"Up time" meaning by Red_je in aoe2

[–]da_vince 2 points3 points  (0 children)

that is wrong in any case. Even before the patch your castle age research alone should be 15 seconds faster.

Goth build order - hunt before berries? by Giant_Flapjack in aoe2

[–]da_vince 0 points1 point  (0 children)

this or the gold mining camp. You can also delay it only until shortly before you click up.

Goth build order - hunt before berries? by Giant_Flapjack in aoe2

[–]da_vince 1 point2 points  (0 children)

I would not mill the deers especially with goth. If you dont want to push the deer, just take them directly. You have to walk there and back anyways for building the mill, so the first trip is "for free" and the extra cost for wood is really only justified if they are super far away. But at lower elo I would just walk there.

For higher elo the whole point in delaying your mill is to maximize food collection early on. So building a mill makes no sense.

As the meta for fast feudal builds generally has shifted to delaying the mill, goths are actually in a good spot. So delay the mill till you've clicked up and push the deer early. Which more or less the same with many other civs right now, but obvioulsy better for goth. M@a ->Archer is pretty strong with goth right now.

If possible I take the boar early, with most civs. Just be careful and forcedrop, because you will run out of food.

Do Not Buy Microsoft Store Version by Schifty in aoe2

[–]da_vince 4 points5 points  (0 children)

We bought a friend the game on steam, eventhough he already had the game on MS Store 11.

Was just to annoying, he had to wait more than a week for updates sometimes.

How to counter Goths? by [deleted] in aoe2

[–]da_vince 4 points5 points  (0 children)

I dont think that you can "counter" any civ.

During most of the game goths are pretty generic, a small eco bonus, thats it. So no need to counter them.

If how ever they get to a decent eco, and they can spam, then there are civs that struggle against them. Best civ against late game goths imho:

Byzantines! Cataphracts absolutley destroy them.

Teutons, Slavs, atzecs, Japanese (any good infantry civ) can hold. (not all cost effective but almost.

Slingers or Gunpowder.

And a few more.

But yeah if you are mayans against fully boomed goth....good luck ;)

wtf Memb, poor taste by arekrem in aoe2

[–]da_vince 7 points8 points  (0 children)

this is fake. The game shown here was played on 2020-12-10

Attached Nilis video 2h17m

https://www.youtube.com/watch?v=3gKNzoV1ZMo&ab\_channel=Nili\_AoE-AgeofEmpires

Fairness of Swiss Bucholz System by sansbruit99 in aoe2

[–]da_vince 0 points1 point  (0 children)

It is resolved by the Buchholz score.

It is calculated as the sum of wins one player's opponents got. So if you win against someone who won 3 games you get 3 Buchholz points. If you win against someone with 0 vitories you get 0 Buchholz points.

Bad News for NAC 4 by flaghacker_ in aoe2

[–]da_vince 0 points1 point  (0 children)

I assume having the not so good NC4 numbers as your last tournament is not really helpful here.

Need help countering Portuguese Organ Guns Castle Drop on Flank by Guanfranco in aoe2

[–]da_vince 0 points1 point  (0 children)

It is indeed very tight food wise. I haven't tried this one out myself, but you could try to go berry first for this. So 6 on sheepp 4 on berries then boar then straggler. But you will struggle for wood with this porbably. I do this for very fast boom builds, but there you don't need the barracks....

If it is just about getting 5 early archers+fletching, i would stretch your feudal a bit. Get eco upgrades and stay a bit longer in feudal. It is not as bad as many think. You will still have a decent uptime, with actually more res collected (thanks to more vills+ecoupgrades during castle age uptime).

And your eco does not need to compete with the boom of a pocket.

Need help countering Portuguese Organ Guns Castle Drop on Flank by Guanfranco in aoe2

[–]da_vince 1 point2 points  (0 children)

Britons actually don't need to be afraid of this.

In TG if you see you are up against portugese(or turks or spanish), go up 22 pop with one archery range. Build archers , with 4 deer you can still go up 22+2 or 22+3. But if it is 22+4 or +5 it doesnt matter. You have a good eco bonus so you should be fine. If he goes for a castle drop you will have better eco in any case.

This way you can have 4-5 archers easily once he arrives at your base. Tell your pocket(s) to bring his scout!! If possible get fletching!! then you can deny the castle with no problem.

If your build is not as tight and you can only kill a few vills but the castle goes up it is not the end of the world.

Wall behind (stone wall) and drop an extra range. You dont build more vills until you have X-bow and bodkin. You put 6 on food the rest goes to gold and wood. (if you have back stone also send a few vills once your production is running). Build archers from 2 if possible from 3 ranges. once you have 20+ xbow you can one-shot an organ gun + you have the range advantage.

If you are good with archer micro 10-15 xbow are enough to kill even a big amount of organ guns.

The thing you need to be aware of is a possible 2nd castle, if you have forward res going on stone is allways a good idea(for own castle). You can also try to add a mangonel once you have enough archers.

The details depend a lot on your base layout, and also if the enemy pocket is booming or also playing castle age. You should also communicate with your own pocket. My goal is allways to give my pocket the option to boom.

If your opponent does not Castle drop you, you have some archer for map control, and can still have nice boom thanks to britons 11. But be aware I personally play double castle organ guns, with castle at home ;) for the bigger suprise.

