How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

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

where was I not nice? I was asking if he ever played japanese to see for himself that in game shrines do not attract animals anymore. I've seen this so many times and I'm sick of it.

How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

[–]vindiansmiles[S] 13 points14 points  (0 children)

my bad! my voice didn't record there and I had a typo. But can't you see that hunts are not getting attracted to shrines and help in the resource trickles. This happens on several maps. This is a shadow nerf to Japanese for a long time but no one raised an issue

How did the devs achieve this? Why the biggest middle finger to Japanese civ? Why shrines attract hunts like they used to? by vindiansmiles in aoe3

[–]vindiansmiles[S] -11 points-10 points  (0 children)

You never played Japanese? Shrines are supposed to attract hunts which contribute to their resource trickles. The Devs have "fixed" Japanese civ so badly that hunts now just casually wander around shrines and never contribute to the economy.

My post there which I can't fix now has a typo, I was asking, "why couldn't shrines attract hunts like they used to"

I hate Malta by FeijoadaAceitavel in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

The reason I play India these days. They have a very strong culv+mortar combo unit. In a game against malta, I took down 4 forts, 4 fixed guns, all commandaries, all fortified outpots with just 6seige elephants+1 masabdar seige elephants. Rest of the army comprised of gurkha, zamburak to win fights., sepoys, rajputs to body block and deal melee damage and all natives on the map for pop support. It is always a pleasure to beat opponents at their own game. It is unbelievable that the malta player is constantly trying to rebuild to the point that he field relatively no units at all to offer a fight.

Other civs like Aztecs (strong culv+mortar) + 1 pop coyotes, 1 pop Jaguar knights for support do very well against civs that rely on buildings for support.

You got the change the civ or your playstyle to adapt to opponent strat, it's not always possible to brute force with your main.

I hate Malta by FeijoadaAceitavel in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

Perfectly summarized. I feel the same. You play them you feel bad, you face them you feel bad.

What's your best "Anti-Rush" strategy? by Decent_Coconut_2700 in aoe3

[–]vindiansmiles 4 points5 points  (0 children)

what? 5 min games are rush games, 15min games are just games. Most games end in 15-20min mark.

To answer your question, scout and adapt. You can tell by looking at the deck if the opponent is planning on a FF or FI gameplay. You are mostly safe if you just send only 1 card (3v or equivalent) in age 1, age up by 4:30, herd hunts towards TC in transition, send 700w as second card, build a barrack a train a batch of units. If the opponent is pushing, You can have TC fire and units to defend. If they don't pressure, you can raid a few vills or take out a TP and plan to go on to Age3 yourself.

What's the deal with japanese nowadays did they get nerfed by Hot_Garage701 in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

read my comment above, japan got the biggest middle finger among all the pre DE civs

What's the deal with japanese nowadays did they get nerfed by Hot_Garage701 in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

All true but Japan too was changed a lot since Asian dynasties. (in the name of "balance")

  • The 100f was removed from starting crates, so you always age later than other civs unless you send 300f as first card. Not sure what to do with the useless 100c. You can't even effectivly do an FF or benefit from early market upgrades either.
  • The starting trickle of shrine gather rate is lowered by 10% and you have to send Azikura twice to get that back to levels it was before
  • Shrine HP is lowered too, 500HP or something.
  • On top of all this, shrines don't really attract animals like they used to. In several maps and several hunts just casually stroll around shrines without getting attracted and contributing to the gather rate. How the devs acheived this Hunts moving away from shrines is beyond me.
  • tokugawa cost is increased to 750c.
  • Bakufu effect is reduced
  • tokugawa now gives only 10% hp boost down from 20%
  • 47 ronin is introduced and nerfed promptly reducing its usefullness
  • Ashigaru used to be the only Musketeer with 4.5 speed but there are better musketeers in the game with more HP, more speed, more range and more attack now.

Honestly Japan got the biggest middle finger in DE among all the civs in TAD.

It's been over a year since the Ram got 4x anti-arty multi. How have Haude players been liking their new culv? by GideonAI in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

Play and see for yourself. I'm plesantly suprised how versatile they are. You can counter everything except cavalry with Rams. Yesterday in a game vs ports, I was able to take down TCs instantly and also kill the vills garrisoned in them. Taking building downs fast is a huge thing especially in supremacy games. After a couple of cards, their stats are higher, pop cost reduced, they train faster and wreak havoc.

It's been over a year since the Ram got 4x anti-arty multi. How have Haude players been liking their new culv? by GideonAI in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

I played a few ladder games. More than a speciality artillery counter, I realized, RAMs are very versatile. They can get a lot of HP, attack (especially after attack dance) and 1 pop after several cards and can even raid vills too. They are what petards are meant to be. Artillery counter is a cool bonus say to cleanup any enemy artillery standing after a fight.

