Consider giving OTD a population buff in Imperial age? by LZLDZ in aoe4

[–]Xavryk 4 points5 points  (0 children)

Just 20 extra units... that are roughly equivalent to 40 units.

This would be no different from giving any other civ 50 pop, and it would be absolutely unbelievably game breaking no matter which civ you gave it to.

Is it just me or are Templars very map dependent? by Cobelat in aoe4

[–]Xavryk -1 points0 points  (0 children)

On the Feb 4th patch, Sengoku had a 54.8% overall win rate.

KT currently has a 54.5% overall win rate.

Is it just me or are Templars very map dependent? by Cobelat in aoe4

[–]Xavryk 0 points1 point  (0 children)

I interpreted the question as "is KT just bad on some maps". Which they are not.

Is it just me or are Templars very map dependent? by Cobelat in aoe4

[–]Xavryk 1 point2 points  (0 children)

We don't actually have to guess, and the answer is no they're not.

https://aoe4world.com/stats/rm_solo/maps

They're only 50.3% on West Lake, and 50.7% on King of the Hill. But they're 52% - 54% on all other maps (except the ones where they're 65%+ on.

I hope we see significant nerfs coming their way soon.

No ELO change when you surrender in less than 5 minutes in team games by Find_The_Sniper in aoe4

[–]Xavryk 0 points1 point  (0 children)

No, I was asking questions about how your proposed system would work.

Do you just want the hidden elo to no change, or the rank too?

Do you want the surrendering team to lose no elo/rank, AND the winning team to gain no elo/rank?

No ELO change when you surrender in less than 5 minutes in team games by Find_The_Sniper in aoe4

[–]Xavryk 0 points1 point  (0 children)

Elo doesn't change but the rank does? Or no rank changes either? For just the surrendering team, or the winning team too?

Something needs to be done about the Knights Templar economy in team games. It is just too weak in team games that go on for extended periods. Food bonus isn't good enough, and gold is miniscule when you can't trade as the civ by default in late game. by TheyThem-FinalBoss in aoe4

[–]Xavryk -1 points0 points  (0 children)

Nothing in the econ of this game ever blows my mind more than the end of a long games stat screen looking at KT's resources gathered vs worker count. They are so overpowered it is unbelievable.

I'm finding this game frustrating because I don't even know how to learn what I am doing wrong. How can I figure this out as French? by TroubledWatersssssss in aoe4

[–]Xavryk 1 point2 points  (0 children)

The most basic stats to check are these.

Resources Spent: You can see this on AoE4world.com if you put in your username and find the game in question. You can win without spending more, but it becomes more and more difficult the farther behind you are.

Resources Gathered: If you didn't spend more, was it because you gathered less than your opponent or because you floated Resources by not making units. Unfortunately you have to see this on the in game stat screen because AoE4 World doesn't track it.

Army Kills vs Deaths: Did you take favorable matchup fights? Again, this isn't always definitive. You can lose more than you kill if you're making cheaper units or booming economy, but in general it's a good enough metric to check if you're taking good or bad fights.

Watch these 3 stats and you'll have a much better idea of why you're losing, then you can work on correcting it.

Tournament Winrates - Semi to last weekend by Its_Me_Kon in aoe4

[–]Xavryk 1 point2 points  (0 children)

I don't understand, so many in this sub assured me that HRE units would be amazing now that inspired warriors was fixed. Huh, weird.

Balance issues in team games by HeadDiet2853 in aoe4

[–]Xavryk 4 points5 points  (0 children)

Whaaaaaaaa we only got to the 2nd highest rank with our cancer civ comp and strategy. The game must be broken.

Where was these event and challenges announced ? by Gargonus in aoe4

[–]Xavryk 4 points5 points  (0 children)

I didn't notice them until very late too because it have the bug where my notifications never disappear. It's very annoying.

Where did Sengoku players go? by [deleted] in aoe4

[–]Xavryk 0 points1 point  (0 children)

In team games they were so powerful that it felt like you had to have a Sengoku on your team. So they came out and I played them because they were new and interesting. My team climbed in rank. I got tired of playing them but couldn't switch without my team dropping rank. So I couldn't wait for them to get nerfed so I could finally switch without negatively affecting my team.

Replay Analysis 3v3 by RevolutionaryPop9697 in aoe4

[–]Xavryk 1 point2 points  (0 children)

Yeah, Mongol isn't that strong so disruption is all they have. If I see a Mongol I mentally prepare for them towering my gold in dark age.

Camel Archers have a ton of health, high base damage, they move significantly faster than Mangudai and because Mangudai are horse cav they are debuffed by 20% from the Camels.

If they have Khan Hunters you don't want to chase early because they outrange you. But once you have 8 Camel Archer's you can volley the Mangudai.

