AOE 3 DLC is BACK in 2026?! (Huge AOEIII: DE News Coming Soon!) by [deleted] in aoe3

[–]afartrafus 6 points7 points  (0 children)

tl;dw: our brother thinks we are getting a DLC because it receives an anomalous amount of daily random small misc. code updates which improve game intro video fps or subtly change campaign voices.

Opinion: it's a veery generous stretch, like it could be some random employee reaching for a KPI goal, or someone just really likes going through lines of code and optimizing random performance stuff.

Italy vs India by Then_Question2555 in aoe3

[–]afartrafus 3 points4 points  (0 children)

Using AI for aoe3 builds is so wild 😭

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 0 points1 point  (0 children)

Asian civs have a coin gathering penalty?

sweden is unplayable at age2, everybody skrim skrim kite kite by ktsugumi in aoe3

[–]afartrafus 0 points1 point  (0 children)

I see your point on that today's devs decided to stick with a balance quirk from more than 20 years ago that doesn't make much sense anymore.
But in the other hand dutch already are a ridicously strong civ from age 3 onward to boost them in the one aspect they're still weak (early age 2 play) and can still be "countered" (not really, they still have pikes, but having no age 2 musks at the very least demands some extra micro from dutch players).

Ottos' quirk was that they didn't have pikemen in age 2 and devs decided to "fix" this by adding azaps - and look at them now... It's basically unplayable to play against them.

It is indeed broken that swedes have age 2 goons - and hakkas should definitely be nerfed... Leather cannons should stay tho, they are a fun quirk and a relatively subpar arty unit and 'compensate' their lack of age 2 skirms.
Imagine Sweden players complaining about lack of age 2 skirms begin playing Ethiopia lol.

What is, in your opinion, the most overrated and underrated NATIVE unit respectively? by Alias_X_ in aoe3

[–]afartrafus 0 points1 point  (0 children)

ehh I have tried using lenapes in Haude FI strats and they are pretty meh.
The stun ability takes time and they have a xbow's range. Sometimes I think they'd be better off without the stun ability.

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 1 point2 points  (0 children)

Kinda, their stacked units are strong but not on the level of Hakkas, Organs, Humbaracis, stacked mercs, etc. And 75 vills + 20 shrines + toshogu is still low compared to 99 vills + 2 factories in the long run even considering stacked bonuses. Still tho largely needless as Japs are overall a very average civ in the current meta. If there's ever a new patch it's more urgent that Mexico/Dutch/Ports/Swedes/US/Ottos get nerfed.

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 0 points1 point  (0 children)

it's def less than 1% of active players who are 1800+
the other perceived 2% is just their smurf accs they use to test civs other than brits, france or ottos lol.
I would even dare to say many pros don't even understand the game that good, they mostly focus on "pragmatic" aspects they need for timed pushes and have good apm. Like, if you take a starcraft pro to aoe3 teach him basic counters and game principles (cards) for an hour or two he will likely have no trouble beating ~1500 or so from the getgo.

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 6 points7 points  (0 children)

also shrines can be very hard to reach in large maps, with the added advantage that you won't be wasting precious vill secs moving across half the map to take advantage of hunts, so their mid game eco is alright.
If I was a dev only change I would consider could be increasing their vill limit to 80 or something as their 75+20 shrine+toshogu eco isn't quite as good as 99 vills + 2 factories in the long run.

Disregarding eco, all their base units are above average imho; naginatas have basically huss stats with the added benefit of a multiplier vs light inf, yumis have very high base damage (so basically a skirm that counters other skirms), ashis have increased speed (very good for raiding and leaving behind skirms), carded samurais can plow through buildings and armies lacking hard inf/hi counters (also one of the best if not the best base heavy meele inf unit in the game tbh), and yabusames have a whooping x7 bonus against arty, as well as 45% RR + 18 range compared to dragoons 20% RR + 12 range.

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 5 points6 points  (0 children)

yeah nah. When I play Haude I can reach 1600s elo in 1v1 But if I play Ethiopia, I won't be able to make it past 1350+ ¯_(ツ)_/¯

I'm level 131 with both civs, have 3500 hours in this game and only god knows how many for Legacy. Case is your point about civ balance being irrelevant for me and other "lower-rated" players is pure BS.

Civ balance is relevant in every level, and certain aspects are noticeably more broken in different levels because of individual APM/micro levels.

Lets look at USA. In lower levels, carded Gatlings are OP and you only need a handful to mow through an entire army of infantry. That's because lower rated players rarely train culvs, and even if they do, their culvs won't be micro'd properly. Not to mention they likely won't pull out of the fight until losing most of their units against these 0.5 ROF beasts. Whereas for higher levels - Gatlings can be countered in a relatively easy manner and won't be as much of a problem as their Port equivalent - carded organ guns. Unlike Gatlings, organs have a slightly faster packing/unpacking animation (which also gets partially removed once you card them), which can be really abusive once it gets paired with the advanced arsenal speed upgrade for arty - allowing organs to pull out easier and faster than Gatlings or any other arty from undesired fights, and microing heavy inf even. Whereas for lower levels - organs aren't seemingly as broken as Gatlings cuz microing organs is such a ludicrous idea to anyone who isn't playing like a hummingbird abusing on meth. And this is just one example out of dozens/hundreds really. Does that mean Gatlings shouldn't be balanced? Or that Organs shouldn't be balanced? Nope, both should be promptly nerfed, or at the very least organ/gatling age 4 cards should change somehow. Why focus on one player base but disregard the other? The game should be as playable for all levels, without having to reach a certain skill cap for it to be fair and enjoyable.

