Age of Empires II King of the Desert is Here! Group Stage: 25th - 28th November, 14 GMT! |
- King of the Desert is Here! Group Stage: 25th - 28th November, 14 GMT!
- Black Friday Google search suggestions.
- Everyone calls it 'abusing the market'. But that's what the market is for. It's just 'using' the market.
- Please stop making counter-units against Sicilian Knights
- Nomad Wars Duos - 2v2 mixed 'Nomad' style tournament - in aid of Homelessness - details in comments
- Profanity filter is gone???
- 99% explored, this was the last percent
- Walls became too expensive. It ruins the game.
- [Balance] Flaming Camel
- 2v2 ELO
- Never once won a game against mass imperial eagle scout
- Map explored in coop campaigns?
- Does aoe2 have its official store?
- Strange sprite glitches?
- Improving Early Game Sheep
- mini map aint showing
- Game players/matchmaking?
- A possible nerf to boar laming
- Enemy team tryhard stack feudal rams vs my ally grey who just flames, gives up and stays afk whole game. I then proceed to wipe out the red 2k player and fight yellow, green, purple and the remainder of red at the same time and win!! Early relics + trade ftw
King of the Desert is Here! Group Stage: 25th - 28th November, 14 GMT! Posted: 26 Nov 2021 05:19 AM PST
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Black Friday Google search suggestions. Posted: 26 Nov 2021 10:30 AM PST
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Posted: 26 Nov 2021 10:16 AM PST | ||||||||||||||||||||||||||||
Please stop making counter-units against Sicilian Knights Posted: 26 Nov 2021 09:10 AM PST That post is going to be a bit cocky, my excuses, but it just bothers me so much that, after a year of Sicilians, casters, players and even pro-players seemingly still don't understand how strong the bonus damage reduction really is. Even now, when all GL-players are using them as one of the strongest EW-Civs and also a very strong Arabia-RM-Civ (very humble remark: I made the case for them already back in April) people still act like counter-units are viable against them, that you can just make Pikemen or Camels and you will be fine. In my opinion, once you start to invest into counter-units against Sicilians, you're basically dead. Honestly, every time when I face Spears or Pikes or Camels as Sicilians, I am like "lol, I won", and every time it's correct. Because you will just kill the counter-units. You started production earlier, you have better numbers, you just engage and kill the counters easily with almost no losses and your opponent is left with no army. Even when you find yourself outnumbered, you can always make a counter to the opponent counter and you always have the much better composition. To put some perspective, the damage output of some counter-units (all with even upgrades):
Bottom line: All Knight-counters need 50% to 100% longer to kill a Knight. Think of it as an attack speed reduction of 50% for Camel-line and of 90% for Spear-line. Camels do comparable to Longswords, I think. Spears need to have even numbers to kill Scouts, but can never engage in the typical 1v3 or 2v5 fights that you want to have against a scout rush. Pikes are basically Spears, Halberdiers are basically Pikemen. Heavy Camel is the only exception as they do just fine - but not great - against Cavalier, but that's only with Blast Furnace and they also die so hard to Pikes or Halbs that this should also be a bad investment in most cases. T90 once called Sicilian Knights "generic Knights" and I still can't get over it (that was very early after they came out, tbf). In my opinion, they are literally the strongest Knights in the game, because Knights are very strong anyway and they just can't be countered, they break the game logic. I think when facing Sicilians, you have to always invest heavily into gold-army and you have to do have power-compositions in mind very early on. M@A into Archers-Scouts in Feudal, make damage with the Xbow-power-spike, go 1TC Knights-Monks in Castle Age or mass Cav Archers - bottom line: you can only go for armies with huge damage output, because otherwise Sicilians will always have the better composition with bonus damage vs no bonus damage. And once the Sicilian numbers get out of hand, you never can come back, because you just have no counter-options and they also kill your economy fast with the Knights. I think it's basically the central winning condition in Sicilian-games: If the opponent is forced into counter-units, the Sicilians win. If the opponent can avoid the need of counter-units, the Sicilians lose. [link] [comments] | ||||||||||||||||||||||||||||
Nomad Wars Duos - 2v2 mixed 'Nomad' style tournament - in aid of Homelessness - details in comments Posted: 26 Nov 2021 11:05 AM PST
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Posted: 26 Nov 2021 07:15 AM PST Just finished a game. Dude got super mad and threw me some swear words. Wasn't thrilled about it til I realised I could actually read the words and not ####. Did aoe finally get rid of the filter?? [link] [comments] | ||||||||||||||||||||||||||||
99% explored, this was the last percent Posted: 26 Nov 2021 04:47 PM PST
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Walls became too expensive. It ruins the game. Posted: 26 Nov 2021 05:16 PM PST I know many will dislike this but it has to be said and please read it to the end. Then feel free to downvote or better make a fair argument. Walls are too expensive now. The stats are fine imo. But price change was bad and most importantly it takes too long to build. This leads in many games to a chaotic start that becomes very micro intensive and not strategy focused. Many of the games I play are now more often decided in early feudal age. Sometimes for the advantage for me, sometimes for my opponent. I see more resigns in feudal age or even early feudal and even more games are now decided between minute 10-12, played out until castle. Walls are good for the balance of civilisations. Some civs that don´t have such a great start get their chance to make at least some strategical moves. So nerfing walls