Classic release issues. It fully bricked the game for some of my friends, non launchable anymore. The old classic: "XboxPlatform::SetPresence not successful: XboxLiveContext is null" error that triggers when the game has no idea what really causes it to crash, even after full clean reinstalls. Random people get this thing after every major patch since the dawn of the definitive edition. It's just further spread this time.
I personally have zero issues so far. Kind of sus that it may be caused by the OS. Seems like many W11 people have the issue, asking around the community. They'll fix it, eventually.
Like said I don't think it was an issue. MS dropped the ball on AoE1:DE. So personally I'm glad Forgotten Empires picked it up to preserve it and actually bring imrpovements to it.
Seriously? They opened the game up to so much content addition, AOE1 used to be inplayable now it's enjoyable. AOE1 DE didn't fix the game enough, putting it on AOE2's engine has done it wonders.
DOI was a mistake, 5 pajeet civs is overkill, now the fanbase will be screaming for 4 new chinese civs. They should make merchant republic civs with new mechanics related to trade, divide up Italy, add novgorod, maybe throw the song dynasty in as china's merchant civ.
This is the dumbest post I've read in a long while. >5 pajeet civs
5? I only count 4. >divide up Italy, add novgorod, maybe throw the song dynasty in as china's merchant civ. >4 pajeet civs, each of which represents a different ethnic group, is overkill, but 4 Italian civs, 2 Russian civs and 2 Chinese civs is a-okay
- counters don't work anymore due to balance changes and messing with bonus damage
- countering is less of a mechanic because hybrid units are available for many civs in all ages.
- stability and network connection problems
- stupid pay to win civs with gimmick mechanics
- too many civs result in duplicates or some left out of meta
- new civs are of lower quality, with poor quality voice acting, and artwork..
- music and voice acting for campaigns worse than original or HD release
This game will not be relevant in 5 years of the current trajectory continues.
>countering is less of a mechanic because hybrid units are available for many civs in all ages.
Explain. >stability and network connection problems
Regional issue. >stupid pay to win civs with gimmick mechanics
Both Hindustanis and Gurjaras were nerfed, and Romans were intentionally excluded from ranked play. >too many civs result in duplicates or some left out of meta
Name them.
>Hybrid units take less bonus damage and don't have a direct counter. So they must be matched by similar sized masses or units.
Steppe lancers were balanced by archers until recently, but now they're a menace. I believe the change may be reverted if it's too much. >serjeants (aren't countered by infantry and strong against archers)
Unique to Sicilians, who are designed around this strength. >Yeah I'm in the coastal US. What regions do work then?
Same region; no issue. >But it's also not just network. Have you noticed broken pathing? Villagers stop working? Units walking backwards? Obvious tells where enemy walks are.
No, just weird pathing on military, fixed by pressing "Stop" and issuing a new order. >Yep. They need to make room for new dlc. Its usually in the first 2 months that the pay to win is strongest.
And you can see them changing this model with Romans because they know we dislike it. >For real?
Yes.
>And you can see them changing this model with Romans because they know we dislike it.
Not him, but honestly Romans feel more like an easter egg instead of a real civ. The last three DLCs all had a campaign for their new civs, not the Romans though. They don't even have a steam achievement.
>Them getting 6 pierce armour in imperial age is not a problem.
Them getting 4 pierce armor in castle age might be. They trounce pikes far too effectively.
>I think they shouldve made a campaign for aoe2 Romans.
Yeah, this is the only civ in aoe2 without a campaign or historical battle. How odd. And they don't even have a steam achievement. And they weren't even planning on bringing them on ranked. Were they just supposed to be an easter egg or something?
Mass cavalry/heavy cavalry/cataphracts, raid all roman encampemnts asap
Do NOT sink your transport ships, transfer 10 cavalry behind blue base and raid the town directly southeast to it
You will find a Goverment Center and a Storage Pit, rush Nobility, +2 cavalry armor and +2 attack
ez, keep spamming cavalry until the end of the game, if facing centurians just spam elephants
yeah i noticed also that the main army wont attack you until the roman camp attacking the blue city is destroyed so i rushed asap to liberate 3 villages with one of them being the government center one , helped blue on the initial attack so that i got time to go send a small force capture the gaya camp north and do a quick attack on purple to destroy red production , was a piece of cake after that , you have to be extra aggresive
Honestly Romans are so weak to massed cavalry, once you get Heavy Cavalry and rushed for storage pit/goverment center upgrades, the whole mission becomes easy.
It's not a hard mission, it just requires metaknowledge.
Last mission of that campaign was the one that actually challenged me.
sitaux playing like literal shit. trying to take the worst fights he can -- you built a SW with a mango on the way, why engage 12 skirms with your smaller group of xbow in the meantime?
I feel like it's almost always better to go champ than zerk, you need trebs from your castles and you need to keep them up. They are a little stronger but anything that kills massed champions also kills zerks
No.
I like that the comunity is doing good, but c'mon.... stop ruining this old gem already!
Remember mongols? they were unique? no?
Well, now you have 6 more horse archers civs, and nerfed the mongols.
Remember the Chinese? well, now you chukonu on horses.
Remember the Persians? yeah, now half civs have elephants.
Remember spanish vills being so strong? yeah, now those are the Incas, and are even better and don't need castle age even.
Remember huscarls? now vietnam has ranged ones.
Remeber Korean wagons? Khmer are even better!
Remember light cav line? well, now Magyars.
Remember how goth "thing" was having more pop at imperial, well.... Malay does it even better.
You know those hard to beat Tarkans for the Huns? well, now you can have them as ranged units with Mayan's "Obsidian Arrows" (pulled stright from the ass)
>and nerfed the mongols
The Mongols are still one of the strongest civs and the Mangudai is still one of the strongest units in the game. >now those are the Incas
Inca villagers don't even come close to Spanish ones.
I think the bigger issue is Microsoft not knowing how to make money off of AOE2 aside from adding more civs, units, features etc. It is already very bloated and morons on R*ddit keep asking for more stuff. Microsoft should think of alternative ways of making money from AOE2 kinda like DOTA or CS:GO do.
New civs are pointless. I'll keep playing my favorite civs more often than not.
I like the new campaigns as DLC incentive especially if it's RoR campaigns, but people actively dislike the ancient age of AOE1.
But if they just ditch adding new civs to add new campaigns the multiplayer bros won't buy it.
New civs are pointless. I'll keep playing my favorite civs more often than not.
I like the new campaigns as DLC incentive especially if it's RoR campaigns, but people actively dislike the ancient age of AOE1.
But if they just ditch adding new civs to add new campaigns the multiplayer bros won't buy it.
Honestly have you mastered any of the new civs? I like the Sicilians because they're kinda AoM norse but that's it. There's all the indian civs, the steppe dudes, the new europeans and I haven't even got around truly learning all the southeast asian and african civs from HD.
All of that and I probably only played Persians and Chinese once or twice.
NTA. I pretty much exclusively play Battle Elephant civs I'm more than comfortable with both Bengalis and Malays. I'm always glad my civs were added, and I'm glad people who liked the other civs got to play their dream factions.
i love how always when the master of arena is accounced all these so-called arena pros are so excited and dream about winning and then comes good old RM players who play arena once in a while and kick their clown asses. bunch of clowns on clown map. its like ln or bf, they are good/high rate cause its clown map and no one good actually play that map regularly but when they do, they kick those clowns back to HD
Alright, this thing is absolutely just terrible. Even without the eco issues, it attacks too slowly without Paiks.
There are exactly four units the ranged attack is really going to be useful against: Vills, monks, pikes, and archers. Ratha momentum against archers is awful, and against knights, even if you start building the castle at the beginning of castle age and maintain constant production, you'll have bad fights due to chariot physics, tech costs, and the need for Paiks. May be intended to use pikes on the side as support against knights.
qol
Because it caters to shitters who fail about both micro and macro in AoE2. Congratulations, you got a game to handhold you.
graphics
AoE4 looks like dogshit, but graphics are personal taste, so grats on having terrible taste.
more varied units and not a million moronic copy pasted civs
If Relic/FE keep supporting AoE4 for another 15-20 years, why don't you tell us about how bloat free it is then instead of now?
>strawman
Many such cases. Sad!
I actually agree with you on two of your points. I think aoe4 does a few things better than other aoe games, and I also think there are things aoe3 does better. I just listed three things that are dealbreakers for me personally, if these three things can be modded out, or if we get good single player campaigns, I will give aoe4 another chance.
Go frick yourself.
Who the frick wins by making the main golds and wood lines spawn in hills.
Are the ~~*devs*~~ investor in the palisade industry as well? That's the only explanation
Did some more testing in Scen. Editor.
Skirms work wonderfully as a support unit for elephants in early castle, making a clean bridge into battle elephants when your enemy has committed to making archers.
True. The cav anti-skirm bonus falls off way too hard in feudal, and elephant archers requiring skirm support to deal with enemy skirms for archer-skirm can be a pain. Should've given Bengali skirms bonus damage against skirms.
Skirms bonus damage, would be better against archers, pikeline, other skirms and other mounted units
Problem with Bengalis is that they are very good at what they do but have no work around for their weaknesses, this would address it a little
>Skirms bonus damage, would be better against archers, pikeline, other skirms and other mounted units
No way. It specifically has to be skirms, because skirms are being made to counter enemy skirms. The rest can be accomplished via the elephant archer, enabled by the skirms supporting it. >Problem with Bengalis is that they are very good at what they do
No they aren't. Each elephant is sub-par, and the Ratha generally goes unused.
>but Greek roided centurions and helepoli (if you can get to them) are the most fun
The problem is that bowmen mass, both in tool age and compositve bowmen in bronze age is so much a fricking ass to handle you never will be able to get to hoplites
The only match in which greeks without doubt dominates, is against Romans, and that's it
I feel like they have about milked this game dry. The problem is they have added so many civilizations that the balance of the game is so different from vanilla kings+conquerors game. The game just feels much different at this point from the game I remember growing up. But anyway, the new content is well done, but at one point is there enough civilizations?
Because now that's a mechanic that has to be balanced around all of the magic BS one civ can do with it. See the way Civ 6 suffers from mechanics being designed around civilizations specializing in using them.
There should not be a "blacksmith" civ. There should be multiple civs that have bonuses letting them interact with this one thing in a unique manner. You can appreciate this by playing each civ and seeing how it affects their techs.
Nobody uses as a tower tech, but a castle benefiting tech
If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
>If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
Even though they should. Guard tower + bodkin will halt mangonel pushes if your civ doesn't have redemption. Towers are great for protecting exposed res (ideally gold).
>If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
Bohemians, Bengalis, Viets, and all Cav Archer civs with Bracer.
No they dont.
LITERALLY nobody makes tower unless for a trush or if you're a good tower civ.
1 year ago
Anonymous
It's great for securing a position you don't want to commit an army or to, and if you have a cav-heavy army, it does wonders by forcing your enemy to commit to both siege and anti-cav.
1 year ago
Anonymous
For that you're much better off using a castle.
Nobody uses towers unless you're a good tower civ.
1 year ago
Anonymous
>For that you're much better off using a castle.
Meant to say "commit an army or castle". Those are a massive resource investment for what you're trying to accomplish, and you're risking a lot of resources by putting them in a forward or central position. >Nobody uses towers unless you're a good tower civ.
Git gud.
1 year ago
Anonymous
>Meant to say "commit an army or castle". Those are a massive resource investment for what you're trying to accomplish, and you're risking a lot of resources by putting them in a forward or central position.
Yeah and your resources are still better used on a castle. >Git gud.
Post a screenshoot or a video of a pro, or a dude actually making towers outside feudal age or -NOT- being a tower civ.
Chances are you dont play the game.
Also post ELO.
1 year ago
Anonymous
>Yeah and your resources are still better used on a castle.
You can make a castle without putting it in the center of the map. >Post a screenshoot or a video of a pro, or a dude actually making towers outside feudal age or -NOT- being a tower civ.
Why the frick would I crawl around for that? Most players aren't in the habit, and pros do exceedingly dumb things. >Chances are you dont play the game.
Or that I'm simply one of the few who remembers to put towers on map centers. >Also post ELO.
N/A. QM by nature. Matched against guys with 1300-1600 rank. It works perfectly as a stall tool against trebs, letting you get yours up alongside whatever you need to challenge them.
1 year ago
Anonymous
>N/A. QM by nature. Matched against guys with 1300-1600 rank. It works perfectly as a stall tool against trebs, letting you get yours up alongside whatever you need to challenge them.
Post screenshots of you doing it.
1 year ago
Anonymous
>Post screenshots of you doing it.
Before I do, what comes next?
1 year ago
Anonymous
You being right, and this convo ending.
1 year ago
Anonymous
If I post a pic of the last time I used a keep to stall trebs, you concede?
1 year ago
Anonymous
Ye.
1 year ago
Anonymous
see
frick. hotfix today.
All of my replay data is out. Need to make new vids, but I'm putting that off until I wake up. Wanna eat something.
1 year ago
Anonymous
Alright fair enough
1 year ago
Anonymous
>Chances are you dont play the game.
Uh-oh. Who do we have here? The arrogant narcissist strikes again.
Let's take another look at our list.
People who play the game: >one random autist on Ganker and the people who take his words as gospel
People who don't play the game: >people who suggest balance changes >people who suggest design changes >people who think aoe4 civs are more unique than aoe2 civs >people who care about history >devs >Spirit of the Law (https://youtu.be/VfvB1_urb1s) >Ornlu (https://youtu.be/h8DUozTExJ4?t=1501) >people who make towers with non tower civs
Want your name added to The List? Please share your opinions about your favourite video game in this thread, and who knows, you might realise you don't actually play the game yourself.
1 year ago
Anonymous
Anon, you're going to hate this, but you have, once again, misidentified the "don't play the game" guy (me).
Also, the "devs don't play the game" guy is someone else, and the Youtubers just wanted content.
1 year ago
Anonymous
Accusing other people of not playing the game is so incredibly absurd that I don't believe there's more than one person doing it. >Also, the "devs don't play the game" guy is someone else
You said it sounds like something you would say. >the Youtubers just wanted content.
Ornlu didn't need to say it in that video. Are you saying SOTL purposefully said dumb shit just for clicks? That's not the Spirit I know. He could have easily concluded the Bumese section by saying it's an interesting thought, but doesn't fit the civ design.
1 year ago
Anonymous
>Accusing other people of not playing the game is so incredibly absurd that I don't believe there's more than one person doing it.
There's now three people. >You said it sounds like something you would say.
