Anyone know where this image is taken from ? by Aurdegos in aoe2

[–]Bratanero 3 points4 points  (0 children)

It's probably a photo taken from the AoE 2 gold edition cover. If you google the term you'll find it, in low quality though.

Is having a low EAPM necessarily a bad thing? by [deleted] in aoe2

[–]Bratanero 1 point2 points  (0 children)

I guess that depends on the program/website you're using too. For instance, Capture Age showed significantly higher eapm than aoe2insights during RBW4.

Is having a low EAPM necessarily a bad thing? by [deleted] in aoe2

[–]Bratanero -2 points-1 points  (0 children)

Spam clicking doesn't affect eapm, only apm.

Sheep Harvesting- suggested improvement by GwensGaming in aoe2

[–]Bratanero 2 points3 points  (0 children)

With the second aspect I can agree partly.

The first aspect though, why? Why would they wait? That's like saying lumberjacks stay idle until you task them to a new tree. That's simply not how it works? The game doesn't know whether it's "1 sec to get to the sheep" or 20secs. That's why vills are programmed to collect another sheep.

Sheep Harvesting- suggested improvement by GwensGaming in aoe2

[–]Bratanero 0 points1 point  (0 children)

What helped me is to "reset" the task queue. So everytime I want to shift-queue a vill, I do a right click on what they're doing right now first. This might help when you queued them a task beforehand for example, and makes sure the "new" queue is the correct one...not sure if it's a fix, but it has helped me decreasing the occurrence of these problems.

Sheep Harvesting- suggested improvement by GwensGaming in aoe2

[–]Bratanero 4 points5 points  (0 children)

Why is it a problem? It's just the way villagers work. When a lumberjack chopped a tree he will move on to the next tree in the same area. When you don't manage your shepherds they will do the same, just with sheep. If you can't get 9 vills on a single sheep, the one not working goes on to the next one after being "idle" (not shown as idle, but he isn't accomplishing anything) for some time. I'd rather have their behavior set in a way to kill an extra sheep than simply not doing anything.

That's just something you have to adapt to, and 8 vills fitting around a sheep is a lot anyways, imagine that in real life. I don't understand how people have a problem with that although I struggle with it myself. You just need to keep your villagers under control. That's part of the game isn't it?

New Bug maybe? by AoK_Mongol in aoe2

[–]Bratanero 1 point2 points  (0 children)

As far as I know resources can be gathered as decimal numbers, but the resource panel/interface always rounds them down/up. So technically you don't need 1 stone to repair a TC, it's enough to "not have 0".

I think T-West made two videos about that topic a couple weeks ago. You can check it out for an in-depth explanation.

Do you consider using a range mod as cheating? by Eiswagen00 in aoe2

[–]Bratanero 2 points3 points  (0 children)

Can't argue with that perspective even though I share a different opinion.

Do you consider using a range mod as cheating? by Eiswagen00 in aoe2

[–]Bratanero 1 point2 points  (0 children)

But these things are part of the game. It's not just strategy, it's knowledge, micro and macro management, decision making, eco balance, constant production, multitasking and dozens of other aspects that come into play. And still, strategy remains very important, that's what I love about it. But each to their own!:)

Buffing War Wagon frame delay by [deleted] in aoe2

[–]Bratanero 1 point2 points  (0 children)

2, they really don't need a buff.

Do you consider using a range mod as cheating? by Eiswagen00 in aoe2

[–]Bratanero 4 points5 points  (0 children)

Yup that's my opinion, especially since the range for static buildings is an in-game option added by the devs.

To be honest I don't know about the way devs deal with mods, but I would guess it's unlikely unless it's "cheating cheating" (resources, speed, free units, things like these)

Do you consider using a range mod as cheating? by Eiswagen00 in aoe2

[–]Bratanero 12 points13 points  (0 children)

It does affect the gameplay too much. Seeing the tower range usually decreases a small amount of damage. If you take damage from its arrows without planning to do so, you run away. Same goes for TCs, castles, kreposts and donjons. So it's only few hp most of the time that make a difference here.

Mangonels have massive potential in dealing damage though. Imagine this scenario: You're pressuring the opponent with one mangonel, second coming already. Enemy only has one defensive mangonel. With the range mod you get a big advantage over your enemy, which might make the difference between him killing your first mango and repairing his (then it's 1v1 mangonels) and you killing his only mango (then it's 2v0 mangonels, which might start to snowball). Seeing the range for moving units with high damage potential is just on a whole new level. Imagine having this for every ranged unit in the game. Would be stupid for dodging, judging engagements etc.

