
    Arabia (Always game 1)
    Map pool: Arena, Hideout, Serengeti, Cenotes, Nomad, African Clearing, Migration, Team Islands, Four Lakes, Mediterranean.

    Plus the following custom maps:

    Desert Void (by Chrazini, edited by VLNS_HJFE):

    https://preview.redd.it/pek0vhx5k3k71.png?width=176&format=png&auto=webp&s=e3c641917244b3ec648e2fe49cd8b3a77474b695

    Kharga (by TechChairot):

    https://preview.redd.it/i9cucto6k3k71.png?width=183&format=png&auto=webp&s=042627979f6767878d68d94bbbb7ac527012d3e5

    Watering Hole (by Mytealancer):

    https://preview.redd.it/taw6ecc7k3k71.png?width=181&format=png&auto=webp&s=afb315a61ce5c1724e5d09c58de7e5cafcb2baf7

    Maps and civilization drafting:

    Each round will involve a map ban/pick session followed by civilization drafting.

    For the rounds with one ban (A: high seed, B: low seed): - A bans a map, B bans a map, then picks a map, then A picks a map.

    For the rounds with two bans: Bans first: A bans a map, B bans two maps, A bans one more map. Then ABAB for picks, higher seed picks first.

    For the final, with three bans: Higher seed bans a map, lower seed bans two maps, higher seed bans two maps, and lower seed makes the last ban. Then map picks: ABBAABA

    Civilization drafting:

    All sets will involve civilization drafting. The draft links will be made available when

    Streaming / Casting

    The event, with exception to the finals, will be open for POV-streaming and casting to anyone. Please add in your stream title that Akkal is the host, and a command leading to my twitch channel (something like "hosted by akkalno").

    You'll find me at: https://www.twitch.tv/akkalno

    For players streaming POV, it will require a 2-minute stream delay. Since the games require a spectator delay, casters do not need to worry about adding delay to their stream in the event of casting games live.

    Hope to see you signing up! - Akkal

    submitted by /u/Akkal-AOEII
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    Help! The game shows me this and then crashes. How do I fix this?

    Posted: 27 Aug 2021 11:48 PM PDT

    Mouse buttons?

    Posted: 28 Aug 2021 12:07 AM PDT

    Getting a new mouse with two side buttons I can click with my thumb what would you recommend I link these to? I was thinking ideal vil for one and town centers for the other not sure

    submitted by /u/comtemptor
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    Countering bohemians

    Posted: 28 Aug 2021 06:15 AM PDT

    Yesterday I played a ranked 3v3 in bf and I got steamrolled by a Bohemian civ player. He used a combination of Hussite Wagons+Houfnice whereas I was using Onagers+Hussars. At first I went for Cavaliers but his Hussites would absolutely melt them. I backed the Cavaliers with Onagers but he started sniping them with Houfnice. Soon I ran out of gold and trade could only suffice for Onagers so I had to replace my Cavaliers with Hussars. I tried bunch of other combinations but none could stand his rolling ball of death. I wanna know how would you counter this combination?

    Also, Once you find a match and have to click "I'm ready" after choosing civ, how do you cancel out of that?

    submitted by /u/_Despaired_
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    Shipwright 35% faster ship production doesn't make any sense

    Posted: 28 Aug 2021 04:03 AM PDT

    Can someone explain to me how the 35% faster ship production is calculated? The wiki states ships are produced 54% faster, which results in 35% less training time. This claim doesn't make any sense to me, when a Galleon (36s TT) is now created in 31s (isn't that around 15%?)

    At the same time the Persian 20% faster docks result in even faster production (about 1 second faster), yet the displayed percentages differ. How does this work? Any mathematicians here who can explain this to me? :)

    submitted by /u/MantisAoE
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    A 2.5k rating in a full team inc an unranked smurf vs full solo 1.8k players? How is this fair? TG elo farming still runs rampant

    Posted: 28 Aug 2021 03:36 AM PDT

    Queue dodgers get a 5 minute queue ban.