Yeah, but when you linked the post, I told you it was a different guy. >Are you saying SOTL purposefully said dumb shit just for clicks?
Yes. Also, I'm not sure how well he understands elephant units.
1 year ago
Anonymous
>There's now three people.
How do you know it's three and not two? The tower guy could have been the 'devs don't play' guy. >Yeah, but when you linked the post, I told you it was a different guy.
It stays on the list. >I'm not sure how well he understands elephant units.
Including battle elephants and siege elephants and stuff? Why do you think that?
1 year ago
Anonymous
>How do you know it's three and not two? The tower guy could have been the 'devs don't play' guy.
Because the 'devs don't play' guy can't keep himself from cursing for even a moment. >It stays on the list.
That list is comped. >Including battle elephants and siege elephants and stuff? Why do you think that?
Did you see his Bengalis overview?
1 year ago
Anonymous
>Did you see his Bengalis overview?
What wrong with it? Please explain. I don't play the game, after all.
Go write more fanfics about maphacking you trannie.
Devs not playing the game is the BEST case scenario >devs don't care about the game >busy being chads in their yacht parties with a bunch of b***hes >receive a call about the interns finishing the update >they give the green light
Alternatively >devs actually coded and tried the game before releasing it >they actually approve of the update that left the game in the worst state ever since the release >we are supposed to believe they are not mentally challenged
I did not even participate in the maphacking conversation.
1 year ago
Anonymous
>What wrong with it? Please explain. I don't play the game, after all.
On review, while there were some issues, he does seem to have a sober view of things. I misremembered.
1 year ago
Anonymous
No problem, that can happen.
1 year ago
Anonymous
Go write more fanfics about maphacking you trannie.
Devs not playing the game is the BEST case scenario >devs don't care about the game >busy being chads in their yacht parties with a bunch of b***hes >receive a call about the interns finishing the update >they give the green light
Alternatively >devs actually coded and tried the game before releasing it >they actually approve of the update that left the game in the worst state ever since the release >we are supposed to believe they are not mentally challenged
The guy on the forums wants to "make them more fun to play against". I also saw some suggestions in the thread that involved removing forging and giving Byzantines bloodlines.
No I want to die everyday and I'm surrounded and harassed by stupid moronic c**** everyday life is no longer worth living and I have to deal with stupid n****** and f***** everyday I want to blow my brains up every day
They're a good compliment to archers because of their cost and ability to break stuff and meatshield more effectively than rams.
In every way, save the villager defense melee armor and the 450 food you save in imperial, Armored/Siege Elephants are directly inferior to their counterparts in the ram line. It's not even a question. They actually need a buff to make up for the production, utility, and performance issues they suffer from.
Lacking the ability to, at 0.9 speed, oneshot Mangonels and Onagers is already a major loss. Add in the food eco requirement, the increased gold cost, the halb weakness, the inability to garrison foot units, and the lower maximum attack and HP.
Anyone complaining about siege elephants is a fricking joke. It just looks pretty. That's it.
Battering to Siege ram is way more expensive than the Armored elephant upgrade. Not to mention that few civs actually got access to Siege Ram so the baseline comparison is Capped in which elephants perform better.
>Battering to Siege ram is way more expensive than the Armored elephant upgrade
It's a difference of only 450 food in late imperial, contrasting a unit that primarily costs food with a unit that primarily costs wood.
There is no comparison here. >Not to mention that few civs actually got access to Siege Ram so the baseline comparison is Capped in which elephants perform better.
13 civs, Romans aside, get SE Siege Rams. 22 in total get Siege Rams. There are 43 civs in the game, and 4 of these get the armored elephant line as a replacement. This means 22/39 eligible civs have access to the Siege Ram.
I would not call that "few".
Archers should have a tech similar to Squires and Husbandry that increases their speed by 10%. And that tech should be researched for them to achieve their current speed of 0.96.
This guy (Gray) didn't get loom on his vils. He then got smashed by archers from the Vietnamese player (orange) he then talked shit about his own team. Ban this guy.
>STOP, STOP HAVING FUN IN RANKED >STOP EXPERIMENTING >ONLY 19 POP SCOUTS OR ARCHERS, MAYBE MILITIAS >STOOOOOOOOP MY META NOOOOOOOOOO HERA HELP ME AIEEEEEEEEE
>STOP, STOP HAVING FUN IN RANKED >STOP EXPERIMENTING >ONLY 19 POP SCOUTS OR ARCHERS, MAYBE MILITIAS >STOOOOOOOOP MY META NOOOOOOOOOO HERA HELP ME AIEEEEEEEEE
Going back to playing elephants in castle. Battle elephants just work really well in that context. Bait your enemy into making skirms with an archer mass, then make a few elephants. Simple stuff. Shuts down knight-skirm and knight-siege very quickly, with minimal tech investment.
If you make archers and play aggressively in castle age, battle elephants counter knights the same way knights counter pikes.
>Battle elephants counter knights like knights counter pikes
You are comparing a highly immobile unit that can be avoided to one of the fastest units in the game, the whole point of knights is that you decide when to fight
>You are comparing a highly immobile unit that can be avoided to one of the fastest units in the game, the whole point of knights is that you decide when to fight
Yes. This is why I add, "if you make archers and play aggressively in castle age".
They're immobile, but battle elephants do have the ability to force a fight by downing siege, skirms, walls, vills, and towers. If your enemy can't farm, he can't mass knights, and he can't turn his existing knight mass into a real threat.
And Debbie.
[...] >Battle elephants counter knights like knights counter pikes
You are comparing a highly immobile unit that can be avoided to one of the fastest units in the game, the whole point of knights is that you decide when to fight
Going back to playing elephants in castle. Battle elephants just work really well in that context. Bait your enemy into making skirms with an archer mass, then make a few elephants. Simple stuff. Shuts down knight-skirm and knight-siege very quickly, with minimal tech investment.
If you make archers and play aggressively in castle age, battle elephants counter knights the same way knights counter pikes.
I made it to the top 300 ranked 1v1 random map on Xbox. Took my like, 650+ games but I did it. I'm unemployed lol.
I'm such a sore loser tho.
My favorite movie is playing as vikings on 4 lakes and if I start to lose then I build a bunch of cannon galleys in one corner and basically watch YouTube videos and home my opponent rage quits. They never quit btw. They spent hours slowly grinding dock after dock.
Once I realized that aoe2 is basically just a giant math problem it stopped being a lot of fun
I did a successful monk rush on arena the other day. It was on teams. I rushed castle, built two temples and maxed out monks, scooped all the relics before any player hit castle.
It was glorious lads. I had like 5 jaguar warriors and like 10 spears and 8 monks. I sent two petards, blew the gates and the dude lost every barracks, stable he had meticulously built in seconds.
homie actually accused me of spectator cheating because of one curious boyo
Can't even blame him, but we are in 1300 in the ladder, it really doesn't matter even if it were true
Hopefully never, they are very closely related to Mongols. Jurchens would make a lot more sense as they not related to anyone we already have in the game.
>irrelevant literally who civ when >Never, duh, now THIS other irrelevant literally who civ would make more sense >let's just never stop adding civs!1!
>ruled half of china for 200 years >irrelevant
Okay, anon. Keep your Bohemians.
>irrelevant literally who civ when >Never, duh, now THIS other irrelevant literally who civ would make more sense >let's just never stop adding civs!1!
Bro, if your civilisation can conquer and rule all of China, then you're not an irrelevant civ. Just because you've never heard if them, is irrelevant. Pro tip: the Jurchens are Manchus.
I swear, if Gurjaras and their +40% bonus damage, 25% food discount, and elephant unit production speed bonus are the reason devs made siege elephants shit...
>Higher cost >Outranged by xbow >vulnerable to mangonels >Can't easily surround with fort. walls >Deals piss damage to targets with armor >Doesn't scale into imp
With arrow slits they have become a lot more viable. But going only towers in castle/ imp is a troll strat in tgs
Japanese can absolutely shred games with Yasama, I enjoy booming and then just pushing with keeps and light cav,
Britons towers with Yeomen pack also a serious punch, good for pushing with because britons suck with pushing.
Koreans always been a tower civs. Free keeps and they get 13 range that can range/kill cannon galleons with heated shot easily (too bad it was nerfed through castle tech)
The problem is that the importance of castles have increased a lot (trebuchets most important siege unit because it requires no techs and can be immediately built in imperial age, longest range as well best vs castles, UU gained a lot more overal buffs)
Towers are the ultimate noobkiller tho, anyone worth their salt knows their MBL countertower strat, but there are barely anyone who know.
Infantry civs should abuse rams to get their units close to archers
1 year ago
Anonymous
Nah. Rams are best used to frick Mangonels, castles, and trebs.
1 year ago
Anonymous
>Rams are best used to frick Mangonels
You dont play the game.
1 year ago
Anonymous
You know, for once I think you might be right.
1 year ago
Anonymous
You know, for once I think you might be right.
I actually going to give him the benefit of the doubt and assume he wanted to write something else (can't imagine what) then he had a brainfart and didn't bother to correct himself after he posted that
1 year ago
Anonymous
You know, for once I think you might be right.
[...]
I actually going to give him the benefit of the doubt and assume he wanted to write something else (can't imagine what) then he had a brainfart and didn't bother to correct himself after he posted that
If you somehow get a Ram closer to a mangonel (fully garisoned by infantry) they kill it in one shot.
Full Siege Rams outrun any other siege.
1 year ago
Anonymous
No, even if you use fully garrisoned rams mangonels still largely kill them, because they can just fire and run constantly, to the point it's just better to have a mangonel of your own than a ram
t. Celtgay
1 year ago
Anonymous
Fully garisoned rams can dodge Onager shots and outrun them as they try to kite.
You can always ungarison your infantry when nearby so they can help diverge attention.
There's so many other better counters to onagers I don't even know why this is a thing. What the frick elo are you at where people let their shit die to rams like that anyway?
1400ish maybe better players can outmicro this shit but I assure you it works more often than not.
1 year ago
Anonymous
What about attack ground?
1 year ago
Anonymous
Then it's a micro fight.
I admit, battering rams can't do shit to mangonels, but siege rams can frick up some onagers.
Siege onagers have wider spread which makes it harder for rams to close in.
1 year ago
Anonymous
>Fully garisoned rams can dodge Onager shots and outrun them as they try to kite
Attack Ground exists, invalidating your argument
Play the game before commenting
1 year ago
Anonymous
>Attack Ground exists, invalidating your argument
Onagers deal 52 damage and can only attack once every 6 seconds.
A loaded Siege Ram moves at 0.9t/s, while Onagers move at 0.6t/s.
It's easily possible for someone to get a siege ram in on Onagers and oneshot. >Play the g--
Just tried it out in Scenario Editor. You're going to want something else here.
1 year ago
Anonymous
onagers and siege rams are not common upgrades to see, not sure why you are talking about it like we use it every game
1 year ago
Anonymous
I'm not. Read the conversation.
1 year ago
Anonymous
As far as I can tell both Battering and Capped rams also garison infantry that each increase their movespeed.
1 year ago
Anonymous
Theres one small detail you miss, little nerd
Siege ram base speed is greater than the other versions, but guess what, even with fully garrisoned mongol siege rams, they still get countered by onagers.
Because attack ground exists.
1 year ago
Anonymous
>you attack ground between your mangonel and my ram >I move my ram diagonally, avoiding most damage because it is garisoned and therefore has bonus speed >my ram reaches your mangonel before it can fire the next shot >pomf >mangonel dead, ram has min of 33% hp
1 year ago
Anonymous
And all of that will still get flattened by onagers regardless, if not destroyed by the enemy army.
Your ideal scenario reallistically never happens in actual real games. >Just tried it out in Scenario Editor
Play the game, your theorical knowledge wont be necessarily true in real matches.
1 year ago
Anonymous
>And all of that will still get flattened by onagers regardless, if not destroyed by the enemy army.
If you're in a situation where that's likely, you just don't send the rams in. It's not hard. >Your ideal scenario reallistically never happens in actual real games.
Because we have better alternatives to choose from. >Play the game, your theorical knowledge wont be necessarily true in real matches.
I used Scen. Editor to reaffirm the numerical side of it, anon.
1 year ago
Anonymous
>If you're in a situation where that's likely, you just don't send the rams in. It's not hard.
Situations in which you are better off using onagers of your own, or diving cavalry, not rams that still get flattened by onagers regardless. >Because we have better alternatives to choose from.
And those alternatives dont matter, only realistic application in actual online matches matters. >I used Scen. Editor to reaffirm the numerical side of it, anon.
Yeah and that's all fine and dandy but the theory has to be put in practice to actually see if the theory is correct, or if it matters at all, which its easy to assume its no for both.
1 year ago
Anonymous
>Situations in which you are better off using onagers of your own, or diving cavalry, not rams that still get flattened by onagers regardless.
In those, you don't use the ram to engage. >And those alternatives dont matter, only realistic application in actual online matches matters.
Yes, and realistically speaking, in online matches, most people use trebs, schizo. >Yeah and that's all fine and dandy but the theory has to be put in practice to actually see if the theory is correct, or if it matters at all
Yes. This is why I provided the anecdotes about my use of the ram. It was quite successful.
1 year ago
Anonymous
>you don't use the ram to engage.
Yeah, because you dont get rams against onagers in the very first place. >It was quite successful
No it really wasn't.
>you attack ground between your mangonel and my ram >I move my ram diagonally, avoiding most damage because it is garisoned and therefore has bonus speed >my ram reaches your mangonel before it can fire the next shot >pomf >mangonel dead, ram has min of 33% hp
>I move my ram diagonally, avoiding most damage
Lol no, you still get flattened regardless.
1 year ago
Anonymous
>Yeah, because you dont get rams against onagers in the very first place.
Have, do, and will. >No it really wasn't.
(You)
1 year ago
Anonymous
Siege Onager ATK: 75
Siege Ram HP: 270
You literally can't flatten a ram in one shot unless you have a bunch of onagers which means I can have a bunch of rams and get some to avoid being one shotted.
1 year ago
Anonymous
There's so many other better counters to onagers I don't even know why this is a thing. What the frick elo are you at where people let their shit die to rams like that anyway?
1 year ago
Anonymous
I do. Did this when pushing into a TC in castle after winning feudal. Guy kept making spears to keep my light cav from killing the mangonels, so I sent a ram directly at the mang and let the other ram continue battering the TC.
Also works when attacking under castles if the other guy doesn't quickwall you out. Trebs get utterly fricked by rams, and getting a kill that way is always satisfying.
[...]
