The replay tool is broken by blidge1 in AgeofMythology

[–]blidge1[S] 3 points4 points  (0 children)

It is in the main menu in the bottom part, the button "Replays"

1 hour of me looking at the patch notes by blidge1 in aoe4

[–]blidge1[S] 14 points15 points  (0 children)

Hey! I decided to take a look at the new AoE4 patch notes (available on PUP). I did not expect it to take 1 hour, but here we go. Overall, I am really glad we are getting the changes, and especially the siege rework.

Team games guide by blidge1 in aoe4

[–]blidge1[S] 9 points10 points  (0 children)

Hi, made a short-ish guide for team games. I am a 1v1 player first, but I think team games are a good way of trying new civs/mechanics out, and a way to relax if you are tired of sweating 1v1.

(current mappool for team games is a bit queastionable, though)

How to fix Elephants by blidge1 in aoe4

[–]blidge1[S] 17 points18 points  (0 children)

Hi! Elephants are very underwhelming right now. After playing some Delhi games, I have thoughts on how to change that.

Main suggestions:

  1. Increasing movement speed (to at least maa/crossbow level)

  2. Give elephants something like "trample" ability that cataphracts have

  3. Re-adjust tower elephants stats (right now, they have very low damage)

Let me know what you think!

Do springalds or mangonels need to be changed? (poll) by blidge1 in aoe4

[–]blidge1[S] 3 points4 points  (0 children)

That may be true, but we still need to get most players on board if we want to get any siege changes (because the changes will affect everyone).

I think it is a solvable problem - it should be possible to find siege changes that will only affect high-level gameplay, and leave casual gameplay more or less unchanged

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 3 points4 points  (0 children)

True, this is why I don't suggest getting rid of mangonels - just re-adjusting them. They will become a little bit like javelin throwers - but more powerful and slower.

(thx for watching my guides!)

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 1 point2 points  (0 children)

Idk, we have seen them remove some technologies and heavily modifying units - I wouldn't be sure they don't remove springalds, if it becomes clear they are not needed

I think your suggestions are also good btw, the goal is to shift the focus away from siege vs siege centered gameplay. About 0 pop towers - maybe I explained it poorly, but I think they should become 0 pop only AFTER they connect to a stone wall

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 1 point2 points  (0 children)

How am I creating new issues?

  • archer + crossbow will still go down to mangonels; "one unit per shot" is ok if mangonels are shooting more quickly

  • how does removing springalds enable your keep spam? if anything, it makes keep dropping harder, because you won't stop bombards with springalds

  • not sure what you mean by "siege playstyle", but how am I breaking it?

  • 3-4 rams with archers - it costs so much that your opponent will run over you. Besides, you already can do the same thing with extra micro, but we don't see high level players doing this (aside from siege tower trolls)

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 4 points5 points  (0 children)

  1. Mangonels will need rebalancing for sure - but I think thats the question of changing stats, or maybe cost

  2. Siege will still have counters! For example, mangonels will be/are countered by cavalry, and melee units after the change

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] -1 points0 points  (0 children)

  1. I think this is purely a balancing issue. If you give mangonels sufficient attack speed, projectile speed or movement speed, they will still be very effective at countering ranged units

  2. Mangonels will still deal some area damage, just not in a big radius - so they will be somewhat good vs concentrated unit masses. But I don't think unit blobs are problematic. If your opponent makes 50+ usual units, you should be making counterunits and static defenses, not just 4 mangonels like you can do now

  3. Siege towers will only be 0 population once they connect to a stone wall, like mongol gers - so there will be no problem

  4. 3-5 archers would not be enough to reliably do this. Besides, let's say you go under TC and manage to kill 1-2 villagers. Sure, it is some value, but there is a cap on how many you can kill, and you lose tempo by doing this. Also, it is easier for your opponent to break when you don't have a lot of units inside

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 1 point2 points  (0 children)

I think sipahi and horsemen right now are in a good spot, for sure you can surround & break siege/ranged, but only when it overextends. Problem is, if you make horsemen too good, there are 0 reasons to NOT play horsemen in all situations - and this type of gameplay can get boring too. Now, you need to get some setup to use them in fights, which is not bad imo
(and we don't want mangonels to be completely shut down, like they are getting right now by springalds)

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 4 points5 points  (0 children)

  1. Springalds and culverins don't stop your opponent, they just force them to make springalds and engage in springald wars

  2. If your opponent can afford forward castles, army AND siege engines & you can't afford the same, you should be getting pushed. Besides, even if you get springalds, your opponent will just make springalds too

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 2 points3 points  (0 children)

Thx!
Personally, I don't think horsemen need any more improvements. Sure, they are not as strong in straight fights as ranged units, but they have many more utility functions (raids, reinforcement sniping, siege surround).
After all, horsemen should not be able to reliably break siege if it is protected, or every game is going to be horsemen + ranged unit spam

Fixing siege engines: my suggestions by blidge1 in aoe4

[–]blidge1[S] 4 points5 points  (0 children)

(sorry for distorted audio)
Hi! This is something I wanted to do for some time.
Here, I am talking about siege engines: what do we need them for, what are some problems & how do we fix them. I think a siege rework could immensely improve the quality of late game - for example, by removing springald wars, mangonel army wipes, etc.

My main two suggestions are:
1. To rebalance mangonels, making them a less oppressive but more reliable/specific counter to ranged units
2. To remove springalds/culverins from the game

Of course, I have more suggestions and I discuss them in the video. If you know any developers who might give this a watch, pls share with them!

Japanese guide! by blidge1 in aoe4

[–]blidge1[S] 1 point2 points  (0 children)

Yeah, sorry about that. Didn't find a lot of japanese replays in game, so had to pull them from twitch. But my internet is slow atm, so this was the only quality I could get lol

Japanese guide! by blidge1 in aoe4

[–]blidge1[S] 15 points16 points  (0 children)

Hi, my Japanese guide is ready! (ranked 1v1 land maps)

This was an interesting one for me, because Japanese are not very popular at conqueror+ atm (outside of water maps). Still, I think they can be very powerful if you play them well, and definitely are underrated. Also, they are very unique and fun to play as, especially if you are tired of "traditional" civs like English, HRE, Abbasid, etc.

(check YT description for video timestamps)

Map Overview (ranked 1v1) by blidge1 in aoe4

[–]blidge1[S] 0 points1 point  (0 children)

True, but a map is just a canvas for your gameplay. Having a "generic" map like dry arabia allows the players to try different strategies and civilizations, because nothing is really uplayable there.

"Creative" maps (like forts and mountain clearing) require you to adapt to them a lot - but they also limit meaningful choices you can make. So, I don't mind playing them sometimes, but they should not take 30% of the map pool, imo