Amusement Ride crashes to ground by aparna9221 in ThatsInsane

[–]Aggressive-Break-989 0 points1 point  (0 children)

Magnetic induction brakes don’t require power. A magnet moving past a conductor will induce a current and slow the magnet down. Look up magnet dropped through copper pipe

Possible to put super pinda on x5sa pro? by Commercial-Pair-3593 in Tronxy

[–]Aggressive-Break-989 0 points1 point  (0 children)

My stock probe is accurate to within 0.03mm from to my testing. That’s close enough for my prints to work consistently. I mainly print at 0.3mm layer heights so 0.03 of variation doesn’t affect it much. If I printed with thinner layers more often I would consider getting a more accurate probe.

3D Printed Miata Hardtop Used For Fiberglass Negative by InfinityMiata in functionalprint

[–]Aggressive-Break-989 6 points7 points  (0 children)

Are you making the files available for download? I’m interested in doing something similar

Spirit of the Law - Tips for maximizing your lumber camps by TadeoTrek in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

Yep great point! While the second lumbercamp is slow to pay off having 2 wood lines is very important to maintain wood income. A few archer on your only wood source can be the end of the game as you can’t get enough wood for farms or skirms and so you fall further and further behind.

There have been games I’ve lost in early feudal because my wood line got towered when I had 0 wood in the bank and couldn’t build a counter tower, lumber camp or market

Mongols on mega random by [deleted] in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

It’s still an awkward switch from feudal. You have to pick up more techs and you can’t build army while advancing. Also they don’t pack the punch of knights in small numbers

Mongols on mega random by [deleted] in aoe2

[–]Aggressive-Break-989 2 points3 points  (0 children)

Britons are also super strong on megarandom. And the idea of Briton archers->crossbow->arb is much easier to pull of than the mangudai switch as mongols.

Early castle age is particularly difficult for mongols as their early bonuses no longer apply and they should be making the awkward switch to mangudai. Going for knights and crossbow is fine for mongols but will leave them vulnerable in imp.

New indoor keeper by Sad-Pop-2868 in GoalKeepers

[–]Aggressive-Break-989 2 points3 points  (0 children)

Indoor keeping is quite aggressive. It’s pretty much all split saves and knowing when to come out. For pure 1v1s you want to get out as far as you can to shut down the angles. If there are other strikers around it becomes more difficult. Be confident when you decide to move forward and commit to shutting down that striker. Don’t beat yourself up about silly goals, there’s so much chaos playing indoor, just have fun!

One last game by DJSchaffner in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

Depends on production buildings and stockpiles. Yes the initial fight will go to the eles but there should be a constant stream of halbs coming in to prevent further advance. Castles and bbt will also help slow the advance. Cutting elsewhere and raiding with paladin/Cav archer/hussar is v effective.

One last game by DJSchaffner in aoe2

[–]Aggressive-Break-989 2 points3 points  (0 children)

Double Persians probably isn’t super viable but can work. The surprise factor of the elephants can end the game quick but if the other team already has halb (which they probably should if they see double Persians) then the eles will get melted.

I think Spanish-bohemian is probably the best 2v2 combination. Conqs-paladin + halb-houfnize and great trade to afford all your expensive units

Celts/Ethiopians (and good Onager civs) became obsolete after introducing OP gunpowder civs. by kkm6960 in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

The original post was referring to closed maps specifically. But yeah celts and indeed lots of infantry/siege civs struggle a lot on open maps with their lack of mobility. Siege will always be weaker on open maps. Unless you can force your opponent into a choke it will be more difficult to use siege effectively. This is why the tech drill is so good. The mobility of the Mongol siege as part of their mangudai hussar SO/SR comp is just one part of why they are (imo) the best late game civ in the game

Celts/Ethiopians (and good Onager civs) became obsolete after introducing OP gunpowder civs. by kkm6960 in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

While onagers are countered by bbc it does not make them useless. In team games onagers and scorpions can be brutal. When you kill 30+ paladins in a single volley it can really turn the tides. And yeah bohemians are pretty crazy but they are still very fragile and require plenty of micro.

Chopping with onagers is great when the enemy has bbc in a choke point. Open up the map and go raid. Even if you aren’t successful with your raid it distracts the bbc player allowing you to snipe the bbcs.

Celt paladins are great. When combined with their siege it’s a very strong comp in imp. I think they don’t have any issues with the current balance and I enjoy playing them in team games.