I actually going to give him the benefit of the doubt and assume he wanted to write something else (can't imagine what) then he had a brainfart and didn't bother to correct himself after he posted that
No, I mean it. Mangonels hate having to kite against faster units.
> 1300 food upgrade cost for siege ram > +2min upgrade time > clunky and slow to micro like every other siege unit
Unless I am playing Slavs, ill literally never tech into siege rams
I play siege rams every single game and I hate it, group pathing for rams is ATROCIOUS so many times I have told them to attack a castle, and if a fricking bird flies in the way they get confused and go around the entire fricking map only to get blocked by a villager repairing. trebs and bombards don't have to dick around like this and rams are so slow you usually have plenty of time to block them of. you need shitloads of rams on aggressive stance, with archers watching over them, and at that point 3 trebs is cheaper then upgrading to siegeram.
The vast majority of this game's playerbase seems allergic to rams.
Rams have far too many weaknesses to be considered viable, especially against defensive structures. They're shock units you use once you have an advantage, but mangonels, bombard cannons, massed archers, massed infantry, knight-archer, petards, and other rams are just too effective for normal use.
Mangonels don't cut it against siege rams, if you want to flatten them before your base is flattened you need onager, bombard cannons in low numbers also won't cut it. Massed archers is not good against rams, you need something else
>Mangonels don't cut it against siege rams, if you want to flatten them before your base is flattened you need onager, bombard cannons in low numbers also won't cut it. Massed archers is not good against rams, you need something else
Onagers deal exactly 10 more damage per volley than Mangonels, who deal 52 damage with each shot.
30 arbs take 9 volleys to kill a single siege ram. Bombard cannons each deal 63 damage/shot. It all comes down to numbers, but I wouldn't place bets on the rams in most normal cases.
>trebs are too slow to push tower spam
Not quite. They still work. They just don't do as much economic damage with each stone as they'd like. This is the advantage of the keep.
It was a shitty answer, smart ass. I bet you feel really proud of yourself.
Idk barracks is where basically your military activity starts in a game, just making that ANY cheaper just opens the floodgates to a lot of cheap cheesy rush strategies. Malians are balanced because the barracks is there to gatekeep the player from archery/cavalry rush
That's an extremely busted bonus for goths. I don't think you understand the dark age shit fest that'll ensue.
A cheaper barracks doesn't have to apply in dark age yet. What is it with the aoe2 community and always taking everything at face value without any consideration for possible nuance? Whatever, Goths don't need a cheaper barracks.
Cumans got those flat wood discounts in to push out some of those unique Feudal bonuses like the second TC and early Siege Workshop. In the same vein, a flat discount for Barracks would probably be better suited for an infantry civ without a good Dark or Feudal Age bonus that augments this, but most if not all of them already do have something that would just make it additional bloat. Discounting heh Malians, the closest would be the Japanese with half-off drop sites.
If you want to get more pedantic though, there isn't an Archer line speed bonus civ yet but that would just be cancerous.
>there are no "Barracks cost -X wood"
Slavs effectively have this due to their TB and infantry focus. >nor "Siege workshop cost -Y wood".
Dravidians, twice over.
If you mean giving these bonuses to civs, you'd want to give the barrack bonus to a civ that uses infantry primarily for utility or flooding, so an elephant or infantry-heavy civ, but this would (if the discount was significant) make for a terrible experience where people just build a ton of production buildings on your border, like the Cumans, but slightly less obnoxious.
The siege workshop bonus would be annoying, but far from broken. I'd much rather see a dedicated production speed increase to make siege workshop play more dynamic for that civ.
The concern is just the cost-benefit ratio for destroying these buildings. Cumans can spam production buildings without issue with full HP, but they pay with their ability to produce stone buildings.
What would be the tradeoff here?
Idk barracks is where basically your military activity starts in a game, just making that ANY cheaper just opens the floodgates to a lot of cheap cheesy rush strategies. Malians are balanced because the barracks is there to gatekeep the player from archery/cavalry rush
Two reasons: The instrument used in the old version is their equivalent of a wedding bell, and the sound was duller than the flute used in the new theme.
it's a good time to love age of empires. aoe2, 3, and 4 are really good games, I find myself swapping between them depending on how I'm feeling. AoEgays, we can't stop winning
Counter-argument: playing Conquerors Civs is much better on DE because the new soundtrack is more soulful than the original.
This is NOT true for original AoK civs.
Agree too bombastic and added sounds make it a jumbled mess. They just had to "improve" it instead of keeping it untouched. Just like the classic voice acting is now stale, without emotion by "professional" va's. Just lifeless and soulles
Makes me laugh how much the Rome DLC has filtered so many people. Seething over the fact it’s not an Age of Slavshits or SteppeBlack folk DLC and they actually have to do something besides spamming cav archers.
It amazes me how brutal aoe1 is, if you are unable to properly handle a rush you simply fricking die since your fallback options dont really exists (TCs not shooting arrows) or they are garbage (house walls suck, stone walls also kinda suck and are expensive for what they give you, and tool/bronze age towers suck dick)
AoE1 is a very tactics and execution based game, more than aoe2, it's almost on the same level as sc1
Next time I am being siege pushed I am going to put 5 spears in a ram and try to kill the enemy mangonel and be mad at some moron in vst instead of me for following his advice and fail
Rams have lunatic amounts of hp for their resource cost, and they're a must-kill unit like trebs since they can actually break fortifications. Because they're must-kill, they absorb huge amounts of fire that would otherwise go to your normal army. Enemy cav and infantry come into inconvenient range, enemy needs to frick around with archer micro, etc. Do not sleep on rams, and prepare for assrape if multiple rams filled with cheap (and unknown) infantry come to break your castle. How are you going to delete 1200 hp fast enough to save it unless you have a full melee army in place? >muh onager
Easy evasion click. >muh archers
Not enough dps. >much champs
You've got a champ army standing around to defend? >muh paladins
Too bad the rams were filled with pikes, now you lost the game.
Takes too long. I love rams, but it takes too long. Better to get SE, drop a treb, and set up stone walls to defend said treb, leaving the vill to repair it.
>single siege ram kills your treb through the wall >you ragequit
Trebs only have value for a very brief period after entering imp when you can't afford lategame tech yet. After that, they're fragile gold hogs that you only use when you're already clearly winning and expecting to close.
>single siege ram kills your treb through the wall
Do you have any idea how many things have to go wrong for a siege ram to get there? >After that, they're fragile gold hogs that you only use when you're already clearly winning and expecting to close.
They're a high-damage tool for forcing engagements from a safe position.
>a safe position >within range of key enemy infrastructure
Like I said, you're already clearly winning and looking to close. A treb didn't win you the game, your other units got you there.
>within range of key enemy infrastructure
Name one building with 17 range.
1 year ago
Anonymous
Within treb range let me clarify. If you can hold a position proving you could control 80% of the map, what is there left to do? All you have to do is not die outside the enemy base. It's not some feat.
1 year ago
Anonymous
>Within treb range let me clarify. If you can hold a position proving you could control 80% of the map
You don't need to control 80% of the map to use a treb against a castle, anon.
In other words, water is wet and fire is hot.
Ask me how I know you dont play the game and instead decide to opt to intellectually jerk off about this specific topic until you find another topic to autistically fixate next week.
But no, rams are underpowered by their cost, they should get buffed, at the very least get their base speed increases to be in par with Siege Ram, since battering and capped rams are slower than SRs
Even the most braindead archergay will have some melee units to attack rams, like pikemen, and anybody with mangos/onagers will just flatten them all.
Bulgarians
* Dismounted Konnik base armor increased from 0/0 ▶ 2/1
* Elite Dismounted Konnik base armor increased from 0/1 ▶ 2/2
Burmese
* Elite Arambai attack reduced from 15 ▶ 14
* (Elite) Arambai now properly affected by Chemistry instead of only using a graphic change to the projectile
* Manipur Cavalry moved to Castle Age
* Manipur Cavalry cost reduced from 400 food 400 gold ▶ 300 food 300 gold
* Manipur Cavalry effect reduced from Cavalry deals +5 bonus attack vs. archers ▶ Cavalry deals +4 bonus attack vs. archers
* Howdah moved to Imperial Age
Byzantines
* Greek Fire changed from Fire Ships +1 range, Bombard Towers +0.5 Blast Radius ▶ Fire Ships +1 range, Dromons’ and Bombard Towers’ blast radius increased
* Bombard Towers now deals 25% damage in radius, no longer deal friendly fire damage.
Chinese
* Technology discount civilisation bonus reduced from 10%/15%/20% ▶ 5%/10%/15% in Feudal/Castle/Imperial Age.
Franks
* Forager faster work rate civilisation bonus reduced from 15% ▶ 10%
Hindustanis
* Lose access to Guilds
* Grand Trunk Road cost reduced from 400 food 400 wood ▶ 250 food 200 wood
* Grand Trunk Road now also reduces the trading fee to 10%
* (Elite) Ghulam attack increased from 8 (10) ▶ 9 (11)
* (Elite) Ghulam HP increased from 55 (65) ▶ 60 (70)
Italians
* Pavise cost changed from 300 food and 150 gold ▶ 200 wood 150 gold
Koreans
* Military units (except siege) cost -20% wood civilisation bonus changed ▶ Archers and Infantry cost -50% wood, Warships cost -20% wood
* (Elite) War Wagon base cost adjusted to 200 wood 60 gold (unchanged after the wood discount)
* (Elite) Turtle Ships affected by Siege Engineers
Magyars
* Team Bonus changed from foot archers +2 Line of Sight ▶ Cavalry Archers trained +25% faster
Malay
* Lose access to Gambesons
Malians
* Gold Miners drop off more gold civiliation bonus reduced from 15% ▶ 10%
Persians
* (Elite) War Elephant Line of Sight increased from 4 (5) ▶ 7 (8)Developer Note: "Let's talk about the elephant in the room: changes are on the horizon for Persians"
Portuguese
* Feitoria cost increased from 250 gold 250 stone ▶ 350 gold 300 stone
Romans
* Galley-line +1 attack civilisation bonus removed
* War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor civilisation bonus changed ▶ Galley-line and Dromons +1/+1 armor
* Ballistas no longer grants attack speed to the Galley-line
* Ballistas now grants +2 attack to the Galley-line in addition to Scorpion attack speed
* (Elite) Centurion formation position moved behind infantry units instead of in front of them
* Romans enabled for Ranked Play!
Slavs
* Lose access to Fervor
* New Bonus: Monks move +20% faster
Turks
* Janissary attack range reduced from 8 ▶ 7 (Elite Janissary unchanged)
Vietnamese
* Economy technologies now also research 100% faster
* Imperial Skirmisher upgrade cost reduced from 300 wood 450 gold ▶ 300 wood 300 gold
Return of Rome
General
* Slingers are now affected by Alchemy technology as intended
* Fixed the attribute values for several units:
* Hoplite, Phalangite, Centurion - reload time 2 ▶ 1.5
* Cavalry, Heavy Cavalry, Cataphract - reload time 1.3 ▶ 1.5
* Heavy Catapult - blast width 2 ▶ 1.2
Lac Viet
* Ballista receives +2 armor (in addition to Archery Range units)
Macedonians
* 25% siege discount now applies to Ballista as intended
RANDOM MAPS
Map Balance
* Amazon Tunnel:
* Fixed an issue where player's gold mines could fail to generate or generate next to another player.
* Arabia:
* Reintroduced the Asian, European and American themes.
* Boars may now generate again on some map themes.
* Gazelles now occasionally generate on some map themes.
* Ponds have been entirely removed from player forests. They may still appear in neutral forests on the map.
* The forest generation around players has been modified to create slightly more open generationsPrey huntable animals have been pushed further away from the players.
* Michi:
* Players now start with 9 villagers and 2 houses.
* Explored map visibility is now used in ranked games.
>Vietnamese >Economy technologies now also research 100% faster
I legitimately DO NOT know what could possibly make the devs go "hhmmm, Vietnamese needs a buff"
That wheelbarrow timing is going to be sweet >Imperial Skirmisher upgrade cost reduced
Neat!
>legitimately DO NOT know what could possibly make the devs go "hhmmm, Vietnamese needs a buff"
Winrates and player complaints, most likely.
Skill issue. My vietnamese are hecking cute and valid. What's the endgame anyways? make all civs broken?
1 year ago
Anonymous
>make all civs broken?
Worked for Voobly.
1 year ago
Anonymous
Look at the note, dipshit. The only thing that really changed was the timing for wheelbarrow/hand cart, and that's mostly offsetting the mining tech cost decrease.
Byzantines
* Greek Fire changed from Fire Ships +1 range, Bombard Towers +0.5 Blast Radius ▶ Fire Ships +1 range, Dromons’ and Bombard Towers’ blast radius increased
* Bombard Towers now deals 25% damage in radius, no longer deal friendly fire damage.
Chinese
* Technology discount civilisation bonus reduced from 10%/15%/20% ▶ 5%/10%/15% in Feudal/Castle/Imperial Age.
Franks
* Forager faster work rate civilisation bonus reduced from 15% ▶ 10%
Hindustanis
* Lose access to Guilds
* Grand Trunk Road cost reduced from 400 food 400 wood ▶ 250 food 200 wood
* Grand Trunk Road now also reduces the trading fee to 10%
* (Elite) Ghulam attack increased from 8 (10) ▶ 9 (11)
* (Elite) Ghulam HP increased from 55 (65) ▶ 60 (70)
Italians
* Pavise cost changed from 300 food and 150 gold ▶ 200 wood 150 gold
Koreans
* Military units (except siege) cost -20% wood civilisation bonus changed ▶ Archers and Infantry cost -50% wood, Warships cost -20% wood
* (Elite) War Wagon base cost adjusted to 200 wood 60 gold (unchanged after the wood discount)
* (Elite) Turtle Ships affected by Siege Engineers
Magyars
* Team Bonus changed from foot archers +2 Line of Sight ▶ Cavalry Archers trained +25% faster
Malay
* Lose access to Gambesons
Malians
* Gold Miners drop off more gold civiliation bonus reduced from 15% ▶ 10%
Persians
* (Elite) War Elephant Line of Sight increased from 4 (5) ▶ 7 (8)Developer Note: "Let's talk about the elephant in the room: changes are on the horizon for Persians"
Portuguese
* Feitoria cost increased from 250 gold 250 stone ▶ 350 gold 300 stone
Romans
* Galley-line +1 attack civilisation bonus removed
* War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor civilisation bonus changed ▶ Galley-line and Dromons +1/+1 armor
* Ballistas no longer grants attack speed to the Galley-line
* Ballistas now grants +2 attack to the Galley-line in addition to Scorpion attack speed
* (Elite) Centurion formation position moved behind infantry units instead of in front of them
* Romans enabled for Ranked Play!
