Age of Empires II How it feels currently |
- How it feels currently
- Undercover Buff
- DE Appreciation Post: What are your favourite updates since DE came out? I’ll start with shift-queue....
- New Winged Hussar - what is your opinion?
- RBW V announced! - LAN event this time!
- Checkout these vintage wheels!!
- H(o)w about we make it in(c)redibly fast?! I love it
- Upset about the new Arabia? I have just the thing for you!
- Sigismund is well aware of the current meta 11
- When the game feels that bad for you that it gives you an extra participation ribbon
- Bohemian trash monks. Are they broken?
- I don't 100% love the new arabia but they're going in the right direction.
- Cloud sotrage is now visible in-game
- I don't know who needs to see this, but enjoy :)
- Obuch Trivia
- Another Scenario Editor Timelapse, this time in the cold far North
- Bulgarians Theme (Rock/Metal Cover) WITH TABS
- put old and new arabia in the same map pool
- Hussite Wagon, Obuch, Coustillier, Serjeant: is the game design shifting to reward micro?
- "Original Civ Emblems" Mod - Updated For The Dawn of The Dukes civs!
- Poles Scouts Into 3 Stable CHEAP Knights Build Order | Aoe2 poles Dawn of the Dukes
- Anyone having major issues with the matchmaking system/lobbies since the patch?
- Siege of Vilnius hard
Posted: 12 Aug 2021 03:14 AM PDT
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Posted: 12 Aug 2021 07:35 AM PDT
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Posted: 12 Aug 2021 04:21 AM PDT We often get a lot of people complaining and complaining about very small things in the grand scheme of things. Yes, our universe is a tiny speck in the grand cosmos, and our lives are mere drops in the vast oceans of the universe great expanse... but we don't have to complain all the time. In that respect, big thanks to devs for continuous improvement of the game. There have been many great updates and changes. My favourite has been inclusion of the shift-queue mechanism. Great idea, overall great execution. What's your favourite improvement since DE? Sometimes people need to celebrate the positive and to appreciate what we need more of. [link] [comments] | ||
New Winged Hussar - what is your opinion? Posted: 11 Aug 2021 01:17 PM PDT
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RBW V announced! - LAN event this time! Posted: 12 Aug 2021 07:44 AM PDT
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Checkout these vintage wheels!! Posted: 11 Aug 2021 09:07 PM PDT
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H(o)w about we make it in(c)redibly fast?! I love it Posted: 12 Aug 2021 06:20 AM PDT
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Upset about the new Arabia? I have just the thing for you! Posted: 12 Aug 2021 07:44 AM PDT
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Sigismund is well aware of the current meta 11 Posted: 11 Aug 2021 04:09 PM PDT
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When the game feels that bad for you that it gives you an extra participation ribbon Posted: 11 Aug 2021 10:22 PM PDT
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Bohemian trash monks. Are they broken? Posted: 12 Aug 2021 01:28 AM PDT The UT Hussite Reforms sounds kinda broken. Changes all the Monastery tech costs and the Monk cost to Food instead of Gold? And they get a full Monastery tech tree? Yikes. Just imagine how much Wololo spam there's gonna be when gold runs out on the map. Sure, converting enemy trash isn't very helpful, but you can't use siege in those trash battles anymore. And goldless Monks to convert your enemy's buildings? Ouch. I guess the saving grace is that Bohemians are weak in Dark Age, so drushing them will hurt. [link] [comments] | ||
I don't 100% love the new arabia but they're going in the right direction. Posted: 12 Aug 2021 01:12 AM PDT I think that arabia was in serious need of some changes, since old arabia really suffered from some glaring issues and didn't really play out as an open map in most cases: - First off, due to lumber camp being very close to TC, it was very very easy to secure them from drush/m@a or scout aggression, since with few tiles of palisade walls you could easy wall to TC and secure the res. In the end, it was fairly frequent having game where none of the two players lose a single villager in feudal age. Most of the time damaging the opponent in feudal was due to him making huge mistakes or hole in walls - As a result dark and feudal age meta was basically a greed fest, where the goal was just to push as much deers as possible, get as many eco upgrades as possible, wall as greedy as possible, get to castle age fast and make little military using them conservatively. Full feudal strategies were basically non existent, since making more than one military building in feudal was most of the times a waste of res that put the player behind in castle age transition. - Even in castle age, things were pretty similar. Defender generally had an advantage due to lack of hills close to resources, so going 3 TC as soon as possible was generally the better choice since, even with exposed resources, it was generally doable to secure them with a TC + siege workshop and was quite hard to push past that without hills to exploit. - As a result, military in castle was generally used for map control or some raiding if opponent made mistakes with walling. Eco civs, that could afford to make some military for map control while booming on 3 TCs were extremely powerful, while civs with pure military bonuses (magyars for example) was very mediocre and struggled to keep up. Of course some people might like that meta and hiding behind walls and boom into imp, but I think that was not how an open map should be supposed to play out and that should not the most powerful playstyle. There are already