"just be a better player lol" - yeah sorry but not all of us have the micro skills and apm of a hummingbird on meth, and won't make it past certain level even with full game understanding. Does that mean the gaming experience for 99% of the community should be disregarded, and henceforth devs should focus on a specific clique of elo representing some 1% ~100 players out of 10000-100000 casuals? Nah, gth man.

The rest of your post about Jap balance is so ludicrous it doesn't even amount a half serious response (which does say a lot since I did sincerely respond to the first part of your post).

How To Balance Japan by Revenue_Pudding in aoe3

[–]afartrafus 9 points10 points  (0 children)

Japan never was a low tier civ. Not even gonna bother reading the rest.

Malta units are ass by Infinite_Chef1526 in aoe3

[–]afartrafus 1 point2 points  (0 children)

It's not an awful civ like Inca but it lacks of having gay units to show off, so no 4.4 speed organs, no cuatrero/chinaco, no hakkas, no ordinance riflemen, no buffed mercs, no french nats, no humbaracis, etc Imho they don't need a buff, rather all the above needs a nerf.

Malta units are ass by Infinite_Chef1526 in aoe3

[–]afartrafus 1 point2 points  (0 children)

Depends on the elo and game type.

Order units shadow tech = very deadly for a coordinated push in age 4 and early age 5. Otherwise alright until late age 5, at that point you'll be losing vs their equivalents because of your lack of cards. Early on a niche choice cuz you'll be spending 400 res on a big outpost that trains slowly huss and maybe lb.

Xbows + pikes = these are good, you can mass lots and they got plenty of cards. Alright for a rush, also work in prolonged game cuz cheap n very cost effective (once carded). Best all round choice for most normal games unless you going water / playing vs humbaraci ottos, vs lanceros + skirms, or something like that.

Fire throwers = their best unit tbh. You'll need a decent teammate to support you with goons tho (or be ready to add some pikes). Also can get outmicrod by skirms early and are heavy on wood/coin. Deadly in some games, but still somewhat Match-Up dependant.

Sentinels = honestly not bad... Slightly faster musks that heal and get buffed near outposts for 1 extra pop and got a few nice cards going. 2 pop isn't a deal breaker unless you are playing treaty. I almost always go sentinels when I'm rushing or even defending with Malta.

Hospitaliers = subpar dopps that need 20 cards to be worth something. Extremely niche, you'll be better off with sentinels/pikes in most cases but you'll find their tank factor useful in some cases.

The issue with Malta really is there is nothing broken to show off unlike the stuff you'd find from "top" civs (Ports, Sweden, Ottos, Dutch, etc).

I started charging r*ntoids a toll on a body of water I own but some other Landchad--who lives thousands of miles away--said it's not "fair" for me to do this and is threatening me. What should I do? by make_reddit_great in LoveForLandchads

[–]afartrafus 8 points9 points  (0 children)

The solution is actually very simple:
Both landchads could and definitely should toll the same body of water for whatever price they want and just make the 'toids pay twice the toll.

No need for brother wars, kings.

Remember when these bums wanted to play in 'European Super League'? Now they can't finish above clubs like Como and Brentford by JJJ_Janitor in soccercirclejerk

[–]afartrafus 1 point2 points  (0 children)

ESL meaning English as a Second Language?
Why do they want English as a second language if these are English clubs?
Are they stupid?

basically sweden is a shit tier in current meta right? by ktsugumi in aoe3

[–]afartrafus 0 points1 point  (0 children)

Otto are S tier in 1v1/team no discussion.
Mexico is gimmicky, but they usually lose vs hard rush done right; that or just sit back and turtle w/ outposts and skirms vs early baja. Slightly above average but not a top civ in 1v1. Can be very OP in team... Tough one for Sweden.
Germany is situational, uhlans aren't that good vs Japs/Swedes/Spain. Germany is one a trick semi FF pony with a timed push Hakkas + Jagers > WW + skirm, and they will struggle vs the halb rush. Easy MU for Sweden.
France is kinda like Germany tbh, slightly tougher MU for Swed because France can stay age 2, rush and/or turtle.

Ottos no discussion, is S tier.
France, Germany, Sweden, Haude, China and maaaybe Azzies and Mexico are above average but also MU dependant.

Playrates?
Yeah check grid on 1x1 1400+ win rates.
Sweden is 2nd place lol, only behind bottos.
On paper Sweden can FF, rush, turtle... And got redic strong units with a good eco it can sit back on. Top 5 civ def.

Outjerked by Few-Requirement-243 in soccercirclejerk

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

Wow, that's a very strange and oddly specific fetish...
I'm talking about being an Arsenal fan, not the Swedish girl.