Slavs
* Lose access to Fervor
* New Bonus: Monks move +20% faster
Turks
* Janissary attack range reduced from 8 ▶ 7 (Elite Janissary unchanged)
Vietnamese
* Economy technologies now also research 100% faster
* Imperial Skirmisher upgrade cost reduced from 300 wood 450 gold ▶ 300 wood 300 gold
Return of Rome
General
* Slingers are now affected by Alchemy technology as intended
* Fixed the attribute values for several units:
* Hoplite, Phalangite, Centurion - reload time 2 ▶ 1.5
* Cavalry, Heavy Cavalry, Cataphract - reload time 1.3 ▶ 1.5
* Heavy Catapult - blast width 2 ▶ 1.2
Lac Viet
* Ballista receives +2 armor (in addition to Archery Range units)
Macedonians
* 25% siege discount now applies to Ballista as intended
RANDOM MAPS
Map Balance
* Amazon Tunnel:
* Fixed an issue where player's gold mines could fail to generate or generate next to another player.
* Arabia:
* Reintroduced the Asian, European and American themes.
* Boars may now generate again on some map themes.
* Gazelles now occasionally generate on some map themes.
* Ponds have been entirely removed from player forests. They may still appear in neutral forests on the map.
* The forest generation around players has been modified to create slightly more open generationsPrey huntable animals have been pushed further away from the players.
* Michi:
* Players now start with 9 villagers and 2 houses.
* Explored map visibility is now used in ranked games.
Byzantines
* Greek Fire changed from Fire Ships +1 range, Bombard Towers +0.5 Blast Radius ▶ Fire Ships +1 range, Dromons’ and Bombard Towers’ blast radius increased
* Bombard Towers now deals 25% damage in radius, no longer deal friendly fire damage.
Chinese
* Technology discount civilisation bonus reduced from 10%/15%/20% ▶ 5%/10%/15% in Feudal/Castle/Imperial Age.
Franks
* Forager faster work rate civilisation bonus reduced from 15% ▶ 10%
Hindustanis
* Lose access to Guilds
* Grand Trunk Road cost reduced from 400 food 400 wood ▶ 250 food 200 wood
* Grand Trunk Road now also reduces the trading fee to 10%
* (Elite) Ghulam attack increased from 8 (10) ▶ 9 (11)
* (Elite) Ghulam HP increased from 55 (65) ▶ 60 (70)
Italians
* Pavise cost changed from 300 food and 150 gold ▶ 200 wood 150 gold
Koreans
* Military units (except siege) cost -20% wood civilisation bonus changed ▶ Archers and Infantry cost -50% wood, Warships cost -20% wood
* (Elite) War Wagon base cost adjusted to 200 wood 60 gold (unchanged after the wood discount)
* (Elite) Turtle Ships affected by Siege Engineers
Magyars
* Team Bonus changed from foot archers +2 Line of Sight ▶ Cavalry Archers trained +25% faster
Malay
* Lose access to Gambesons
Malians
* Gold Miners drop off more gold civiliation bonus reduced from 15% ▶ 10%
Persians
* (Elite) War Elephant Line of Sight increased from 4 (5) ▶ 7 (8)Developer Note: "Let's talk about the elephant in the room: changes are on the horizon for Persians"
Portuguese
* Feitoria cost increased from 250 gold 250 stone ▶ 350 gold 300 stone
Romans
* Galley-line +1 attack civilisation bonus removed
* War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor civilisation bonus changed ▶ Galley-line and Dromons +1/+1 armor
* Ballistas no longer grants attack speed to the Galley-line
* Ballistas now grants +2 attack to the Galley-line in addition to Scorpion attack speed
* (Elite) Centurion formation position moved behind infantry units instead of in front of them
* Romans enabled for Ranked Play!
Slavs
* Lose access to Fervor
* New Bonus: Monks move +20% faster
Turks
* Janissary attack range reduced from 8 ▶ 7 (Elite Janissary unchanged)
Vietnamese
* Economy technologies now also research 100% faster
* Imperial Skirmisher upgrade cost reduced from 300 wood 450 gold ▶ 300 wood 300 gold
Return of Rome
General
* Slingers are now affected by Alchemy technology as intended
* Fixed the attribute values for several units:
* Hoplite, Phalangite, Centurion - reload time 2 ▶ 1.5
* Cavalry, Heavy Cavalry, Cataphract - reload time 1.3 ▶ 1.5
* Heavy Catapult - blast width 2 ▶ 1.2
Lac Viet
* Ballista receives +2 armor (in addition to Archery Range units)
Macedonians
* 25% siege discount now applies to Ballista as intended
RANDOM MAPS
Map Balance
* Amazon Tunnel:
* Fixed an issue where player's gold mines could fail to generate or generate next to another player.
* Arabia:
* Reintroduced the Asian, European and American themes.
* Boars may now generate again on some map themes.
* Gazelles now occasionally generate on some map themes.
* Ponds have been entirely removed from player forests. They may still appear in neutral forests on the map.
* The forest generation around players has been modified to create slightly more open generationsPrey huntable animals have been pushed further away from the players.
* Michi:
* Players now start with 9 villagers and 2 houses.
* Explored map visibility is now used in ranked games.
>Malay lose Gambesons
WHY >Slavs lose Fervor, Monks move faster
Wouldn't it be simpler to just give them free Fervor? >Everything else >mfw
Told you homies that the devs didn't play the game and they were busy partying hard while the diversity interns managed the coding. Now they are back because of how bad the pajeets blew it up and we finally have great changes
>Want to play Bohemians >Write down a bunch of tricks I can use to get an advantage for most of the match. >Practice Hussite Wagon micro in Scenario editor >Gush over my excellent tech tree >Enemy picks Britons
Some days, I just wish I was a Slavs main.
bohemian tech tree is burning hot garbage
wagons are basically only useful against archers anyways
i don't have any idea what you're talking about >Write down a bunch of tricks I can use to get an advantage for most of the match.
this is based though
>bohemian tech tree is burning hot garbage
Uni, Monastery, and very respectable siege+foot. >wagons are basically only useful against archers anyways
This is why Britons piss me off so much. They're like, 1/5th of the archer civs I encounter. >i don't have any idea what you're talking about
The Bohemian blacksmith and university bonuses are meant to be used as both eco and military bonuses. They're then the cheapest options for sudden 3x3 and 4x4 constructions, by far. This means you can, using only 2 vills, easily block off a full 8-12 tiles of width around your archer army at a moment's notice against cav. You can also just set up ahead of time, using buildings that are really slow to take down using cav. You force your enemy to rely on siege as a dedicated monk civ to push you out of hastily-constructed positions, making your halbs even more effective.
It's that sort of thing.
So you're mad that you're always forced to go Wagons in order to beat the metagay archer pickers?
That's kind of an odd complain but I can relate, mayans, britons and ethios are aids in this game
>So you're mad that you're always forced to go Wagons in order to beat the metagay archer pickers?
No, I'm mad that the Hussite wagon, our bespoke option that only deals with archers, is bypassed by Briton range absurdity.
...?
Wagons are tanky enough to simply wheel in and pump archer's face full of pellets, even with the range and all, you also got speedy gunpodwer to close the distance even easier.
I'm not a bohemiangay, I am missing something? Because as far as I can see there's no much to complain about.
>Wagons are tanky enough to simply wheel in and pump archer's face full of pellets
Created too slowly, and Britons can poke both the wagon and the units behind it from far beyond their range. Further, once they get Warwolf, the Hussite Wagon becomes entirely obsolete. Same for the Houfnice if you don't watch every projectile to play dodgeball.
>Created too slowly
Fair >Britons can poke both the wagon and the units behind it from far beyond their range
Yeah but you can just shrug off the arrows, get close to them and shoot a volley, you win the DPS exchange due your stupidly high PA. >Further, once they get Warwolf, the Hussite Wagon becomes entirely obsolete. Same for the Houfnice if you don't watch every projectile to play dodgeball
This is fair I guess.
1 year ago
Anonymous
>Yeah but you can just shrug off the arrows, get close to them and shoot a volley, you win the DPS exchange due your stupidly high PA.
They don't stand around and wait for your wagons to close in. they just keep moving backwards until your wagons are isolated enough to kill with knights.
give them mahouts for free, get them a unique tech that gives everything but their trashbows bracer. give them a unique steppelancer with bonus against other cav, and make their war elephant trainable at the siege workshop instead of the castle. boom, great civ.
>When you find a fellow arena clown
It's so funny, feudal ram push is good if you have a mate that knows his shit and got practice together, but ram push is terrible if you have a rando as teammate
>baffling changes to civs >still no pathfinding fixes >transports shit themselves when disembarking troops
Do they even play the game(I know they dont, but wtf)
Random changes to the game could potentially be pathfinding fixes since this is 20 year old spaghetti code. Or it could break pathfinding even more. We just don't know, and neither do the devs.
Yes.
Who's baiting with my favorite UU?
Oh. No bait.
Return of Rome was a mistake, it should have been another expansion with 3 civs. It's been over a year since DOI
I don't think it was a mistake, just really unpolished.
How? Other than some pathing bugs (surprise surprise) it's been the best addition since Last Khans.
Classic release issues. It fully bricked the game for some of my friends, non launchable anymore. The old classic: "XboxPlatform::SetPresence not successful: XboxLiveContext is null" error that triggers when the game has no idea what really causes it to crash, even after full clean reinstalls. Random people get this thing after every major patch since the dawn of the definitive edition. It's just further spread this time.
I personally have zero issues so far. Kind of sus that it may be caused by the OS. Seems like many W11 people have the issue, asking around the community. They'll fix it, eventually.
Like said I don't think it was an issue. MS dropped the ball on AoE1:DE. So personally I'm glad Forgotten Empires picked it up to preserve it and actually bring imrpovements to it.
This, so much this
Seriously? They opened the game up to so much content addition, AOE1 used to be inplayable now it's enjoyable. AOE1 DE didn't fix the game enough, putting it on AOE2's engine has done it wonders.
DOI was a mistake, 5 pajeet civs is overkill, now the fanbase will be screaming for 4 new chinese civs. They should make merchant republic civs with new mechanics related to trade, divide up Italy, add novgorod, maybe throw the song dynasty in as china's merchant civ.
This is the dumbest post I've read in a long while.
>5 pajeet civs
5? I only count 4.
>divide up Italy, add novgorod, maybe throw the song dynasty in as china's merchant civ.
>4 pajeet civs, each of which represents a different ethnic group, is overkill, but 4 Italian civs, 2 Russian civs and 2 Chinese civs is a-okay
First online RoR match won
Luv me greeks hoplites
Luv me arena
I'd play open maps but with the idiot of shitlord popularizing sumerian vill rush I cant bother
Devs are ruining this game.
- counters don't work anymore due to balance changes and messing with bonus damage
- countering is less of a mechanic because hybrid units are available for many civs in all ages.
- stability and network connection problems
- stupid pay to win civs with gimmick mechanics
- too many civs result in duplicates or some left out of meta
- new civs are of lower quality, with poor quality voice acting, and artwork..
- music and voice acting for campaigns worse than original or HD release
This game will not be relevant in 5 years of the current trajectory continues.
>countering is less of a mechanic because hybrid units are available for many civs in all ages.
Explain.
>stability and network connection problems
Regional issue.
>stupid pay to win civs with gimmick mechanics
Both Hindustanis and Gurjaras were nerfed, and Romans were intentionally excluded from ranked play.
>too many civs result in duplicates or some left out of meta
Name them.
>Explain
Hybrid units take less bonus damage and don't have a direct counter. So they must be matched by similar sized masses or units.
- step lancers (aren't counters by pikes or archers)
- serjeants (aren't countered by infantry and strong against archers)
I have less of an issue if you at least need a castle to produce them but a lot you can do in feudal or just need castle age.
>Regional issue.
Yeah I'm in the coastal US. What regions do work then?
But it's also not just network. Have you noticed broken pathing? Villagers stop working? Units walking backwards? Obvious tells where enemy walks are.
>Both Hindustanis and Gurjaras were nerfed
Yep. They need to make room for new dlc. Its usually in the first 2 months that the pay to win is strongest.
>Name them.
For real?
>Hybrid units take less bonus damage and don't have a direct counter. So they must be matched by similar sized masses or units.
Steppe lancers were balanced by archers until recently, but now they're a menace. I believe the change may be reverted if it's too much.
>serjeants (aren't countered by infantry and strong against archers)
Unique to Sicilians, who are designed around this strength.
>Yeah I'm in the coastal US. What regions do work then?
Same region; no issue.
>But it's also not just network. Have you noticed broken pathing? Villagers stop working? Units walking backwards? Obvious tells where enemy walks are.
No, just weird pathing on military, fixed by pressing "Stop" and issuing a new order.
>Yep. They need to make room for new dlc. Its usually in the first 2 months that the pay to win is strongest.
And you can see them changing this model with Romans because they know we dislike it.
>For real?
Yes.
>And you can see them changing this model with Romans because they know we dislike it.
Not him, but honestly Romans feel more like an easter egg instead of a real civ. The last three DLCs all had a campaign for their new civs, not the Romans though. They don't even have a steam achievement.
Them getting 6 pierce armour in imperial age is not a problem.
Then you make it so he has to fight, Berserk takes too long to get into, the speed doesn't matter they have 1 less pierce armour and cost more
neither champs nor zerks are ever worth making anyways so this conversation is pretty pointless
t. Archer civ picker
CAV archer civ picker
>Them getting 6 pierce armour in imperial age is not a problem.
Them getting 4 pierce armor in castle age might be. They trounce pikes far too effectively.
1+2 = 4?
Huh. Thought Non-elite had 2 PA.
>- serjeants (aren't countered by infantry and strong against archers)
>nerf sicilians
lul
hmm
Helepoli go brrrr
Use camels vs cavalry
I have watched about 100 hours of videos of this game and have yet to play one single match
I guess aoeDE2.0 is nice but can we have another aoe2 dlc now pls
I think they shouldve made a campaign for aoe2 Romans.
>I think they shouldve made a campaign for aoe2 Romans.