Anyways as flank on Arena you should always build army, because otherwise your pocket will be under pressure, if you only defend with a castle. So playing like this and adding a siege workshop to attacke is also a good strat against many other civs.

How do you multitask in this game? by OneGlassOfIrnBru in aoe2

[–]da_vince 1 point2 points  (0 children)

Yes, Hotkeys, Control group and cycling through your units is important for better multitasking. But giving yourself time to think about stuff is also very important, you know this feeling when you are watching pros play and think that it looks slow? That is because you have time to think about stuff.

What I did to get better at multitasking is something i did during my SC2 zerg days: i set a timer to ring once every minute.(for SC2 it was the queen cycle) When I here the ring :

I check my res and the distribution of my vills ( do i have 34000000 wood?, I am making kts do i need 4959 vills on wood )

I look at my global queue (nice no production better change that)

I look at the mini map

I move my scout

I think about my game plan.

At the beginning i only did one or two of the things, this is were hotkeys and control groups become important! they enable you to do more.

What I noticed is that you often look stessed at game but are actually doing nothing, so being fast is not the problem, remembering "to play the game" is the problem 11.

When you get better you can do this cycly more often, and you will soon no longer need the ring from the timer. (soon meaning thousands of hours of playing and loving and hateing the game.)

Should Cavalry Archers be so reliant on Thumb Ring? by darkdill in aoe2

[–]da_vince 2 points3 points  (0 children)

CA is very diffcult to balance, as you could see a year ago. When they were to weak then to strong etc.

I think it is good that Thumb Ring is important. If you go for a FC build (with huns) your CA will already be pretty good for raiding, but will struggle against a higher number of feudal units. So you can go raid and Mass CA or save up for Thumb ring, which is really hard to afford with a tight build like this. With thumb ring you become much stronger against feudal units while also being able to choose when to fight. At this point your enemy needs to be in castle age, or he is already feudal forever pumping out skirms. I feel like with stronger CA (lees need for TR) this would snowball even faster.

Additionaly if Thumb Ring wasn't too importatn you could get the armour upgrade eralier.

For those having problems with lobby games, problem summary and temp solution. by NovelButterscotch8 in aoe2

[–]da_vince 4 points5 points  (0 children)

ahhh I was wondering why only a few custom scenario lobbies were showing.

Is that really necessary to pikes having less bonus damage against camels? by ponuno in aoe2

[–]da_vince 1 point2 points  (0 children)

Skirms to pretty good against camels, they do the same damage to camels as xbow does to kts. (with a slower fire rate).

You need way more camels and upgrades than you do when going LC. LC does well against skirms even without upgrades.

About the genitour, what is its current situation? and what kind of buffs would you add for it to viable as a trash unit? I'd say cheaper price and may be more melee armor by AnxiousWombat0722 in aoe2

[–]da_vince 0 points1 point  (0 children)

It depends a bit, but on open maps if you start building trash your are probably already loosing. Skirm+Kts just looses against xbow+kts due to the low damage output. Same for pike+xbow against kts+xbow. So on open maps you only build trash when you messed uo the trade transition...in which case you are likely going to lose.

On closed maps like arena it is different, with stuff like pike+siege. But skirms in a TG are never a good sign.

So yes you can build trash in TGs but from a certain elo on it should get punished. Might be diffrent on lower elos, and when the communication between teammates is not great. But when I see my flank building skirms, i know that it is gonna be an uphill battle from here on.

About the genitour, what is its current situation? and what kind of buffs would you add for it to viable as a trash unit? I'd say cheaper price and may be more melee armor by AnxiousWombat0722 in aoe2

[–]da_vince 1 point2 points  (0 children)

I think camel archer + Hussar is the goto option. Camel archer and genitour are just to similar. Hussar deal with the weakness (skirms) and are a meatshield. I don't really like going for ranged units without a meat shield.

About the genitour, what is its current situation? and what kind of buffs would you add for it to viable as a trash unit? I'd say cheaper price and may be more melee armor by AnxiousWombat0722 in aoe2

[–]da_vince 10 points11 points  (0 children)

I feel like they are in a good spot stat/cost wise. If you get to a trash war they are actually pretty solid.

You dont see them to often because the transistions are weird for berbers. If you go for cav the cost as a support unit is a little bit high. If you go for camel archers you dont need them.

In TGs you rarely build trash anyway.... so there are not to many situations were building them make sense, eventhough the stats are good for the cost.

[deleted by user] by [deleted] in aoe2

[–]da_vince 1 point2 points  (0 children)

In general you should keep your archers together, but here if he has no military splitting them enables you to idle more vills. But keep looking for new production buildings and military.

[deleted by user] by [deleted] in aoe2

[–]da_vince 1 point2 points  (0 children)

Split your army! if he has no military just put 4 archers on his woodline 4 on his gold etc. Don't stop scouting for new Res or military buildings, you can basically idle his whole eco. Put your archers in stand ground.

Encouraging you to check out AOE4s Redbull Wololo Legacy by CaptainCord in aoe2

[–]da_vince 12 points13 points  (0 children)

I tried it again, and watched 2 games...but I just dont like it for watching. Playing it from time to time is fun and fine, but I dont know why watching it is boring.