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    Saturday, October 16, 2021

    Age of Empires II new favorite build order

    Age of Empires II new favorite build order


    new favorite build order

    Posted: 15 Oct 2021 10:19 PM PDT

    Crosspost

    Posted: 15 Oct 2021 02:22 PM PDT

    How does the game calculate eco score??? I collected way more resources, and (if it even counts) had more villagers.

    Posted: 16 Oct 2021 03:52 AM PDT

    Im hosting a small 1 day event for AOE2.

    Posted: 16 Oct 2021 02:50 AM PDT

    Hey lovely folk. Im planning to host an AOE2 small 1 day event/tourney on the 28th of Oct as part of my 12 hours stream for the launch of AOE4. the matches (which are max 3) are to be played before AOE4 release, so those of who want to play AOE4 dont have to worry about the timing. in case u guys are interested the signup and details are in my discord. here's a link.
    https://discord.gg/vmwdXWZs

    note the limit is 1300 1vs1 elo. also there will be a prize and some stuff during the event.

    submitted by /u/Greyraven91
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    Which civ has the best Champs?

    Posted: 16 Oct 2021 01:34 AM PDT

    And why?

    Alternatively: which civ has the best Militia-line?

    submitted by /u/ih8redditards
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    The matchmaker is more likely to give the player with higher rating to team 1.

    Posted: 15 Oct 2021 04:38 PM PDT

    I was going through some data from aoe2.net on 1v1 matches. I observed a peculiar pattern. Out of the 15771 matches I checked, in 11796, the player with team 1 (i.e. blue, green, cyan, white) had higher rating. In 377 games, the ratings were same and in 3638 games, it was the other way round.

    On an average the blue team player had about 10.6 rating advantage over their opponent. This means you have a 51.5% chance to win if you are offered the blue team colours.

    submitted by /u/harirarn
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    Design architecture of AoE codebase

    Posted: 16 Oct 2021 04:25 AM PDT

    Mod Highlight: I use the HeavenlyChorus color mod. Just look at that dark green and that white or light grey! What are some mods you use you don't see much on here?

    Posted: 15 Oct 2021 04:24 PM PDT

    Lately Reddit have tried to tell me im obsessed with you guys.

    Posted: 16 Oct 2021 03:30 AM PDT

    When will we have these trash units?

    Posted: 16 Oct 2021 03:03 AM PDT

    We already have:

    Two-handed swordsmen (Malay)

    XBowmen (Persians)

    Magyar Huszars (Magyars)

    Monks (Bohemians)

    Is anyone interested if any of these are converted to trash units (absolutely no gold)?

    - Hand cannoneer

    - Siege units

    - Galleons

    - Knights

    - Camels

    - Cavalry Archers

    submitted by /u/hussar269c
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    Bohemian counter?

    Posted: 15 Oct 2021 07:53 AM PDT

    So I just played as Malians against an all Bohemian play on Arabia. When I saw Hussite wagons I went fast imp and got onagers out. Even had a castle drop on my base and was able to hold off. It is expensive but onager can kill/damage the wagons quickly. Two to three shots and you can reduce the mass in half or more.

    I remembering hearing mango/onager is the the technical counter to the wagons but have seen it fail. Was just curious if any others have had luck countering Bohemians and what the strat was.

    I should note the player didn't have monks so my onagers were more effective.

    submitted by /u/mcode26
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    How would feudal age rams affect the game?

    Posted: 16 Oct 2021 07:49 AM PDT

    Similar to the cuman bonus, how effect would Siege workshop + availability of rams have on the game?

    I see some benefits, like beeing able to play heavier feudal agression and the ability to break through walls. I also see it never beeing used, (just like in cumans) because they're so opressively expensive.

    I cant really say if its a good / bad or insignificant change

    submitted by /u/weikor
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    Decision making against this Lithuanian strategy

    Posted: 16 Oct 2021 07:43 AM PDT

    So I had a match as Franks against Lithuanian. He walled very early and had good defensive structures as part of his walls and produced spears and later many pikes to defend his base in castle age.

    Here are what I decided: 1) seeing his walls, I stopped producing scouts and decided to go FC as well to match his castle time. 2) upon reaching castle I started to mass knights, get all upgrades and reach a power spike before they can outnumber me. I thought he might do knights as well and I thought about staying one TC initially but fear that it may be dangerous if the opponent keep booming so I added another TC or two mainly to protect my woodline and gold in case the opponent go for a sneak attack. And even after TCs added, I still prioritize on my knights for a power spike. 3) Attack his base. It turns out this didn't go well after I broke through the walls, as he had many pikes in his base ( the number is enough to make my knights not effective or trade badly for me) and monks.
    4) seeing that many pikes and defense i decided to do a tech switch by adding two ranges and started producing crossbows while adding knights with a reduced speed. 5) send my army forward to attack his base and clear up his pikes.

    At this point two thing happened: during the battle he reached ImP and it looks like he already got the relics and reached +6 attack after reaching imp. While my crossbow cleared up his pikes, unfortunately a number of them died under TC fires due to a bad micro I think. So after reaching imp his +6 caviler cleared up my knights and I called gg before he goes for a counter attack.

    So in reflection, what went wrong in my decisions here in dealing with this pikes strategy? Is the decision to add ranges and crossbow a bad one? Should I have just added scorpions instead? Or should I stay one TC, immediately add one or two siege workshop to get scorpions and rams instead ? Or should I have switched to crossbow even earlier and focused on getting the relics? (He used pikes to protect his monks I think).