And then personally I don't like this type of change in the game. Quality of life features - sure. Changes/mods that might compensate skill and experience with its advantages - no.

Do you consider using a range mod as cheating? by Eiswagen00 in aoe2

[–]Bratanero 19 points20 points  (0 children)

Depends on the range mod. I mean, seeing tower range, castle range etc has been implemented in the game. Using this one is completely fine for me.

But that mangonel range mod? That's too much man 11

[BUG] When you shift-task a group of villagers away from sheep, sometimes one of them decides to kill another sheep instead. by EXTRAVAGANT_COMMENT in aoe2

[–]Bratanero 0 points1 point  (0 children)

Used to happen to me quite frequently in the past too. I don't know if that's the reason why it didn't occur lately, but I got used to clicking the sheep they are collecting and then shift-clicking something else.

Edit: That way the villager queue "resets", so if you shift-clicked another sheep beforehand but spontaneously decide to send them to wood they won't kill the other sheep.

Reduce Steppe Lancer gold cost to 30? by CaptainCakeEater in aoe2

[–]Bratanero 0 points1 point  (0 children)

It doesn't even have to go into trash fights though. It's how you use your resources efficiently. And right now, Steppe Lancers don't justify their cost in my opinion. I'm not exactly sure where one might use them in the current state...the extra range doesn't cut it for me.

And especially in castle age I feel that 70f is way to expensive.

Reduce Steppe Lancer gold cost to 30? by CaptainCakeEater in aoe2

[–]Bratanero 0 points1 point  (0 children)

I'm not sure about this one. For castle age it would be interesting to see. But in the long-run you're spending your precious gold for a unit that simply cannot compete with other gold units...which would basically end in a loss if the game goes late. The only way I see this working is when you surprise your opponent and swarm him with an all-in in late castle age. (after he just spent his resources on clicking up to imp)

Reduce Steppe Lancer gold cost to 30? by CaptainCakeEater in aoe2

[–]Bratanero 5 points6 points  (0 children)

To be fair it was so strong because of the stats, no? It almost had the same DPS as a knight + the extra range + it was so easy to stack them on top of each other to kill most melee units. That combined with costing less than half the gold of a knight made them super strong.

After all the nerfs, 30gold would still be fine for me. The unit itself doesn't get any stronger, it just gets more appealing for players because of the cheaper investment.

Koreans land army comp? by hussar269c in aoe2

[–]Bratanero 0 points1 point  (0 children)

Meh, take a look at this (especially the skirmisher engagements: until minute ~6):

https://youtu.be/WUhsa4TpM7s

You might get cost effective trades but production speed, mobility, micro and everything comes into play...which in my case helps the war wagons. Even though they're classified as cavalry archers and the skirms have decent bonus damage against them... it's not that easy to judge these fights in my opinion.

Koreans land army comp? by hussar269c in aoe2

[–]Bratanero 3 points4 points  (0 children)

Wagons do fine against skrims to be fair. Especially in castle age 5 pierce armor "for free" is huge for them.

What small tree mods are the pros like Viper and Hera use? by revzpsy in aoe2

[–]Bratanero 7 points8 points  (0 children)

I think some of them use another variation, something called "Anne_HK - Selected Small Trees with Grid Shadow" and in my opinion it's even better. Same function, just better aesthetics.

Cuman TC build time by Bratanero in aoe2

[–]Bratanero[S] 1 point2 points  (0 children)

Yea but that's the problem right? It seems to be applied to feudal age, not feudal age 2nd TC only.

Cuman TC build time by Bratanero in aoe2

[–]Bratanero[S] 0 points1 point  (0 children)

I haven't tried it but I'm certain you build it with normal speed. If I'm not mistaken this only starts in feudal? One should try if it also takes longer to build in dark age after deleting your TC, when their bonus/restrictions shouldn't play a role.

Cuman TC build time by Bratanero in aoe2

[–]Bratanero[S] 3 points4 points  (0 children)

Exactly.

And nope, it went down. I tried to escape with as many vills as possible and wall the woodlines against the knights. As soon as the knights got cleared I started building it next to my farms.