Yeah, this is the only civ in aoe2 without a campaign or historical battle. How odd. And they don't even have a steam achievement. And they weren't even planning on bringing them on ranked. Were they just supposed to be an easter egg or something?
how the frick am i supposed to fricking win the Phyrric victory scenario , that fricking roman army attack in way too quick giant waves
Skill issue
I beat it by spamming Cav archers
Mass cavalry/heavy cavalry/cataphracts, raid all roman encampemnts asap
Do NOT sink your transport ships, transfer 10 cavalry behind blue base and raid the town directly southeast to it
You will find a Goverment Center and a Storage Pit, rush Nobility, +2 cavalry armor and +2 attack
ez, keep spamming cavalry until the end of the game, if facing centurians just spam elephants
yeah i noticed also that the main army wont attack you until the roman camp attacking the blue city is destroyed so i rushed asap to liberate 3 villages with one of them being the government center one , helped blue on the initial attack so that i got time to go send a small force capture the gaya camp north and do a quick attack on purple to destroy red production , was a piece of cake after that , you have to be extra aggresive
Honestly Romans are so weak to massed cavalry, once you get Heavy Cavalry and rushed for storage pit/goverment center upgrades, the whole mission becomes easy.
It's not a hard mission, it just requires metaknowledge.
Last mission of that campaign was the one that actually challenged me.
https://www.twitch.tv/membtv
KOTD 5
Currently MBL vs. Sitaux
Memb cocasting with Hera
sitaux can 3-0 larry but dies to a player that just throws up feudal walls
One round wonder
>That lame by MBL
Holy frick
sitaux playing like literal shit. trying to take the worst fights he can -- you built a SW with a mango on the way, why engage 12 skirms with your smaller group of xbow in the meantime?
Don't ever b***h about your map gen again you little gays
What?! He's got horse collar!!?
Someone say prostitute collar?
bibibros...
Come on it was expected
I feel like it's almost always better to go champ than zerk, you need trebs from your castles and you need to keep them up. They are a little stronger but anything that kills massed champions also kills zerks
zerk speed makes it so you can actually kill, well, something instead of literally nothing
Yeah this community sure loves to split things unnecessarily.
This one did come first though
>no u
Yes you, look at the dates my man
No.
I like that the comunity is doing good, but c'mon.... stop ruining this old gem already!
Remember mongols? they were unique? no?
Well, now you have 6 more horse archers civs, and nerfed the mongols.
Remember the Chinese? well, now you chukonu on horses.
Remember the Persians? yeah, now half civs have elephants.
Remember spanish vills being so strong? yeah, now those are the Incas, and are even better and don't need castle age even.
Remember huscarls? now vietnam has ranged ones.
Remeber Korean wagons? Khmer are even better!
Remember light cav line? well, now Magyars.
Remember how goth "thing" was having more pop at imperial, well.... Malay does it even better.
You know those hard to beat Tarkans for the Huns? well, now you can have them as ranged units with Mayan's "Obsidian Arrows" (pulled stright from the ass)
>You know those hard to beat Tarkans for the Huns? well, now you can have them as ranged units with Mayan's "Obsidian Arrows"
Not anymore.
>and nerfed the mongols
The Mongols are still one of the strongest civs and the Mangudai is still one of the strongest units in the game.
>now those are the Incas
Inca villagers don't even come close to Spanish ones.
This isnt early 2000 anymore, mangudai needs post-imperial to be useful and most matches are decided much before that.
This is such a dumb take and such a non-issue
Apply yourself, anon.
>don't need castle age even.
That's the weakest AoE2-related bait I've ever seen.
I think the bigger issue is Microsoft not knowing how to make money off of AOE2 aside from adding more civs, units, features etc. It is already very bloated and morons on R*ddit keep asking for more stuff. Microsoft should think of alternative ways of making money from AOE2 kinda like DOTA or CS:GO do.
New civs are pointless. I'll keep playing my favorite civs more often than not.
I like the new campaigns as DLC incentive especially if it's RoR campaigns, but people actively dislike the ancient age of AOE1.
But if they just ditch adding new civs to add new campaigns the multiplayer bros won't buy it.
>New civs are pointless.
They're great just for not being Franks, really.
Just make pikes dude
What are you talking about?
I never played franks again after finishing joans campaign and the two side battles.
More civs are good. Cope and seethe.
not against adding new civs, but adding more and more just to maintain the multiplayer servers, pay devs and make money in general is not sustainable.
Less civs is good. Cope and seethe
Justify your shit opinion.
>t. shit opinion haver
kys
Honestly have you mastered any of the new civs? I like the Sicilians because they're kinda AoM norse but that's it. There's all the indian civs, the steppe dudes, the new europeans and I haven't even got around truly learning all the southeast asian and african civs from HD.
All of that and I probably only played Persians and Chinese once or twice.
NTA. I pretty much exclusively play Battle Elephant civs I'm more than comfortable with both Bengalis and Malays. I'm always glad my civs were added, and I'm glad people who liked the other civs got to play their dream factions.
>nerfed the mongols.
Even malay are better than mongols now
REDDIT SPACE
just dont ask me how, a pro said it and I trust him
>Even malay are better than mongols now
I hope this is sarcasm.
Don't blame me, a pro said it.
Sauce me
Nicov said it, he added that if mongols don't lame then there's nothing much coming for them
I see
I can see it if he means that Malays are better across all map types, but otherwise, no.
'walling' with houses and stables was a mistake
hail to the king
damn that's a fat fricking pussy
Marriage changes people anon.
Is he actually married?
>hera trying to play anything not archers/knights
kekw
>tfw my mind makes me think the RoR villagers say "Chungus" when you command them around.
They all just speak caveman english in the original but the sound quality made it ambiguous enough. DE voices are shit.
i love how always when the master of arena is accounced all these so-called arena pros are so excited and dream about winning and then comes good old RM players who play arena once in a while and kick their clown asses. bunch of clowns on clown map. its like ln or bf, they are good/high rate cause its clown map and no one good actually play that map regularly but when they do, they kick those clowns back to HD
>frenetically invest my wood the best I can in feudal/castle
>time to go imp
>1600 food
>17 on wood
>9 on gold
Heh
>Need to go to imp
>Never have a uni up in time
MoA less go
survivalist vs D3rp
https://www.twitch.tv/paradox303
>why do people hate arena
It's either a 2 minute castle drop or a 1 hour trash war and no inbetween
Going to test this some more in the field to see if Rathas have hope. Previous matches were inconclusive.
Alright, this thing is absolutely just terrible. Even without the eco issues, it attacks too slowly without Paiks.
There are exactly four units the ranged attack is really going to be useful against: Vills, monks, pikes, and archers. Ratha momentum against archers is awful, and against knights, even if you start building the castle at the beginning of castle age and maintain constant production, you'll have bad fights due to chariot physics, tech costs, and the need for Paiks. May be intended to use pikes on the side as support against knights.
SNEED
Side matter: 5/6th production speed means you'll always be at a disadvantage, however slight.
https://steamcommunity.com/app/813780/discussions/22/3821912152397397151/
New pup
>maa at fricking 18 pop with japanese
Man I might actually simp hera for those build orders wtf
Can you imagine aoe2 competitive scene switching into a team game focused tourneys?
It won't happen because players don't like to split up prize pools more.
at least 2v2 would be cool. then the split prize pools wont be as noticeable.
There was nations cup like a week ago, there is BoA every year
BoA is every 2 years. It alternates with KOTD.
Don't mind me, just playing the objectively superior game.
>Pic not related
It's time to move on old man it's been 20 years already
>20 years later
>Shit product can't compete with standing champ
100% fault of the devs
And they are steadily making aoe4 better, maybe one day I might try it
Let us know in 19 years when it's worth playing, Anon.
>small minimap
>dumb yellow ghosts
>female scouts
No mods to fix any of this. Literally unplayable.
Based
I JUST WANT TO PLAY WITH THE HRE BUT I CAN'T BECAUSE MY SCOUT MIGHT BE A WOMAN
>better qol
>better graphics
>significantly more varied units and not a million moronic copy pasted civs
Yeah, I'm thinking you're a cuck
t. likes to watch other males talking about other game in it's thread
t. likes to see other males talking shit about his game in another thread
Yikes
qol
Because it caters to shitters who fail about both micro and macro in AoE2. Congratulations, you got a game to handhold you.
graphics
AoE4 looks like dogshit, but graphics are personal taste, so grats on having terrible taste.
more varied units and not a million moronic copy pasted civs
If Relic/FE keep supporting AoE4 for another 15-20 years, why don't you tell us about how bloat free it is then instead of now?
>strawman
Many such cases. Sad!
I actually agree with you on two of your points. I think aoe4 does a few things better than other aoe games, and I also think there are things aoe3 does better. I just listed three things that are dealbreakers for me personally, if these three things can be modded out, or if we get good single player campaigns, I will give aoe4 another chance.
Go frick yourself.
>doesn't know what a strawman is
>doesn't know what a strawman is
Who the frick wins by making the main golds and wood lines spawn in hills.
Are the ~~*devs*~~ investor in the palisade industry as well? That's the only explanation
>Jordan not around for GL today
>Nili playing flank against Suomi
Owari da....
The biewers
>let's change the game just so people that don't play it and only watch tourneys can enjoy it
Sounds like the devs
Why do monks feel so helpless and weak, 40 hp and 0 melee/pierce armor and costing 100 gold is a sure way to drop valuable resource into the fire.
They're for converting knights and siege.
PAJEETS MAD
Did some more testing in Scen. Editor.
Skirms work wonderfully as a support unit for elephants in early castle, making a clean bridge into battle elephants when your enemy has committed to making archers.
Hot take:
Bengalis should have gotten a skirm bonus, like Dravidians have
True. The cav anti-skirm bonus falls off way too hard in feudal, and elephant archers requiring skirm support to deal with enemy skirms for archer-skirm can be a pain. Should've given Bengali skirms bonus damage against skirms.
Skirms bonus damage, would be better against archers, pikeline, other skirms and other mounted units
Problem with Bengalis is that they are very good at what they do but have no work around for their weaknesses, this would address it a little
>Skirms bonus damage, would be better against archers, pikeline, other skirms and other mounted units
No way. It specifically has to be skirms, because skirms are being made to counter enemy skirms. The rest can be accomplished via the elephant archer, enabled by the skirms supporting it.
>Problem with Bengalis is that they are very good at what they do
No they aren't. Each elephant is sub-par, and the Ratha generally goes unused.
Post your favourite AoE1/AoE2 civs to play.
Pic related for me in AoE2, also Hittites in AoE1.
Celts
Greeks
>Ben
>Gal
Shang are probably the most comfortable to play, but Greek roided centurions and helepoli (if you can get to them) are the most fun.
Mongols.
>but Greek roided centurions and helepoli (if you can get to them) are the most fun
The problem is that bowmen mass, both in tool age and compositve bowmen in bronze age is so much a fricking ass to handle you never will be able to get to hoplites
The only match in which greeks without doubt dominates, is against Romans, and that's it
Sicilians in AoE2
Palmyrans in AoE1
I love building shit on the enemy base.
aoe2:
celt siege spam
briton longbowmen spam
byzantine catchphracts are also fun because they literally have thorn damage
I feel like they have about milked this game dry. The problem is they have added so many civilizations that the balance of the game is so different from vanilla kings+conquerors game. The game just feels much different at this point from the game I remember growing up. But anyway, the new content is well done, but at one point is there enough civilizations?
They should just add more campaigns, game modes, and tweaks instead of adding more civilizations.
One more Africa expansion should do it.
I want to be good but I am a 5apm autistic moron
Bored.
>4 stack meta for map civ pickers
china dlc news?
nobody gives a shit about chinks
shut the frick up
Why yes, I am getting filtered by the first mission of the Pyrrhus campaign. What gave it away?
1st pyrrhus mission is harder than the later ones for some reason.
Is Pyrrhus 1 harder than, say, Tarik 5?
Why do bohemians get the cheaper blacksmith instead of bulgarians
Anon, do you need me to just research your blacksmith techs for you? How much help can one man need?
I just asked because that bonus would make more sense with the civ that also has other blacksmith bonuses
Repeat that to yourself.
Are you implying stacking bonuses for the same kind of building/unit is unheard of in aoe2?
No, I'm implying it's generally a bad idea.
Why?
Because now that's a mechanic that has to be balanced around all of the magic BS one civ can do with it. See the way Civ 6 suffers from mechanics being designed around civilizations specializing in using them.
There should not be a "blacksmith" civ. There should be multiple civs that have bonuses letting them interact with this one thing in a unique manner. You can appreciate this by playing each civ and seeing how it affects their techs.
Why didn't the spanish get that then? They also have a blacksmith bonus.
For me it's Khmae.
How close does the monk need to be to a ram to convert it? game tips say they need to be 'in the vicinity'
Melee.
is it possible they can corvert within two hexes aka behind a wall?
No. The hand must touch the ram.
>final game
>pick goths for arena
To be fair Sicilians isn't much better, in melee Bulgarians wins, okay siege but no gunpowder and meh monks without redemption.
You know how you counter knight + skirms? Elephantos.
I see. I suck ass at this game so I wouldn't be able to tell
>You know how you counter knight + skirms? Elephantos.
Basically.
>"french" drush
I'm really enjoyinb RoR but why the frick it is so dead? Literally impossible to find a lobby
Lobbies have been fricked for like 6 months now. They take 10 minutes to appear for everyone else lmao.
For me it's China DLC.
>karambit rush on arena
Not the smartest idea
Karambits need to be trained 2 at a time like zerglings
I'm still mad AoE4 didn't triple down on unit batch training from 3.
>No Bracer
>No Keep
>No Arrowslits
I understand, but I am upset.
>>No Keep
>>No Arrowslits
Unless you have a direct tower bonus, nobody cares for it
New Slavic Castle tech.
Nobody uses as a tower tech, but a castle benefiting tech
If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
>If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
Even though they should. Guard tower + bodkin will halt mangonel pushes if your civ doesn't have redemption. Towers are great for protecting exposed res (ideally gold).
>If your civ does not have a specific, direct tower bonus, then nobody gives a shit about them
Bohemians, Bengalis, Viets, and all Cav Archer civs with Bracer.
No they dont.
LITERALLY nobody makes tower unless for a trush or if you're a good tower civ.
It's great for securing a position you don't want to commit an army or to, and if you have a cav-heavy army, it does wonders by forcing your enemy to commit to both siege and anti-cav.
For that you're much better off using a castle.
Nobody uses towers unless you're a good tower civ.
>For that you're much better off using a castle.
Meant to say "commit an army or castle". Those are a massive resource investment for what you're trying to accomplish, and you're risking a lot of resources by putting them in a forward or central position.
>Nobody uses towers unless you're a good tower civ.
Git gud.
>Meant to say "commit an army or castle". Those are a massive resource investment for what you're trying to accomplish, and you're risking a lot of resources by putting them in a forward or central position.
Yeah and your resources are still better used on a castle.