maps that are intended to play out with that playstyle (arena, fortress, hideout) so the game don't lack option for people who prefer a slower paced game. Expecially since we have two fixed maps for 1v1 in the rotation, it is fine for me to have a map where meta is aggression in all ages (arabia) and one where meta is booming into imp (arena). I personally like the attempt to address some of those (in my opinion) issues and turning arabia a map where the meta is playing with military on every age and greed can be punished a bit more relliably. I find this new iteration positive since for what I can see so far it addresses some of those issues, without making walls and defensive/boom/greed-uptimes focused playstyle completely unviable. On the other hand the change I don't really like is placing woodlines only on the back of the base. I find it a bit redundant for the goal of making the map more aggressive, since woodlines are pretty far from TC and wouldn't contribute as much as before to secure the map, and it might potentially be a bit detrimental for aggressive play in some generation since every player has always guaranteed a lot of wood that can be quite easily secured with some walls. On the other hand, it removes quite a lot of RNG factor from map generation, which isn't good in my opinion. In the end, while I like the direction they're taking, I still feel there's some work to do and I hope for some new tweaks in future patches. [link] [comments] | ||
Cloud sotrage is now visible in-game Posted: 12 Aug 2021 08:07 AM PDT
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I don't know who needs to see this, but enjoy :) Posted: 12 Aug 2021 09:10 AM PDT
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Posted: 12 Aug 2021 04:38 AM PDT If you attack a packed Trebuchet atleast twice, the unpacked Trebuchet will have -1 melee armor (unless repaired). Even if you attack an unpacked Trebuchet more than once, the packed version will still have 1 melee armor. [link] [comments] | ||
Another Scenario Editor Timelapse, this time in the cold far North Posted: 12 Aug 2021 07:15 AM PDT
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Bulgarians Theme (Rock/Metal Cover) WITH TABS Posted: 12 Aug 2021 07:03 AM PDT
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put old and new arabia in the same map pool Posted: 12 Aug 2021 05:40 AM PDT let the playerbase decide which is more popular. dont remove a map from the pool, just add both arabias. i bet both will be played in fairly equal amounts(maybe skewed more to old, with the current erroneous map gen on new), we will finally have a map that isnt played 60% of the time (statistically speaking) with the next highest at 10% (issue only gets worse at higher elos) https://aoestats.io/maps/RM_1v1 give us both maps, clearly the player base loves arabia over any other map the most, so let us decide which of the two is actually better.. [link] [comments] | ||
Hussite Wagon, Obuch, Coustillier, Serjeant: is the game design shifting to reward micro? Posted: 12 Aug 2021 12:07 AM PDT So I've not really seen this come up on here but it strikes me that the last four new UUs all have features which significantly reward micro. You have the Hussite Wagon which requires careful battlefield positioning to mitigate damage and is designed to have synthesis with other unit types. The Obuch which makes some units more vulnerable than others, which then need to be either targeted specifically or cycled out depending on if you're attacking or defending. The Coustillier has a charge attack which means hit and run (very micro intensive) is the most efficient tactic. And Serjeants are designed to be constantly hopping in and out of donjons and repairing them while also attacking and luring enemies into arrow fire. Is my intuition off or is this a push to more micro-intensive games? Is that a good thing? My micro sucks but I don't have a problem with the game rewarding people who can pull some cool moves in combat. Just an interesting direction to take the design. I think you could maybe include trashmonks in that as well, it's a pain in the ass controlling hundreds of monks so it definitely rewards those with faster micro to a far greater degree than usual. [link] [comments] | ||
"Original Civ Emblems" Mod - Updated For The Dawn of The Dukes civs! Posted: 12 Aug 2021 09:07 AM PDT
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Poles Scouts Into 3 Stable CHEAP Knights Build Order | Aoe2 poles Dawn of the Dukes Posted: 12 Aug 2021 04:51 AM PDT
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Anyone having major issues with the matchmaking system/lobbies since the patch? Posted: 11 Aug 2021 10:42 PM PDT I've been forced to restart the game after every match--it seems like once a multiplayer game is done I'm kicked off the servers or something--I can't find matches, I can't invite friends, and the server list doesn't populate. Only restarting seems to fix it right now. Reinstalling the game didn't fix the issue. Does this sound familiar to anyone? Can you point in the direction of a fix or are we waiting on a patch? [link] [comments] | ||
Posted: 12 Aug 2021 07:58 AM PDT The fourth Polish mission 'Siege of Vilnius' on hard is impossible. I killed all the trade carts and then it unleashes a horde of upgraded imp Teutonic knights, paladins, Hand cannoneers, bombard cannons and siege Onagers at you. Has anyone beat this mission on hard yet? I made CA to take out the trade carts after 2 nights but with the added pressure of the Teutonic Raiders and lack of resources I honestly cant see a way its possible. EDIT: I checked my footage theres aprox. 150 fully upgraded post imp teuton units in the final push after you already took out trade carts [link] [comments] |
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