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    Age of Empires 3 You all have eagle runner knights wrong and they are way better than you think

    Age of Empires 3 You all have eagle runner knights wrong and they are way better than you think


    You all have eagle runner knights wrong and they are way better than you think

    Posted: 10 Jan 2022 05:08 AM PST

    So we all know and love (or hate) eagle runner knights.

    They are absolutely fantastic units that are easy to macro for, have high base HP (180) high base damage (15 at 1.5 speed) range resistance (30%) high movement speed (6) fantastic multipliers against cav (3x in both ranged and melee) and only costing 1 population for that absurd anti-cav damage, and good range after an upgrade card

    Their only notable weakness in their damage is a hilariously low 8 base seige and a 0.5 multiplier against vills

    Everybody knows them, everybody loves them, they're fantastic. They scale off of their impressive base stats that are better than a veteran musketeer

    But the thing is they are even better than anyone except actual Aztec players realize, and it's precisely because everybody is wrong about their unit classification

    See everybody is quick to see ranged cav multiplier and 6 movement speed and toss them into the dragoon class, and then just to say that their combat capabilities are so high they can fight skirms, their counter

    But this is actually wrong, because skirms, don't counter eagle runner knights at all. Have multipliers against light range cavalry and heavy infantry. But you will run the nights have NEITHER of these tags, they actually have a SHOCK INFANTRY tag. This is a tag that EVERY SKIRMISHER IN THE DAMN GAME has a negative multiplier against, either 0.75 or lower in rare cases. So skirmishers have lower base damage, negative multipliers, less HP movement speed, and only barely more range after the upgrade card. No wonder they lose to eagle runners!!!

    So then what is their counter? Your next thought might be to look at artillery, but... And here's the thing here...

    Eagle runners also lack a generic infantry tag, and since lots of artillery have negative multipliers against shock infantry just like skirmishers... They can really just beat out artillery too as long as you have a couple of arrow knights in the back

    So here we have a unit that beats all musketeers, beats all skirmishers, beats all hand cav, and isn encountered by artillery, so the question is, HOW DO YOU COUNTER THEM???

    The answer is that a lot of the counters are very civilization dependent.

    In terms of multipliers against shock infantry specifically, dragoons are the first to come to mind. Most have anywhere from a 2 to 2.5 multiplier. But here's the thing: dragoons have a smaller base attack than eagle runner nights, but take up twice the population. So in even population masses the damage output on both sides is actually very similar, but most dragoon type units have a very small range resistance if they have range resistance at all, and the eagle runner has 30 range resist and a much higher HP pool per population. And even pop slug fests between dragoons and eagles, eagles still come out on top

    This doesn't take into account the cost to replace your mass however, dragoons wheel trade more effectively per population cost than eagles, but the fact that you can mass so many more eagles can really make the battle a landslide

    Another unit that counters shock infantry from range is the carolean. Caroleans do in fact have a multiplier against shock infantry, but they're base damages low in the multiplier is not high, and even with the multiplier eagles will still out DPS them, so once again eagles come out on top

    Hand infantry with multipliers against Cav will also have multipliers against eagles, somewhere between the 2-3x range. BUT eagles are so fast they can really just kite to their hearts content, so that doesn't work either, nor do lancer types.

    There is one exception, and that is the rodelero. Rods have the same movement speed and as such cannot be kited, and hand melee multipliers against shock. This also applies to rajiputs but not nearly as much since they are slower than rods

    Last thing to think about is the abus gun and hurauca. While both of these units have negative multipliers against shock, they are still okay options as bypassing range resist is really effective, and particularly the hurauca has fantastic range. Really huraucas are like the only unit that is even more uncounterable, but everybody knows about it already so that's why I didn't make the post

    So yeah! There ya go

    submitted by /u/buckshot371
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    Cower before my spy army!

    Posted: 09 Jan 2022 04:58 PM PST

    I find mexico very confusing. Any tips?