    Posted: 28 Aug 2021 07:09 AM PDT

    Simple, right?

    It won't deter everyone from dodging, but surely it's a simple solution that won't cause any harm?

    This is aimed towards the people that don't queue dodge, of course. I'm sure some people will say 'I don't want to waste my time on maps I don't want to play'. Answer is play lobbies then.

    submitted by /u/Randy_Marsh__
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    There is a reason why these Caped heroes are my favourite unit... (My Phone's Home Screen)

    Posted: 28 Aug 2021 02:53 AM PDT

    Unique Castles

    Posted: 27 Aug 2021 09:18 AM PDT

    I wonder if we could expect new unique castles to be added to old civs. All new Civs got their unique Castle while using existing architecture sets for all other buildings.

    Kinda lame that the old ones do not have their own to be honest. The Franks could keep the old "Western Europe" one. The Goths keep the "Central Europe" type Castle and so on. Find a civilisation to keep the old castle model but give new castle models to all civs so every civ can look distinctive.

    submitted by /u/CoronafreeKFC
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    First time running into a toxic team in this game. They Vil fight in Nomad and then ragequit on the 25min mark

    Posted: 28 Aug 2021 03:03 AM PDT

    I managed to defeated Admiral Chen and his bullshit towers on Lake Poyang

    Posted: 28 Aug 2021 06:21 AM PDT

    Just now getting around to playing the campaigns in the Dawn of the Dukes Expansion and Jadwiga's campain. SPOLERS FOR THE ENDING OF THE JADWIGA CAMPAIGN.

    Posted: 27 Aug 2021 10:31 PM PDT

    Q: When using skirms to counter archers but they have rams!

    Posted: 28 Aug 2021 01:24 AM PDT

    I had plenty of skirms (40 or so) to take the opponent's arbalesters (60 or so) but he had a few rams in front just taking my skirms shots. I had to keep manually making my skirms shoot their archers but then I was overkilling individual units rather than getting good value across a series of units, and then they would insta attack the rams again. Meanwhile his arbs continually shooting my skims and won.

    Is there anything I can do to make sure my skirms don't shoot the rams and just shoot the arbs? Pretty annoying given I actually countered his units well.

    Thanks!

    submitted by /u/Rick_____
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    30

    Posted: 27 Aug 2021 07:11 PM PDT

    I just converted you! Hope you are all having a fantastic day and don't take life to seriously!

    submitted by /u/PoopLord69722
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    Feature Request - Post Game Statistics QOL Improvements

    Posted: 27 Aug 2021 12:55 PM PDT

    Feature Request - Post Game Statistics QOL Improvements

    Some small ideas which I think would help when viewing the post game statistics

    1) Add an equal population reference line i.e. something like:

    https://preview.redd.it/0ymvkjdagyj71.png?width=1524&format=png&auto=webp&s=d203c490746c5174247dba88e7e7cbe5dc9709f5

    2) Add filters to focus on population counts of miltary only or viliagers only.

    That is all

    submitted by /u/coolio9876
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    Late gg when winning - rude?

    Posted: 28 Aug 2021 12:44 AM PDT

    So basically I'm very slow to notice the other player gg comment before the win splash screen. So whenever I lose it's no issue (I just gg and then quit), but when I win I have to click the back to map button and then enter and then gg, which takes a bit. Is this considered rude? Just wondering what the community thinks.

    submitted by /u/dolphone
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    What triggers you most of you lose a game?

    Posted: 27 Aug 2021 12:16 PM PDT

    I'm in the 1000-1100 bracket and if someone rings the town bell more than once (obvs everyone can have a key bind mistake) I get so annoyed.

    One of the best things about AOE2 is when I lose I'm almost 100% sure the opponent was better that game. But when someone rings that bell all game and still beats me I get triggered haha

    submitted by /u/jahambo
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