>Git gud.
Post a screenshoot or a video of a pro, or a dude actually making towers outside feudal age or -NOT- being a tower civ.
Chances are you dont play the game.
Also post ELO.
>Yeah and your resources are still better used on a castle.
You can make a castle without putting it in the center of the map.
>Post a screenshoot or a video of a pro, or a dude actually making towers outside feudal age or -NOT- being a tower civ.
Why the frick would I crawl around for that? Most players aren't in the habit, and pros do exceedingly dumb things.
>Chances are you dont play the game.
Or that I'm simply one of the few who remembers to put towers on map centers.
>Also post ELO.
N/A. QM by nature. Matched against guys with 1300-1600 rank. It works perfectly as a stall tool against trebs, letting you get yours up alongside whatever you need to challenge them.
>N/A. QM by nature. Matched against guys with 1300-1600 rank. It works perfectly as a stall tool against trebs, letting you get yours up alongside whatever you need to challenge them.
Post screenshots of you doing it.
>Post screenshots of you doing it.
Before I do, what comes next?
You being right, and this convo ending.
If I post a pic of the last time I used a keep to stall trebs, you concede?
Ye.
see
All of my replay data is out. Need to make new vids, but I'm putting that off until I wake up. Wanna eat something.
Alright fair enough
>Chances are you dont play the game.
Uh-oh. Who do we have here? The arrogant narcissist strikes again.
Let's take another look at our list.
People who play the game:
>one random autist on Ganker and the people who take his words as gospel
People who don't play the game:
>people who suggest balance changes
>people who suggest design changes
>people who think aoe4 civs are more unique than aoe2 civs
>people who care about history
>devs
>Spirit of the Law (https://youtu.be/VfvB1_urb1s)
>Ornlu (https://youtu.be/h8DUozTExJ4?t=1501)
>people who make towers with non tower civs
Want your name added to The List? Please share your opinions about your favourite video game in this thread, and who knows, you might realise you don't actually play the game yourself.
Anon, you're going to hate this, but you have, once again, misidentified the "don't play the game" guy (me).
Also, the "devs don't play the game" guy is someone else, and the Youtubers just wanted content.
Accusing other people of not playing the game is so incredibly absurd that I don't believe there's more than one person doing it.
>Also, the "devs don't play the game" guy is someone else
You said it sounds like something you would say.
>the Youtubers just wanted content.
Ornlu didn't need to say it in that video. Are you saying SOTL purposefully said dumb shit just for clicks? That's not the Spirit I know. He could have easily concluded the Bumese section by saying it's an interesting thought, but doesn't fit the civ design.
>Accusing other people of not playing the game is so incredibly absurd that I don't believe there's more than one person doing it.
There's now three people.
>You said it sounds like something you would say.
Yeah, but when you linked the post, I told you it was a different guy.
>Are you saying SOTL purposefully said dumb shit just for clicks?
Yes. Also, I'm not sure how well he understands elephant units.
>There's now three people.
How do you know it's three and not two? The tower guy could have been the 'devs don't play' guy.
>Yeah, but when you linked the post, I told you it was a different guy.
It stays on the list.
>I'm not sure how well he understands elephant units.
Including battle elephants and siege elephants and stuff? Why do you think that?
>How do you know it's three and not two? The tower guy could have been the 'devs don't play' guy.
Because the 'devs don't play' guy can't keep himself from cursing for even a moment.
>It stays on the list.
That list is comped.
>Including battle elephants and siege elephants and stuff? Why do you think that?
Did you see his Bengalis overview?
>Did you see his Bengalis overview?
What wrong with it? Please explain. I don't play the game, after all.
I did not even participate in the maphacking conversation.
>What wrong with it? Please explain. I don't play the game, after all.
On review, while there were some issues, he does seem to have a sober view of things. I misremembered.
No problem, that can happen.
Go write more fanfics about maphacking you trannie.
Devs not playing the game is the BEST case scenario
>devs don't care about the game
>busy being chads in their yacht parties with a bunch of b***hes
>receive a call about the interns finishing the update
>they give the green light
Alternatively
>devs actually coded and tried the game before releasing it
>they actually approve of the update that left the game in the worst state ever since the release
>we are supposed to believe they are not mentally challenged
>That team game map pool
Holy fricking shit it keeps getting worse.
frick. hotfix today.
Did they really fixed what they claimed to fix.
how about some extra samurai
>Forums are trying to have Byzantines lose BBC
Why do they want to butcher my boy?
>Forums are trying to have Byzantines lose BBC
Why?
https://forums.ageofempires.com/t/byzantines-need-to-lose-bombard-cannons/232864
Because forumtrannies are fricking moronic.
Aren't Byz already nerfed to shit? Why make them even more shit?
The guy on the forums wants to "make them more fun to play against". I also saw some suggestions in the thread that involved removing forging and giving Byzantines bloodlines.
Byz one of the strongest underrated civs out there.
>muh eco
just spam skirms and camels with monks and you win.
Im a single player gay so only want new aoe2 civs and campaigns
I play everything.
No I want to die everyday and I'm surrounded and harassed by stupid moronic c**** everyday life is no longer worth living and I have to deal with stupid n****** and f***** everyday I want to blow my brains up every day
>People still complaining about siege eles
I never even see these used.
They're a good compliment to archers because of their cost and ability to break stuff and meatshield more effectively than rams.
In every way, save the villager defense melee armor and the 450 food you save in imperial, Armored/Siege Elephants are directly inferior to their counterparts in the ram line. It's not even a question. They actually need a buff to make up for the production, utility, and performance issues they suffer from.
Lacking the ability to, at 0.9 speed, oneshot Mangonels and Onagers is already a major loss. Add in the food eco requirement, the increased gold cost, the halb weakness, the inability to garrison foot units, and the lower maximum attack and HP.
Anyone complaining about siege elephants is a fricking joke. It just looks pretty. That's it.
Battering to Siege ram is way more expensive than the Armored elephant upgrade. Not to mention that few civs actually got access to Siege Ram so the baseline comparison is Capped in which elephants perform better.
>Battering to Siege ram is way more expensive than the Armored elephant upgrade
It's a difference of only 450 food in late imperial, contrasting a unit that primarily costs food with a unit that primarily costs wood.
There is no comparison here.
>Not to mention that few civs actually got access to Siege Ram so the baseline comparison is Capped in which elephants perform better.
13 civs, Romans aside, get SE Siege Rams. 22 in total get Siege Rams. There are 43 civs in the game, and 4 of these get the armored elephant line as a replacement. This means 22/39 eligible civs have access to the Siege Ram.
I would not call that "few".
This homie has a point about Shirvamsha Rider speed though, I'm surprised that got left intact when everything else got nerfed about them
Archers should have a tech similar to Squires and Husbandry that increases their speed by 10%. And that tech should be researched for them to achieve their current speed of 0.96.
Who else agrees?
This guy (Gray) didn't get loom on his vils. He then got smashed by archers from the Vietnamese player (orange) he then talked shit about his own team. Ban this guy.
Hera says not to get loom blue
frick hera
It's free
Should ban your moronic ass for posting that shitty picture.
Any meso gay that researches armor only for their villagers when playing incas?
Dear anons, today I bring you a little story, tomorrow, who knows?
Good job, anon
Frick lamers
Frick mayan pickers
captcha: MARSJX
>Noooo you can't just apply le pressure in dark age!!!! That's just disrespectful!!!!!
If you do that at 1200 Elo maybe you should sort your priorities about what to polish of your gameplay.
nobody ever said this nor looked like that
You probably do, don't lie
I bet you dislike arena too
Liking arena will always be the exception
It's up!
I look like that but I never say that
>STOP, STOP HAVING FUN IN RANKED
>STOP EXPERIMENTING
>ONLY 19 POP SCOUTS OR ARCHERS, MAYBE MILITIAS
>STOOOOOOOOP MY META NOOOOOOOOOO HERA HELP ME AIEEEEEEEEE
>2023
>still no emoji in aoe2 chat
Could be a sick 5$ dlc
Ellie is fricking Ornlu? Wtf bros
And Debbie.
>Battle elephants counter knights like knights counter pikes
You are comparing a highly immobile unit that can be avoided to one of the fastest units in the game, the whole point of knights is that you decide when to fight
>You are comparing a highly immobile unit that can be avoided to one of the fastest units in the game, the whole point of knights is that you decide when to fight
Yes. This is why I add, "if you make archers and play aggressively in castle age".
They're immobile, but battle elephants do have the ability to force a fight by downing siege, skirms, walls, vills, and towers. If your enemy can't farm, he can't mass knights, and he can't turn his existing knight mass into a real threat.
Who is Ellie?
Who is Debbie?
>Who is Ellie?
The RBWL caster who fricks her dog.
Not het dog, her wolf.
Going back to playing elephants in castle. Battle elephants just work really well in that context. Bait your enemy into making skirms with an archer mass, then make a few elephants. Simple stuff. Shuts down knight-skirm and knight-siege very quickly, with minimal tech investment.
If you make archers and play aggressively in castle age, battle elephants counter knights the same way knights counter pikes.
I got away with this and I really believe this only works if your opponents sucks at booming or you are malay
Not that many elephants,
I made it to the top 300 ranked 1v1 random map on Xbox. Took my like, 650+ games but I did it. I'm unemployed lol.
I'm such a sore loser tho.
My favorite movie is playing as vikings on 4 lakes and if I start to lose then I build a bunch of cannon galleys in one corner and basically watch YouTube videos and home my opponent rage quits. They never quit btw. They spent hours slowly grinding dock after dock.
Once I realized that aoe2 is basically just a giant math problem it stopped being a lot of fun
Also, nothing makes me lol more than stealing someone's sheep as the celts.
I've had multiple folks rage quit after losing their sheep
I did a successful monk rush on arena the other day. It was on teams. I rushed castle, built two temples and maxed out monks, scooped all the relics before any player hit castle.
It was glorious lads. I had like 5 jaguar warriors and like 10 spears and 8 monks. I sent two petards, blew the gates and the dude lost every barracks, stable he had meticulously built in seconds.
Wololo muther fricker
Monastery, not temple, this is not aoe1, m8
U right but I grew up on aoe1
Dang.
>I grew up on aoe1
Alright you're forgiven
How do you find this RoR DLC anyways?
>Ghostmaster dying to archers
oh no no no no
Still better at the game than you
cope
Offensive castles? What's that?
I'm just playing comfy farming town simulator 'ere
Brainlet moment
>Glory of Greece and Babylon won the poll
Fricking morrons
Ennemy of Romes was the good choice
For me? the first Yamato mission campaign!
I voted for the Yamato one because I wanted some Japanese campaign in AoE2.
https://www.youtube.com/live/rfYF1HV3J-M?feature=share
SOVL
>game drops
>not allowed to restore
>player that was behind get the admin win
Arena players everyone
Which series?
repard and his opponent that I don't remember
homie actually accused me of spectator cheating because of one curious boyo
Can't even blame him, but we are in 1300 in the ladder, it really doesn't matter even if it were true
>No AoM trailer
>No DLC teaser
Xbox showcase was a disappointment.
>Do well in AoE2
>Get absolutely trashed in AoE1
How humbling, putting my eco in check
Dead world
Dead board
Dead thread
Romans available in ranked when?
After they fix pathing.
Hey guys the AoE2 reddit got shut down. Can we talk about civ splitting here?
>Can we talk about civ splitting here?
No, frick off to reddit.
Can't talk about anything here. Thread's empty.
>Arena clown team disbanded
Kek. No loss there.
>Hoang dealt with personally by bill gates
>now this
AoE2 bros... I am feeling good
what happened to hoang?
Khitans when
Hopefully never, they are very closely related to Mongols. Jurchens would make a lot more sense as they not related to anyone we already have in the game.
Both
>ruled half of china for 200 years
>irrelevant
Okay, anon. Keep your Bohemians.
>irrelevant literally who civ when
>Never, duh, now THIS other irrelevant literally who civ would make more sense
>let's just never stop adding civs!1!
Bro, if your civilisation can conquer and rule all of China, then you're not an irrelevant civ. Just because you've never heard if them, is irrelevant. Pro tip: the Jurchens are Manchus.
Nobody cares chang. We have chinese and mongols already. Good enough for all the morons that fought and won in china/manchuria
You guess we care (you guessed wrong)
We literally have 7 Romance civs.
>Celts
>Pre-Raj Britons
>Portuguese/Spanish in a medieval game with Berbers
>Lithuanians
>Burgundians
I can already guess the rest.
I swear, if Gurjaras and their +40% bonus damage, 25% food discount, and elephant unit production speed bonus are the reason devs made siege elephants shit...
rate my civ bonus idea:
generational pact: first 5 villagers or soldiers will be replaced for free at a town center upon death
Doesn't fit aoe2.
okay how about give it to Persia and call it immortals. Because persian soldiers seem immortal because they replace themselves so quickly
Not sure why you went for a rebrand instead of a redesign.
You make a new game and do it there
Do you play this game?
yes.
I wonder who is behind this post.
Obsessed
>200 wood for university
>250 wood for the upgrade
Redpill me on the castle age towers. Are they EVER worth it? That's hella expensive
why build towers if you could build TCs
>Higher cost
>Outranged by xbow
>vulnerable to mangonels
>Can't easily surround with fort. walls
>Deals piss damage to targets with armor
>Doesn't scale into imp
>Doesn't scale into imp
>he wants to play a 1hr game
I don't mind it.
You should be up to (clicked up) to imp by around 30-32m unless it's a messy game.
Yes, especially against archers/skirms. It turns what would be a one-sided beatdown into a territorial contest.
I wish there were more dedicated booming civs with wide tech trees.
Guard towers are extremely effective at stopping siege (mangonel) pushes.
They better be, they are as expensive. Imagine how many farms I am NOT doing by making those stuff
>Imagine how many farms I am NOT doing by making those stuff
Imagine how many farms aren't being idled.
Would you rather dead TCS and raised farms?
>implying towers scale to imp
They do, and trebs are exactly the reason they do.
With arrow slits they have become a lot more viable. But going only towers in castle/ imp is a troll strat in tgs
Japanese can absolutely shred games with Yasama, I enjoy booming and then just pushing with keeps and light cav,
Britons towers with Yeomen pack also a serious punch, good for pushing with because britons suck with pushing.
Koreans always been a tower civs. Free keeps and they get 13 range that can range/kill cannon galleons with heated shot easily (too bad it was nerfed through castle tech)
The problem is that the importance of castles have increased a lot (trebuchets most important siege unit because it requires no techs and can be immediately built in imperial age, longest range as well best vs castles, UU gained a lot more overal buffs)
Towers are the ultimate noobkiller tho, anyone worth their salt knows their MBL countertower strat, but there are barely anyone who know.