    I think in general decision making in dealing against walling and defensive strategies are often what makes me stuck in the 1150 elo ranges.

    submitted by /u/justingreg
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    Is 900-1100 the biggest group of shit talkers?

    Posted: 15 Oct 2021 07:37 PM PDT

    Just find it interesting. Didn't have these issues as much around 1100 nor below 900. It's like an unending stream of shit talking lately kind of a bummer :\

    submitted by /u/guerogringo
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    New Tech Idea (more UU)

    Posted: 16 Oct 2021 06:42 AM PDT

    Academy's - Allows "unique unit" to be created in barracks. (Archery range for archers & Stable for Cav unit etc)

    It's kinda like goths anarchy expect it's available to same Civs in castle age. (Maybe Imp age) Goths Civ bonus is they get it for free and have their CA UT change to something else. Huns too?

    It be great to see more UU in ranked game play as I find right now it's dominated by currently archers & Knight lines.

    I find it weird that Civs like Britons who are famous for longbow get mostly played with crossbows due mainly to it's so much easier to mass from ranges then it is from castles

    Some Civs jump out like Japs for their samurai who'd benefit more then anyone if there was tho be an effort made to get more UU game play.

    It could help buff some Civs that struggle and balance some UU's that could use a buff or a nerf.

    What do you think?

    submitted by /u/Aggravating-Skill-26
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    Tech aspects pros did not know of

    Posted: 16 Oct 2021 12:27 AM PDT

    What things did you catch pros not knowing? A new civ comes out and I try to memorize the most important tech tree aspects, barracks/stables/archery range/siege/castle/eco. Sure, I might not know Polish docks that well, but if it's a new civ, let's go and find out what those unique techs can do.

    I've seen Viper surprised about Teutonic monk healing range in a game vs JonSlow (I don't use that feature a lot, but damn it's been around since AoK), and asking the chat if Arquebus required Ballistics to work (this well after Rise of the Rajas, so African Kingdom civs had been around for some time).

    Just last week DauT was unaware the only civ with camels but without heavy camels are the Cumans (according to him, this cost him the game, too).

    Shouldn't pros know this? It's in the game description / wiki, not some obscure starting-villagers-can't-be-blocked-by-scouts stuff.

    submitted by /u/Trama-D
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    i know the game isnt realistic(meso siege etc), but isnt it slightly laughable that the civ that eagle warriors only ever originated from loses to mayan eagles, and not even by a close margin? like maybe give them an attack bonus v eagles to offset this? or something to at least acknowledge the fact

    Posted: 16 Oct 2021 05:52 AM PDT

    Broken ranked team matchmaking?

    Posted: 16 Oct 2021 04:50 AM PDT

    I'm sorry if that has been covered before. I'm an average player who just started playing ranked team games. The first game was great. Got matched with/against ~1000 elo players. I managed well and we had a respectable victory. The teams were well balanced. I did most of the kills, if it matters at all (I didn't get carried). You'd think I'd get matched with slightly stronger players after that? Wrong... This is so far from what happened. Strangely, I'm now only matched with very low elo players who lost nearly all their team games and all their solo games. And the opponents have a respectable ~45% win rate over hundreds of games. Can't remember their elo, but it was higher. I didn't lose to end up in this situation. It happened overnight after my first game. Now I end up carrying my teams really hard to no avail. Last game was on Black Forest and the flank on the other side didn't wall. So I signaled them. They thought it meant to send a single milita poke the opponent's wall... I still can't unsee the two villagers corpses near their boar. I'm a team player, so I went all the way to wall them myself. I'm usually hosting "noobs" games, and I've never seen this stuff happening. People usually know what they're doing. The games are a disaster. It's almost always a 1v4 scenario. The teams aren't balanced at all. This is frustrating, because even with about 3 kills for every unit lost, I'm not winning the 1v4 war. So the system lowers my elo as a result. Bringing me further from games I can enjoy. I'm sure it's better with 1v1. Well, it's surely better than the 1v4 mode... I've found the team matchmaking really disappointing. A player winning at around 1000 elo for their first game should not be paired with 600 elo teammates later. I don't think I'll play ranked teams anymore, as it seems more like a source of frustration than fun. Is it a known issue or is it just me? Can I hope things get better as I play? I guess I can be forgiving, since maybe there are just not enough players to create truly balanced teams. But it still doesn't make me want to come back.

    submitted by /u/MrRight95
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    yet another wall that looks perfect, unless you look very closely.. there's 2 gaps. and the grid actually makes it look more deceiving imo, as it seems to confirm the wall is closed. (this was an opponent btw)

    Posted: 15 Oct 2021 02:27 PM PDT

    Unranked wins and losses should be visible in unranked lobbies (story in comments)

    Posted: 15 Oct 2021 11:47 PM PDT

    Does the Hard+ AI do anything other than archer BO?

    Posted: 16 Oct 2021 02:20 AM PDT

    I mostly play 1v1 against AI and in the last 20 or so games, all have been against archer openings. Scouting their base late dark age: gold mine. Early feudal age: archery range going up. Every time.

    I vary my openings so I can't believe it's in response to what the AI's scout "sees" me opening with. I don't want to cheese the AI but I swear I could just delete my scout and go 2 range skirmishers to win feudal age without even looking at their base. Is there a way to make the AI more varied, or mods with other AI to play against?

    Inb4 "just play ranked"

    submitted by /u/Daallee
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    Legionary

    Posted: 15 Oct 2021 11:08 PM PDT

    Damn would love to see these guys on the online battlefield. That's all

    submitted by /u/Batigoal87
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