    Posted: 09 Jan 2022 05:45 PM PST

    I'm relatively new at the game, I mostly played dutch, ottoman and portuguese. I wanted to start playing mexico but I find them very confusing

    Basically it seems like they have to build haciendas, but they seem extremely costly. I have really to focus in making a new hacienda. Unlike the dutch trickle isn't amazing either, at 5 unupgraded haciendas you get about 225 food per minute. I am not sure if I'm supposed to use cattle rather than just generating plain food. I also don't know if I should assign any villager to them in early game or just focus on building them

    Also it seems to me that after revolting basically your economy suffers a lot. I have tried the Cuatrero + Baja california combo and it seems like a very powerful early game but it seems like an all in strategy, I really don't know how to recover or switch back to normal after pulling that one, and going back to mexico is very expensive as well after the latest patch.

    Is there any resource that explain how Mexico should be played in general?

    submitted by /u/_Sidorovich_
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    Made it to the top 600!!! WOOOHOOO

    Posted: 09 Jan 2022 02:47 AM PST

    Aztec Eagle Runner FF strategy

    Posted: 09 Jan 2022 06:13 PM PST

    Why is AOE3 AI so dumb

    Posted: 09 Jan 2022 05:55 AM PST

    I was playing skirmish on moderate, the dumb ai was only making settlers, not making any buildings or military, just settlers, it had like 40 settlers. I played several skirmish matches and this same shit happens. and on all maps too, not just water maps where it is known to be braindead. how to fix this?and also, why is it braindead?
    Edit- I'm playing on legacy, not de, pls only give tips/ mods that'll work for the 2007 version

    submitted by /u/DepthLost6977
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    Imperisal Soldados are so broken

    Posted: 09 Jan 2022 06:45 PM PST

    Background -- I'm an AOE3 original vet

    No other unit comes close to being that OP. They literally have no weakness. They can kill cav, insane ranged attack, tear down walls. What are the devs thinking? It takes all out of the fun from the game, to the point where I will not play if Mexican is in the game anymore.

    submitted by /u/cacactusjack
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    Age of Empires 3 DE Skirmishes (Hard / Extreme, Fast Mode)

    Posted: 08 Jan 2022 12:11 PM PST

    AOE3DE crashes right after the intro

    Posted: 08 Jan 2022 10:02 AM PST

    I bought AOE3DE on Steam yesterday. Years ago I played the game right after it's original release and I was feeling nostalgic, so I figured, why not. I booted it up, but it crashes right after the intro when the menu music starts playing. I've tried every fix I could find, but to no avail. Do you guys have any idea what might be causing it?

    submitted by /u/a-government-agent
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    Is this player cheating?

    Posted: 08 Jan 2022 05:35 AM PST

    Yesterday me and my friends played a 3v3 ranked as we often do. However, we faced some really skilled opponents that were able to get a crazy mass while out booming us like crazy. Especially the opponent playing the Britts. He managed to get to age 5 while we were age 3 while also massing and villager booming to 100 vills in 15 minutes with only 2 tcs?!

    I don't think I could alone in a sandbox game even do 15minutes 100 vill boom even if I made my deck specifically for it let alone while dominating my opponents in from 7minutes in with 2 tcs.

    Also, one really strange thing looking at the villager graph in the post-game he pops 22 (53 to 75) vills in about 5 seconds. Now the 8 vill shipment accounts for 8 and he could build 2 in his tcs. But still, 12 are unaccounted for and it seems impossible that he build 12 manors at exactly the same time. Especially since booming Britts players will build all manors in the first minutes of the game. Am I missing something crucial or is this guy cheating?

    On top of this I think he sends the 8 vill shipment later as you can see a big gain in the graph right after which is very similar in size to the other Britt player (blue).

    I also uploaded images of the vill graph if anyone is interested:

    https://imgur.com/a/tC6Xugz

    submitted by /u/3DJakob
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    How do you send resource to your teammate fast?

    Posted: 08 Jan 2022 10:46 AM PST

    One click only adds 100

    How do I add like 1000 or 10000 with 1 click?

    I can't keep doing that in the midst of a fight

    submitted by /u/CheeseB8ll
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