>Britons towers
Siege ram will wreck archers and towers
The vast majority of this game's playerbase seems allergic to rams.
>underwhelming in castle age
>trebs are better than caped rams
>you need 6 million res to switch to siege rams
Gee I wonder why
Infantry civs should abuse rams to get their units close to archers
Nah. Rams are best used to frick Mangonels, castles, and trebs.
>Rams are best used to frick Mangonels
You dont play the game.
You know, for once I think you might be right.
I actually going to give him the benefit of the doubt and assume he wanted to write something else (can't imagine what) then he had a brainfart and didn't bother to correct himself after he posted that
If you somehow get a Ram closer to a mangonel (fully garisoned by infantry) they kill it in one shot.
Full Siege Rams outrun any other siege.
No, even if you use fully garrisoned rams mangonels still largely kill them, because they can just fire and run constantly, to the point it's just better to have a mangonel of your own than a ram
t. Celtgay
Fully garisoned rams can dodge Onager shots and outrun them as they try to kite.
You can always ungarison your infantry when nearby so they can help diverge attention.
1400ish maybe better players can outmicro this shit but I assure you it works more often than not.
What about attack ground?
Then it's a micro fight.
I admit, battering rams can't do shit to mangonels, but siege rams can frick up some onagers.
Siege onagers have wider spread which makes it harder for rams to close in.
>Fully garisoned rams can dodge Onager shots and outrun them as they try to kite
Attack Ground exists, invalidating your argument
Play the game before commenting
>Attack Ground exists, invalidating your argument
Onagers deal 52 damage and can only attack once every 6 seconds.
A loaded Siege Ram moves at 0.9t/s, while Onagers move at 0.6t/s.
It's easily possible for someone to get a siege ram in on Onagers and oneshot.
>Play the g--
Just tried it out in Scenario Editor. You're going to want something else here.
onagers and siege rams are not common upgrades to see, not sure why you are talking about it like we use it every game
I'm not. Read the conversation.
As far as I can tell both Battering and Capped rams also garison infantry that each increase their movespeed.
Theres one small detail you miss, little nerd
Siege ram base speed is greater than the other versions, but guess what, even with fully garrisoned mongol siege rams, they still get countered by onagers.
Because attack ground exists.
>you attack ground between your mangonel and my ram
>I move my ram diagonally, avoiding most damage because it is garisoned and therefore has bonus speed
>my ram reaches your mangonel before it can fire the next shot
>pomf
>mangonel dead, ram has min of 33% hp
And all of that will still get flattened by onagers regardless, if not destroyed by the enemy army.
Your ideal scenario reallistically never happens in actual real games.
>Just tried it out in Scenario Editor
Play the game, your theorical knowledge wont be necessarily true in real matches.
>And all of that will still get flattened by onagers regardless, if not destroyed by the enemy army.
If you're in a situation where that's likely, you just don't send the rams in. It's not hard.
>Your ideal scenario reallistically never happens in actual real games.
Because we have better alternatives to choose from.
>Play the game, your theorical knowledge wont be necessarily true in real matches.
I used Scen. Editor to reaffirm the numerical side of it, anon.
>If you're in a situation where that's likely, you just don't send the rams in. It's not hard.
Situations in which you are better off using onagers of your own, or diving cavalry, not rams that still get flattened by onagers regardless.
>Because we have better alternatives to choose from.
And those alternatives dont matter, only realistic application in actual online matches matters.
>I used Scen. Editor to reaffirm the numerical side of it, anon.
Yeah and that's all fine and dandy but the theory has to be put in practice to actually see if the theory is correct, or if it matters at all, which its easy to assume its no for both.
>Situations in which you are better off using onagers of your own, or diving cavalry, not rams that still get flattened by onagers regardless.
In those, you don't use the ram to engage.
>And those alternatives dont matter, only realistic application in actual online matches matters.
Yes, and realistically speaking, in online matches, most people use trebs, schizo.
>Yeah and that's all fine and dandy but the theory has to be put in practice to actually see if the theory is correct, or if it matters at all
Yes. This is why I provided the anecdotes about my use of the ram. It was quite successful.
>you don't use the ram to engage.
Yeah, because you dont get rams against onagers in the very first place.
>It was quite successful
No it really wasn't.
>I move my ram diagonally, avoiding most damage
Lol no, you still get flattened regardless.
>Yeah, because you dont get rams against onagers in the very first place.
Have, do, and will.
>No it really wasn't.
(You)
Siege Onager ATK: 75
Siege Ram HP: 270
You literally can't flatten a ram in one shot unless you have a bunch of onagers which means I can have a bunch of rams and get some to avoid being one shotted.
There's so many other better counters to onagers I don't even know why this is a thing. What the frick elo are you at where people let their shit die to rams like that anyway?
I do. Did this when pushing into a TC in castle after winning feudal. Guy kept making spears to keep my light cav from killing the mangonels, so I sent a ram directly at the mang and let the other ram continue battering the TC.
Also works when attacking under castles if the other guy doesn't quickwall you out. Trebs get utterly fricked by rams, and getting a kill that way is always satisfying.
No, I mean it. Mangonels hate having to kite against faster units.
Its a huge investment in tech and resources as you need like 4 or 5 to attack. Why risk going in melee range when you can build trebs.
> 1300 food upgrade cost for siege ram
> +2min upgrade time
> clunky and slow to micro like every other siege unit
Unless I am playing Slavs, ill literally never tech into siege rams
I play siege rams every single game and I hate it, group pathing for rams is ATROCIOUS so many times I have told them to attack a castle, and if a fricking bird flies in the way they get confused and go around the entire fricking map only to get blocked by a villager repairing. trebs and bombards don't have to dick around like this and rams are so slow you usually have plenty of time to block them of. you need shitloads of rams on aggressive stance, with archers watching over them, and at that point 3 trebs is cheaper then upgrading to siegeram.
rams need to go in groups of 4~6 on box formation
>dies to mangonels (which also happen to be good vs other things)
>dies to melee units
>battering rams even die to focused archer fire
rams even die to focused archer fire
What doesn't die to focused archer fire exactly?
It's a good unit for absorbing ranged fire.
Rams have far too many weaknesses to be considered viable, especially against defensive structures. They're shock units you use once you have an advantage, but mangonels, bombard cannons, massed archers, massed infantry, knight-archer, petards, and other rams are just too effective for normal use.
Mangonels don't cut it against siege rams, if you want to flatten them before your base is flattened you need onager, bombard cannons in low numbers also won't cut it. Massed archers is not good against rams, you need something else
>Mangonels don't cut it against siege rams, if you want to flatten them before your base is flattened you need onager, bombard cannons in low numbers also won't cut it. Massed archers is not good against rams, you need something else
Onagers deal exactly 10 more damage per volley than Mangonels, who deal 52 damage with each shot.
30 arbs take 9 volleys to kill a single siege ram. Bombard cannons each deal 63 damage/shot. It all comes down to numbers, but I wouldn't place bets on the rams in most normal cases.
>implying castles scale to imp
>post a pic of a trev
Smug homosexual
There is 2250 HP on a keep, trebs are too slow to push tower spam, you need rams
>trebs are too slow to push tower spam
Not quite. They still work. They just don't do as much economic damage with each stone as they'd like. This is the advantage of the keep.
>he wants to play a 30-32 minute game
Thank you for your educated responses.
Long time no siege
Timing status?
They should instead add civs and new regional unique units (trained at the academy) to AoE1
New barbarian architecture
>Scythians
>Gauls
>Celts
New central asian architecture
>Indus
>Bactria
>move Persians to this as well
To existing architecture
>Seleucids
>Nubians
>Etruscans
New units
>Javelineer (barracks)
>2handed spearman (academy)
>onager-equivalent (workshop)
>tool age melee hammer ship
>to AoE1
RoR or aoe1 DE?
>aoe1 DE
there are no "Barracks cost -X wood" nor "Siege workshop cost -Y wood". This makes the game unplayable, so which civ should get each of these bonuses?
Malians has both of these.
Malians have a general small wood discount, not a specific and bigger one like saracens do with their markets or cumans with their ranges and stables
Cope. You asked, I answered.
It was a shitty answer, smart ass. I bet you feel really proud of yourself.
A cheaper barracks doesn't have to apply in dark age yet. What is it with the aoe2 community and always taking everything at face value without any consideration for possible nuance? Whatever, Goths don't need a cheaper barracks.
>A cheaper barracks doesn't have to apply in dark age yet.
Then that should've been stated.
This is Ganker, this is anonymous randos spitballing. Do we have to crunch numbers and figure everything out?
Cumans got those flat wood discounts in to push out some of those unique Feudal bonuses like the second TC and early Siege Workshop. In the same vein, a flat discount for Barracks would probably be better suited for an infantry civ without a good Dark or Feudal Age bonus that augments this, but most if not all of them already do have something that would just make it additional bloat. Discounting heh Malians, the closest would be the Japanese with half-off drop sites.
If you want to get more pedantic though, there isn't an Archer line speed bonus civ yet but that would just be cancerous.
We already see how good Plumes are with their speed. I dread xbows/arbs with a speed bonus.
Barracks cost -75 wood to goths.
Siege workshops cost -100 woods to bulgarians.
I will not elaborate
That's an extremely busted bonus for goths. I don't think you understand the dark age shit fest that'll ensue.
>there are no "Barracks cost -X wood"
Slavs effectively have this due to their TB and infantry focus.
>nor "Siege workshop cost -Y wood".
Dravidians, twice over.
If you mean giving these bonuses to civs, you'd want to give the barrack bonus to a civ that uses infantry primarily for utility or flooding, so an elephant or infantry-heavy civ, but this would (if the discount was significant) make for a terrible experience where people just build a ton of production buildings on your border, like the Cumans, but slightly less obnoxious.
The siege workshop bonus would be annoying, but far from broken. I'd much rather see a dedicated production speed increase to make siege workshop play more dynamic for that civ.
The concern is just the cost-benefit ratio for destroying these buildings. Cumans can spam production buildings without issue with full HP, but they pay with their ability to produce stone buildings.
What would be the tradeoff here?
Top 3 AoE2 campaigns?
Poles, Lithuanians, Bohemians.
Idk barracks is where basically your military activity starts in a game, just making that ANY cheaper just opens the floodgates to a lot of cheap cheesy rush strategies. Malians are balanced because the barracks is there to gatekeep the player from archery/cavalry rush
>Bengali opening theme changed
Was there a reason for this? Did it sound too much like Homeworld or some shit?
Two reasons: The instrument used in the old version is their equivalent of a wedding bell, and the sound was duller than the flute used in the new theme.
The new flute is apparently more of a rural instrument.
>listening to the aoe2 scummunity
Yikes
>forgetting pic
ishygydiggy
Time for some splits
it's a good time to love age of empires. aoe2, 3, and 4 are really good games, I find myself swapping between them depending on how I'm feeling. AoEgays, we can't stop winning
>AoM remake completely forgotten
>we can't stop winning
by playing a game like dumbass incels?
i ruined my life with this shit, no friends, no gf, failing most exams
>I am a failure
>This means everyone else is too
With or without video games, I would have turned out like this anyway.
Hot take: AoE2 has lost all SOVL since it moved to DE. Fired up HD for the first time earlier and it just feels so much comfier and SOVLFVLL.
Counter-argument: playing Conquerors Civs is much better on DE because the new soundtrack is more soulful than the original.
This is NOT true for original AoK civs.
New Shamburger sounds sovlless.
Yeah and the vast majority of AoE's playerbase are nostalgiagays
This alone brings the OST to a 10/10 over the original.
True yet the majority openly admits DE is objetively superior than the previous versions
The new soundtrack sucks ass. I don't know how anyone can defend it. It's missing the punchy early 2000's midi feel.
>It's missing the punchy early 2000's midi feel.
Definitely agree for the original AoK OST but the conquerors has been masterfully recreated.
The all new OST is also pretty good.
you can mod th eoriginal music in you dingus
Agree too bombastic and added sounds make it a jumbled mess. They just had to "improve" it instead of keeping it untouched. Just like the classic voice acting is now stale, without emotion by "professional" va's. Just lifeless and soulles
That's called nostalgia. Gratz.
Makes me laugh how much the Rome DLC has filtered so many people. Seething over the fact it’s not an Age of Slavshits or SteppeBlack folk DLC and they actually have to do something besides spamming cav archers.
It amazes me how brutal aoe1 is, if you are unable to properly handle a rush you simply fricking die since your fallback options dont really exists (TCs not shooting arrows) or they are garbage (house walls suck, stone walls also kinda suck and are expensive for what they give you, and tool/bronze age towers suck dick)
AoE1 is a very tactics and execution based game, more than aoe2, it's almost on the same level as sc1
>Maintenance taking longer because of AoE4's moronic ass season starting tomorrow
Trash ass game.
Next time I am being siege pushed I am going to put 5 spears in a ram and try to kill the enemy mangonel and be mad at some moron in vst instead of me for following his advice and fail
You're gonna be glad it works after you notice siege rams are as fast as horses when fully garisoned
I didn't say siege rams you dunce
Is this a perfect civ design?
About as over rated as the Dravidians.
>Dravidians
>Over rated
Who has ever said anything even remotely kind about Dravidians?
Viper has them A-tier on Arabia.
I only care about Hera's civ rankings
who?
the number 1 current goat, he eats snakes for breakfast
They are hecking cute and valid, that's for sure
They're ALMOST perfect.
Make Flaming Camels see more use, and they're golden.
What? What does that mean?
I mean I want Flaming Camels to be buffed
Flaming Camels already destroy Elephants anon what more do you want
They are fine guys, sometimes they just need a lil bit of company but let me tell you, my ele bois are just fine for the job
>14 minutes to feudal
maybe RTS isn't for me
Good fast imp time, Anon.
Read a build order and practice.
I hate playing against mayans. I see my opponent is mayans and they already won in my mind.
Hate that eagle+archer in feudal combo
If you hate it so much do something to prevent it.
I always hated the old huns mirror so I did loads of trushes and drushfc's
Ghulam destroys the m*yan
>wait, what do you mean i can't just make archers and eagles to win?!1!
Don't plumes have bonus dmg vs infantry?