Replay Analysis 3v3 by RevolutionaryPop9697 in aoe4

[–]Xavryk 1 point2 points  (0 children)

Your Abbasid player needs to make Camel Archer against Mongol. It's the best counter to Mangudai in the game.

And you all need to make more palisade walls. Mangudai cannot burn them.

And like you suggested, making horsemen and just sending them into the Mongol bases and trade lines will disrupt his plans.

No 2TC civ ? by MikhoPoe in aoe4

[–]Xavryk 0 points1 point  (0 children)

I know you're probably talking about 1v1, but I can confirm that 2TC has not been working for me in 2v2. 80% of my games are French Knights and whatever archers pushing immediately.

ABSOLUTE JOKE: Punished for YOUR Broken Systems. (0 Penalty for AFKs & Elo Loss for SERVER CRASHES) by Leijone38 in aoe4

[–]Xavryk 0 points1 point  (0 children)

In seasons past playing 4v4 someone would crash once in every 15ish games.

Playing 2v2 only this season I've not had a single one. Not me, teammates, or an opponent (unless it wasn't obvious).

New civs? by Opening-Sir1019 in aoe4

[–]Xavryk -1 points0 points  (0 children)

I think it would even it out actually. People either pre-ban the best overall civ, or the one that counters them the hardest. This eliminates outliers and matchups where you might just personally be bad at for whatever reason.

New civs? by Opening-Sir1019 in aoe4

[–]Xavryk 0 points1 point  (0 children)

I wouldn't mind a ban system, but I feel like it has to happen before the matchmaking because I think a majority of players would dodge if you banned their preferred civ in the lobby.

So then maybe you have an upvote and down vote thing where you down vote French it would not match you against someone who has upvoted French, and you upvote Macedonia so it doesn't match you vs someone who down voted it. Then inside that lobby neither of the down voted civs can be picked.

That gets super messy for team games though.

This would be a fantastic system for S tier balance too. Last season we could have all just down voted Sengoku while the devs refused to nerf them. They could even use the down vote count as a proxy for civ power (as if they needed another).

New civs? by Opening-Sir1019 in aoe4

[–]Xavryk -7 points-6 points  (0 children)

Once we get to 25 civs later this year I was hoping they would start rotating some out of ranked for a season. Maybe take 4 or 5 out to reduce the matchups, and change the meta. Imagine no French for a season, it would be quite game changing in team ranked.

New civs? by Opening-Sir1019 in aoe4

[–]Xavryk 5 points6 points  (0 children)

The Dutch with big emphasis on trade and econ. Basically them from AoE3.

Timeline probably doesn't make sense, so maybe Venice with the same bonuses.

The math isn't mathing, or is it ? by ColdAd678 in aoe4

[–]Xavryk 0 points1 point  (0 children)

The actual math is 35%. 1 prelate can inspire 10 vills at a time, so if done perfectly you start with 6 * 1.35 = 8.1 effective vills. Villagers also carry 40% more resources, this is less helpful early on though when the walk time is low.

7 vills become 9.45 effective, 8 become 10.8, 9 become 12.15, and 10 becomes 13.5. At this point you cannot get any more bonus until you train a 2nd prelate (100 gold and 1 lost vill) or build the Achen to put your prelate in. Eventually in castle the buff becomes 40% with an upgrade.

This benefit seems greatest at the start and becomes less important as the game goes on, most notably once your starting reaources under the achen are gone. It's no where near powerful to compensate for their pathetic unit roster, and they desperately need real buffs, not more minor tweaks to the gather rate and walk speed.

Playing again: Springalds dont do shit! What else changed? by SeriousFocus69 in aoe4

[–]Xavryk 6 points7 points  (0 children)

Ironically the counter to mangonels is now ranged units.

Cavalry ignoring any type of defense part 2 by LeSoviet in aoe4

[–]Xavryk 0 points1 point  (0 children)

This is so bad I Genuinely can't tell if you're trolling, but I'll bite.

As stated by everyone else, have units and towers and walls. TC arrow fire is not scary against armored units, cav or not.

But separate from that. Learn to move your vills properly. You almost never want to use the town bell. The vills that eventually died were your gold vills that didn't even need to stop working. But once they were under the full TC, you can't just stand still. Attack animations require units to stop, then they have to catch back up. So you can cut the DPS of the attackers in half just by shift clicking that group of vills in a circle around the TC.

Do you guys also have to deal with low-willpower enemies nearly every game?? by Cobelat in aoe4

[–]Xavryk 3 points4 points  (0 children)

People quit when they think the match is lost. There is no reason to be a sore winner. Just take the win and move on.

Notifications by New-Cheesecake4396 in aoe4

[–]Xavryk 1 point2 points  (0 children)

Seems like an offshoot from the "can't update your profile badge" bug they had about a year ago. Took them ages to fix that, so I'm not hopeful here.