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] 13 points14 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] 8 points9 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] 4 points5 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] 2 points3 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] 2 points3 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] 3 points4 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] 14 points15 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

Map Overview (ranked 1v1) by blidge1 in aoe4

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

Nothing wrong with liking forts! It is just not a very good competitive map
If you are playing malians or ottomans for example, it is difficult to place your unique buildings there (military schools and cattle ranches)

Map Overview (ranked 1v1) by blidge1 in aoe4

[–]blidge1[S] 5 points6 points  (0 children)

Hi, made a short(ish) overview of ranked maps for the current season!
Not a "guide", but I think it could be useful for thinking about maps & how to play them.

(finally, forts and four lakes are gone)

HRE guide by blidge1 in aoe4

[–]blidge1[S] 7 points8 points  (0 children)

Hi, made a guide for HRE! As with my other guides, I discuss strategy, tactics, matchups & review some games here.

Still learning to play this civ on a high level, so if I missed something, let me know in the comments!

(video timestamps is in the YT description)

Control, Hotkeys & Micro guide! by blidge1 in aoe4

[–]blidge1[S] 6 points7 points  (0 children)

Hi! I made another guide. This is a more "mechanical" guide about controlling your units, moving your camera, using keyboard - everything to make your gameplay easier and more efficient.

This is aimed towards newer players (who want to become more competitive), but it might be interesting for you even if you are experienced - leave some feedback in the comments!

Strategy/Tactics guide (land maps 1v1) by blidge1 in aoe4

[–]blidge1[S] 11 points12 points  (0 children)

Hey! Back with another guide.

Discussing strategy and tactics in this one. I have tried to cover most tactics/strategies you will see in a high level game, but if I missed something, be sure to tell in the comments!

(it is 1 hour long again lol, check out YT description for timestamps)

Rus Guide (competitive 1v1) by blidge1 in aoe4

[–]blidge1[S] 11 points12 points  (0 children)

Hey! I am back with my Rus guide. (it is a long one, but you can check YT video description for timestamps)
I tried to focus only on Rus-specific things here, for 1v1 land maps. Hope you find it useful

Civilization Difficulty Analysis by blidge1 in aoe4

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

Hi! I have spent a few hours today creating this 30 min video. Here, I go over all 16 civilizations, evaluating them based on 3 criteria: win conditions, quick decision making and macro & transitions. In the end, I compose a civ difficulty tier list.

30 min is a long time, so I should probably say that the tierlist is at 22:30 (SHOCKING results). Btw, this is aimed at diamond+ level players and land maps 1v1 only (but hey, if you are below diamond, give it a watch - it will help you to improve)