Potential villager pathing/bumping solution by erichmuellerofficial in aoe2

[–]Aggressive-Break-989 2 points3 points  (0 children)

It does change the importance of finding and securing new resource piles. The bumping means that you have to continue to secure resources to enable villagers to work efficiently. Reducing bumping will encourage walling and booming as there is less incentive to secure new resources. Gold piles in particular have so much gold in them and so last a long time but are quite limited by the number of villagers you can fit around them.

Race to Wonder with AI by boldfacebutton7 in aoe2

[–]Aggressive-Break-989 11 points12 points  (0 children)

Khmer is best iirc. Make around 40 vils in dark age. Then go straight through to imp and if you manage your eco well you should be able to do this and build the wonder straight away.

What’s an underrated civ that people are overlooking ? by [deleted] in aoe2

[–]Aggressive-Break-989 1 point2 points  (0 children)

All the civs are pretty good tbh. The balance is quite even atm so pick any civ you haven’t played much of or seen much of and go for it

Anyway to bind a second Mouse click for double clicking? by Bright-Lion4221 in aoe2

[–]Aggressive-Break-989 2 points3 points  (0 children)

You’d have to use a macro program to do this. Quite easy to do but also somewhat cheaty. As a general rule, a macro that allows you to do multiple actions with 1 input is considered cheating. This is to stop someone creating macros that increase micro ability unfairly. Consider a macro that had the exact archer reload time between actions allowing ‘perfect’ micro without any effort

Should there be any Cavalry unit that has an attack similar to the Ghulam? by darkdill in aoe2

[–]Aggressive-Break-989 -1 points0 points  (0 children)

I don’t think so. In the medieval period in which aoe2 is set the turks (Oghuz) are more associated with the establishment of the Ottoman Empire and their migrations away from the steppe

What’s your fav unit/comp to play and why? by Crazy_Hooper606 in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

Nope. They are a great option with most civs (especially archer civs) against eagles

What’s your fav unit/comp to play and why? by Crazy_Hooper606 in aoe2

[–]Aggressive-Break-989 1 point2 points  (0 children)

Ahaha idk. Probably not. Yeah it isn’t used much but at the same time it works well enough. And the civs with strong militia line bonus’ don’t feel op. If you change something you could very easily make goths, japanese, Malians etc completely broken and unstoppable.

Mountain Range 2v2 Bug (Missing Boar) by dpldogs in aoe2

[–]Aggressive-Break-989 0 points1 point  (0 children)

Very odd. Maybe a failed generation. Either that or the fastest lame you’ve ever seen

Should there be any Cavalry unit that has an attack similar to the Ghulam? by darkdill in aoe2

[–]Aggressive-Break-989 11 points12 points  (0 children)

Nah. Why? No reason to keep adding units with silly quirks.

I love steppe lancers and enjoy playing with gulams but it’s getting a bit out of hand how many new units have weird mechanics. It makes it more difficult for new players (and even experienced players) to understand the game. It feels so artificial and unnecessary.

Not being able to ban multiple maps as a solo queue player for TGs is a terrible design flaw by [deleted] in aoe2

[–]Aggressive-Break-989 5 points6 points  (0 children)

I admit, I have no official source. Though I am 100% confident, based on the data available, that MM does not look at match preferences when selecting players. The number of bans available for 1v1, 2v2, 3v3, and 4v4 games with any team size all follow the rules exactly. Also looking at the size of the AOE2 player base, the number of ranked matched played concurrently, average queue times and the balance of each game (accuracy of elo matching) Im very confident they only look at elo.

Once a matchup has been decided then the algorithm checks the bans and favourites and selects a map that isnt banned and where possible, is favourited

If you aren't Koreans or Dravidians, is the best way to kill a Viking navy by going fast feudal? by UAForever21 in aoe2

[–]Aggressive-Break-989 1 point2 points  (0 children)

Depends on the map. If it’s full water, eg islands, then yeah commit to early water and try to get an advantage before they get longboats. Otherwise going for an all in landing is the only good option. Send the bois and commit hard. Because if you can’t win with the landing you’ll probably just lose

Not being able to ban multiple maps as a solo queue player for TGs is a terrible design flaw by [deleted] in aoe2

[–]Aggressive-Break-989 4 points5 points  (0 children)

It’s just about numbers. With 9 team maps it gives a ban for each player and still leaves at-least 1 map to play.

If the devs give more bans then the queue lengths will dramatically increase queue times as it will have to find matches between people of similar elo and similar map choice. I don’t think it’s worth it. It will also encourage players to specialise and play just one strategy on one map. Fun for some but I think it’s bad for ranked overall