basically buffs civs with a good start in the game like e.g. Franks who are already strong. I also dislike the change they made to house armor. Even before the latest change maa was already the strongest opening. Now it becomes even stronger. Is it really fun to decide the game in the first 12 minutes? I know some people will say just get better and know how to defend early rushes but the big mayority of the players struggle with micro intensive situations and the original character of the game is strategical. My rating is around 1300. At this level players loose their scout quite often to the TC. This makes the first 2 minutes of Feudal age even more unbalanced in many situations. I would suggest let a palisade cost 2 wood again and built in 6 seconds again. [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 03:04 PM PST Tatars, Great Civ overall, very fun to play, however the longer the game goes they slowly become Huns (1v1 games):
It's quite odd that an identity crisis apears late-game despite Imperial Age can be potentially the most diverse (unlike Feugal Age), and despite having an Imperial Unique Unit, it's the Flaming Camel. In order to fix this little syndrome we have to increase the availability of the Flaming Camel:
Just like what it used to be few patches ago, however with Flaming Camel as a solid alternative to deal with heavy Cav/ Elephants/ Camels. It would increase diversity in the game and a little nerf Tatar's absurd gold efficiency late-game, which is already a great 1v1 civ to begin with. One thing for sure, we don't want an in-game feature to solely be a meme. This is not right.Looking forward to read your comments.Thank you for reading. [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 08:20 AM PST Afternoon. So I played a 2v2 earlier, and my team mate surrendered quite early on and quit. I then went on to win the game. What happens to my teammate who left/surrendered's ELO? Ty [link] [comments] | ||||||||||||||||||||||||||||
Never once won a game against mass imperial eagle scout Posted: 26 Nov 2021 10:29 AM PST how the fuck do I beat these things. mass imperial eagle scout+halb has crushed me every time [link] [comments] | ||||||||||||||||||||||||||||
Map explored in coop campaigns? Posted: 26 Nov 2021 12:42 PM PST Im playing coop campaigns and for some reasons the map is explored from the beginning? Wasn't like that the last time we played but I can't find a setting for this. Where is it? Edit: Got it. The coop campaign lobby uses the settings from your last created normal lobby. So I had to create a normal lobby, change the settings, close the lobby and then open a coop campaign lobby. Don't know why you don't just get the options in the Coop campaign lobby. [link] [comments] | ||||||||||||||||||||||||||||
Does aoe2 have its official store? Posted: 26 Nov 2021 11:02 AM PST something about T-shirt, cup, etc., maybe in-game skin? [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 10:07 AM PST I searched around and couldn't find anyone else with this issue. But, I'm having some weird glitches where it's almost like original AOE sprites are taking over my game. Example - all scout cavalry now take the form of the goofy one from the original AOE with a javelin. Champions now appear as AOE1 long swordsman/legions, and monks only appear as the old school priests. What's going on here? Also arrows from castles and such take the form of the original AOE horse archers! [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 09:15 AM PST So while playing some AOE4, i have noticed a lot of people like the simplified early game. Specifically the fact that the early eco micro is significantly reduced. One thing i think AOE2 could benefit from it having villagers auto prioritize one sheep at a time and only move to a second if the first is full. This would make it where you can just put sheep under your TC and not have to worry about queuing up actions from your villagers to makes sure they take one sheep at a time. At a high level this would affect almost nothing, but it would reducing the focus and amount of clicks needed under your TC at low-mid elo, letting people focus more on scouting and strategy. [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 06:21 AM PST
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Posted: 25 Nov 2021 10:15 PM PST I'm 1650, and I either get players rated 1450-1550 or >1750 in 1v1 ranked. Anyone else experiencing this? [link] [comments] | ||||||||||||||||||||||||||||
A possible nerf to boar laming Posted: 26 Nov 2021 10:26 AM PST What if we give scouts extra +1 or +2 attack versus other scouts in the dark age? This would make laming boars/rhinos/elephants harder: right now, if the enemy scout is taking your boar and you notice immediately, and have your own scout in position, you still might not be able to stop it. The reason is that your two choices are to 1) hit the enemy scout or 2) block the boar. Option 2) is kind of useless if the enemy doesn't mismicro: for example they can just stop their scout and wait. Option 1) is currently weak because scouts have very low damage versus other scouts: if the enemy scout has 25 hp after taking two boar hits, you still need 9 hits to kill it - often this cannot be achieved in time. Here is a clip of MBL laming Vinchester's rhino (spoilers for KOTD4!): https://clips.twitch.tv/PoorFuriousVelociraptorSSSsss-yqjsfC6C4ub7nDWb . Admittedly, MBL only took one hit from the rhino; still, Vinch was there instantly, and was unable to stop it (the clip doesn't show the end - it was very close, MBL had 1 hp left, but successfully arrived at his TC). Are there any negatives to giving scouts a +1 or +2 attack bonus vs other scouts in dark age? I haven't found any yet. On the other hand, I think this would balance laming well: it would still be possible, especially if the enemy scout is out of position, but now it would become very risky if the enemy scout is nearby. What do you think? [link] [comments] | ||||||||||||||||||||||||||||
Posted: 26 Nov 2021 11:19 AM PST
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