Comes out to 3 damage/shot in the lategame.
that's a lot
Yes, it's the win button against mayans. Don't let them reach there
Are there any mods that
>show idle TCs
>show what techs I have and have not researched
?
t. moron
>show idle TCs
just keep pressing H
TOTAL ARCHERgay DEATH
ABSOLUTE METAgay SLAUGHTER
COMPLETE KNIGHTgay ANNIHILATION
DEATH TO META CIV PICKERS
Rams have lunatic amounts of hp for their resource cost, and they're a must-kill unit like trebs since they can actually break fortifications. Because they're must-kill, they absorb huge amounts of fire that would otherwise go to your normal army. Enemy cav and infantry come into inconvenient range, enemy needs to frick around with archer micro, etc. Do not sleep on rams, and prepare for assrape if multiple rams filled with cheap (and unknown) infantry come to break your castle. How are you going to delete 1200 hp fast enough to save it unless you have a full melee army in place?
>muh onager
Easy evasion click.
>muh archers
Not enough dps.
>much champs
You've got a champ army standing around to defend?
>muh paladins
Too bad the rams were filled with pikes, now you lost the game.
ramshitter frick off
Takes too long. I love rams, but it takes too long. Better to get SE, drop a treb, and set up stone walls to defend said treb, leaving the vill to repair it.
>single siege ram kills your treb through the wall
>you ragequit
Trebs only have value for a very brief period after entering imp when you can't afford lategame tech yet. After that, they're fragile gold hogs that you only use when you're already clearly winning and expecting to close.
>single siege ram kills your treb through the wall
Do you have any idea how many things have to go wrong for a siege ram to get there?
>After that, they're fragile gold hogs that you only use when you're already clearly winning and expecting to close.
They're a high-damage tool for forcing engagements from a safe position.
>a safe position
>within range of key enemy infrastructure
Like I said, you're already clearly winning and looking to close. A treb didn't win you the game, your other units got you there.
>within range of key enemy infrastructure
Name one building with 17 range.
Within treb range let me clarify. If you can hold a position proving you could control 80% of the map, what is there left to do? All you have to do is not die outside the enemy base. It's not some feat.
>Within treb range let me clarify. If you can hold a position proving you could control 80% of the map
You don't need to control 80% of the map to use a treb against a castle, anon.
In other words, water is wet and fire is hot.
Ask me how I know you dont play the game and instead decide to opt to intellectually jerk off about this specific topic until you find another topic to autistically fixate next week.
But no, rams are underpowered by their cost, they should get buffed, at the very least get their base speed increases to be in par with Siege Ram, since battering and capped rams are slower than SRs
Even the most braindead archergay will have some melee units to attack rams, like pikemen, and anybody with mangos/onagers will just flatten them all.
Balance Changes
General
* Battering Ram move speed increased from 0.5 ▶ 0.6
* Battering Ram garrison capacity increased from 4 ▶ 6
* Capped Ram move speed increased from 0.5 ▶ 0.6
* Capped Ram garrison capacity increased from 5 ▶ 6
* (Elite) Battle Elephant Line of Sight increased from 4 (5) ▶ 7 (8)
* Elite Battle Elephant upgrade cost reduced from 1200 food 900 gold ▶ 1100 food 700 gold
* Gillnets gather rate reduced from 25% ▶ 20%
* Stone Shaft Mining cost reduced from 200 food 150 wood ▶ 175 food 75 wood
* Gold Shaft Mining cost reduced from 200 food 150 wood ▶ 175 food 75 wood
* Sanctity cost increased from 120 gold ▶ 175 gold
* Heavy Scorpion HP increased from 50 ▶ 55
* Fish Traps now receive anti-building damage (10 class 11 armor and 0 class 21 armor)
Civilization Specific Changes
Bengalis
* (Elite) Ratha in melee mode is no longer unintentionally affected by the anti-skirmisher attack bonus
Bohemians
* Hussite Wagon frame delay decreased from 30 ▶ 20
Britons
* Receive Gambesons
Bulgarians
* Dismounted Konnik base armor increased from 0/0 ▶ 2/1
* Elite Dismounted Konnik base armor increased from 0/1 ▶ 2/2
Burmese
* Elite Arambai attack reduced from 15 ▶ 14
* (Elite) Arambai now properly affected by Chemistry instead of only using a graphic change to the projectile
* Manipur Cavalry moved to Castle Age
* Manipur Cavalry cost reduced from 400 food 400 gold ▶ 300 food 300 gold
* Manipur Cavalry effect reduced from Cavalry deals +5 bonus attack vs. archers ▶ Cavalry deals +4 bonus attack vs. archers
* Howdah moved to Imperial Age
Byzantines
* Greek Fire changed from Fire Ships +1 range, Bombard Towers +0.5 Blast Radius ▶ Fire Ships +1 range, Dromons’ and Bombard Towers’ blast radius increased
* Bombard Towers now deals 25% damage in radius, no longer deal friendly fire damage.
Chinese
* Technology discount civilisation bonus reduced from 10%/15%/20% ▶ 5%/10%/15% in Feudal/Castle/Imperial Age.
Franks
* Forager faster work rate civilisation bonus reduced from 15% ▶ 10%
Hindustanis
* Lose access to Guilds
* Grand Trunk Road cost reduced from 400 food 400 wood ▶ 250 food 200 wood
* Grand Trunk Road now also reduces the trading fee to 10%
* (Elite) Ghulam attack increased from 8 (10) ▶ 9 (11)
* (Elite) Ghulam HP increased from 55 (65) ▶ 60 (70)
Italians
* Pavise cost changed from 300 food and 150 gold ▶ 200 wood 150 gold
Koreans
* Military units (except siege) cost -20% wood civilisation bonus changed ▶ Archers and Infantry cost -50% wood, Warships cost -20% wood
* (Elite) War Wagon base cost adjusted to 200 wood 60 gold (unchanged after the wood discount)
* (Elite) Turtle Ships affected by Siege Engineers
Magyars
* Team Bonus changed from foot archers +2 Line of Sight ▶ Cavalry Archers trained +25% faster
Malay
* Lose access to Gambesons
Malians
* Gold Miners drop off more gold civiliation bonus reduced from 15% ▶ 10%
Persians
* (Elite) War Elephant Line of Sight increased from 4 (5) ▶ 7 (8)Developer Note: "Let's talk about the elephant in the room: changes are on the horizon for Persians"
Portuguese
* Feitoria cost increased from 250 gold 250 stone ▶ 350 gold 300 stone
Romans
* Galley-line +1 attack civilisation bonus removed
* War Galleys +1/+1 armor, Galleons and Dromons +2/+2 armor civilisation bonus changed ▶ Galley-line and Dromons +1/+1 armor
* Ballistas no longer grants attack speed to the Galley-line
* Ballistas now grants +2 attack to the Galley-line in addition to Scorpion attack speed
* (Elite) Centurion formation position moved behind infantry units instead of in front of them
* Romans enabled for Ranked Play!
Slavs
* Lose access to Fervor
* New Bonus: Monks move +20% faster
Turks
* Janissary attack range reduced from 8 ▶ 7 (Elite Janissary unchanged)
Vietnamese
* Economy technologies now also research 100% faster
* Imperial Skirmisher upgrade cost reduced from 300 wood 450 gold ▶ 300 wood 300 gold
Return of Rome
General
* Slingers are now affected by Alchemy technology as intended
* Fixed the attribute values for several units:
* Hoplite, Phalangite, Centurion - reload time 2 ▶ 1.5
* Cavalry, Heavy Cavalry, Cataphract - reload time 1.3 ▶ 1.5
* Heavy Catapult - blast width 2 ▶ 1.2
Lac Viet
* Ballista receives +2 armor (in addition to Archery Range units)
Macedonians
* 25% siege discount now applies to Ballista as intended
RANDOM MAPS
Map Balance
* Amazon Tunnel:
* Fixed an issue where player's gold mines could fail to generate or generate next to another player.
* Arabia:
* Reintroduced the Asian, European and American themes.
* Boars may now generate again on some map themes.
* Gazelles now occasionally generate on some map themes.
* Ponds have been entirely removed from player forests. They may still appear in neutral forests on the map.
* The forest generation around players has been modified to create slightly more open generationsPrey huntable animals have been pushed further away from the players.
* Michi:
* Players now start with 9 villagers and 2 houses.
* Explored map visibility is now used in ranked games.
>Boars may now generate again on some map themes.
neat
>Prey huntable animals have been pushed further away from the players.
LA CONCHA DE TU MADRE
QUE MAL LA ESTOY PASANDOOOOO
>Ponds have been entirely removed from player forests. They may still appear in neutral forests on the map.
YES
>Ponds have been entirely removed from player forests.
FINALLY
FRICK YOU MEMB
>Vietnamese
>Economy technologies now also research 100% faster
I legitimately DO NOT know what could possibly make the devs go "hhmmm, Vietnamese needs a buff"
That wheelbarrow timing is going to be sweet
>Imperial Skirmisher upgrade cost reduced
Neat!
>I legitimately DO NOT know what could possibly make the devs go "hhmmm, Vietnamese needs a buff"
Probably the 40% win rate at 1900+.
Skill issue. My vietnamese are hecking cute and valid. What's the endgame anyways? make all civs broken?
>make all civs broken?
Worked for Voobly.
Look at the note, dipshit. The only thing that really changed was the timing for wheelbarrow/hand cart, and that's mostly offsetting the mining tech cost decrease.
>legitimately DO NOT know what could possibly make the devs go "hhmmm, Vietnamese needs a buff"
Winrates and player complaints, most likely.
>Cavalry Archers trained +25% faster
What the frick
>(Elite) Battle Elephant Line of Sight increased from 4 (5) ▶ 7 (8)
YES, I SEE NOW.
>Sanctity cost increased from 120 gold ▶ 175 gold
why
Burmese lobbied, and Bohemians weren't bad enough.
Where you get this from?
Any link of it?
https://steamcommunity.com/app/813780/discussions/22/3821912152397397151/
Need to be signed into Steam.
It says the forum doesnt load or it doesnt exists
Will that be fixed if I log in steam?
Yes
Actually no. Let me check to see for a different link.
Link should work after you sign in.
>It's real
Holy SHIT
Guess ramgay actually managed to buff rams
Devs if you're reading this, unfrick the game pathing already jesus christ
>Elite Battle Elephant upgrade cost reduced
Let's fricking go
>Malay lose Gambesons
WHY
>Slavs lose Fervor, Monks move faster
Wouldn't it be simpler to just give them free Fervor?
>Everything else
>mfw
Told you homies that the devs didn't play the game and they were busy partying hard while the diversity interns managed the coding. Now they are back because of how bad the pajeets blew it up and we finally have great changes
>Want to play Bohemians
>Write down a bunch of tricks I can use to get an advantage for most of the match.
>Practice Hussite Wagon micro in Scenario editor
>Gush over my excellent tech tree
>Enemy picks Britons
Some days, I just wish I was a Slavs main.
bohemian tech tree is burning hot garbage
wagons are basically only useful against archers anyways
i don't have any idea what you're talking about
>Write down a bunch of tricks I can use to get an advantage for most of the match.
this is based though
>bohemian tech tree is burning hot garbage
Uni, Monastery, and very respectable siege+foot.
>wagons are basically only useful against archers anyways
This is why Britons piss me off so much. They're like, 1/5th of the archer civs I encounter.
>i don't have any idea what you're talking about
The Bohemian blacksmith and university bonuses are meant to be used as both eco and military bonuses. They're then the cheapest options for sudden 3x3 and 4x4 constructions, by far. This means you can, using only 2 vills, easily block off a full 8-12 tiles of width around your archer army at a moment's notice against cav. You can also just set up ahead of time, using buildings that are really slow to take down using cav. You force your enemy to rely on siege as a dedicated monk civ to push you out of hastily-constructed positions, making your halbs even more effective.
It's that sort of thing.
So you're mad that you're always forced to go Wagons in order to beat the metagay archer pickers?
That's kind of an odd complain but I can relate, mayans, britons and ethios are aids in this game
>So you're mad that you're always forced to go Wagons in order to beat the metagay archer pickers?
No, I'm mad that the Hussite wagon, our bespoke option that only deals with archers, is bypassed by Briton range absurdity.
...?
Wagons are tanky enough to simply wheel in and pump archer's face full of pellets, even with the range and all, you also got speedy gunpodwer to close the distance even easier.
I'm not a bohemiangay, I am missing something? Because as far as I can see there's no much to complain about.
>Wagons are tanky enough to simply wheel in and pump archer's face full of pellets
Created too slowly, and Britons can poke both the wagon and the units behind it from far beyond their range. Further, once they get Warwolf, the Hussite Wagon becomes entirely obsolete. Same for the Houfnice if you don't watch every projectile to play dodgeball.
>Created too slowly
Fair
>Britons can poke both the wagon and the units behind it from far beyond their range
Yeah but you can just shrug off the arrows, get close to them and shoot a volley, you win the DPS exchange due your stupidly high PA.
>Further, once they get Warwolf, the Hussite Wagon becomes entirely obsolete. Same for the Houfnice if you don't watch every projectile to play dodgeball
This is fair I guess.
>Yeah but you can just shrug off the arrows, get close to them and shoot a volley, you win the DPS exchange due your stupidly high PA.
They don't stand around and wait for your wagons to close in. they just keep moving backwards until your wagons are isolated enough to kill with knights.
>Persians
>Developer Note: "Let's talk about the elephant in the room: changes are on the horizon for Persians"
Oh boy, is it Persia reworking time?
Hopefully. Shouldn't be hard.
give them mahouts for free, get them a unique tech that gives everything but their trashbows bracer. give them a unique steppelancer with bonus against other cav, and make their war elephant trainable at the siege workshop instead of the castle. boom, great civ.
Favorite civ?
Tatars always feel great.
Tatars, Byzantines, Persians, Slavs, and Turks, in no particular order.
Celts, followed by Vikings, Italians, I liked Huns in the past but their fell out of favour, like Tatars and Magyars instead
Bohemians are good too
Romans
>When you find a fellow arena clown
It's so funny, feudal ram push is good if you have a mate that knows his shit and got practice together, but ram push is terrible if you have a rando as teammate
>devs massacring the original AoC civs to appease the reddit audience
>baffling changes to civs
>still no pathfinding fixes
>transports shit themselves when disembarking troops
Do they even play the game(I know they dont, but wtf)
Random changes to the game could potentially be pathfinding fixes since this is 20 year old spaghetti code. Or it could break pathfinding even more. We just don't know, and neither do the devs.
What's "baffling" here?
There's nothing baffling really.
step aside balance trannies, it's KINO time!
>That Stealth Archer vs Saint Francis fight.
Move in
No.
newbie, we wait until this thread is around page 7
Should we make another AoE2 thread? Feels kinda lonely right now.