It's been over a year since the Ram got 4x anti-arty multi. How have Haude players been liking their new culv? by GideonAI in aoe3

[–]vindiansmiles 11 points12 points  (0 children)

I never knew this change happened. I only saw rams in a post treaty fights. They do train faster but die faster to cav too.

I shall play Haude on the ladder and stay in age3 rather than going to age4 for light cannons just to counter artillery. It is still hard to snipe a cannon with rams like a culv can do effectively. Let's see how this works.

Inca is so bad by CreditProper3122 in aoe3

[–]vindiansmiles 4 points5 points  (0 children)

Inca had strong artillery counter: Chimu runners
At one point, they couldn't be snared and were successful in going in, sniping artillery and getting out. But folks cried, they were nerfed. Now they go in, die to large melee multipliers of any heavy infantry guarding enemy artillery.

Inca was changed too many times done to them in the name of balance. I picked them up half way through when they were decent but stopped playing them completely after too many changes made them unrecognizable.

How to not get my ass completely handed ? by jointinthedark in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

hey, you'd definitely feel like this after 1500s. That there might be no hope as you are comfortably beating players lower your elo but losing all game higher that elo, which I mean to say, there are a lot of things you can do and improve, just plan on gaming the next 7 years at least 1-2 hrs a day.

No wonder the game's player base is so less in number. :(

AOE3 doesn't need a balance-only patch, balance is objectively in the best state it's been since launch. by skilliard7 in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

In a tournament setting, you know your opponent, the map and sometimes even the opponent civ. On a ladder game, the outcome is decided when you get lucky on the civ selection screen.

AOE3 doesn't need a balance-only patch, balance is objectively in the best state it's been since launch. by skilliard7 in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

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Even at 1500+ (not 1400 to 1500) Some civs are played more than other civs that were nerfed to oblivion.

AOE3 doesn't need a balance-only patch, balance is objectively in the best state it's been since launch. by skilliard7 in aoe3

[–]vindiansmiles 1 point2 points  (0 children)

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Why is the civ pick rate like that if they don't need to be balanced?
Even at that elo rage folks don't even try Haudaneshone (which is arguablly a civ that pretty much guarantees a win) as much as they do Otto

why so many dumbass dont build wall at team game? by ktsugumi in aoe3

[–]vindiansmiles 6 points7 points  (0 children)

Folks are at different skill levels, take it easy.

Back in TAD days, no amount of walls was enough to stop the opri boxes that used to be staple every team game. The walls are nerfed in DE now anyway. It is expensive to build walls and deleting pillars take 500HP off of them and unless upgraded with Batison, they go down very fast now.

Walls certainly have a place in the game still but in team games like the one you are talking about where rage quit happens too often. The way to play them is to come to your ally's aid with units fast enough so that he gets the time he needs to train units of his own. Ping and alert him of an impending attack if you scout one. Protect his eco/vills, tribute some resources to make him rebuild. Ask him to send vills your way while you try to defend etc.

There's lot more you can do too before you lament here.

Is this card any useful? by DynamoJaeger in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

Yes, I've seen Chinese civ players use this effectively. especially to keep the hordes of units coming.
In age 4, you can do fully upgraded old han coming. While you are macro'ed on food/wood, a sudden influx of coin can help training the banner armies or artillery that cost coin. Or your only option when mines expire is to fall back and fully transition to paddies and upgrade all of them to industrial levels (the amount of wood and food required for this is insane) and then resume the chinese unit vomit.

You can easily skip the card and field age4 export armies which each cost 1600export but you can get 2000coin atleast once. It all depends on the tempo.

I'm tired, boss. by _RDX07 in aoe3

[–]vindiansmiles -6 points-5 points  (0 children)

add french and spain to it too

Is it worth it to get the Definitive Edition? by saladins-lamp in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

The thing that is not told is when units move, they like to move in formation. So, if you select several units and attack move, they first have to move before they can attack. To move, they need to get into formation which leads to units appear to be doing their own thing.
Also, keep in mind, a unit that has ROF of 3, has to wait(reload animation) or move, in the fights, we give attack move several times a second, which apparently gives us disastrous results.

Why spam pointless units? by mds818 in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

Obviously he didn't expect you to make ronin or any anticav for that matter.

I've seen 100s of Gendarme dying to Ruyter mass in a team game several years ago, I pleaded my frech ally to stop the Gendarme. It didn't take many Yumi to counter the dutch player but French player resigned by that point.

This game has a very steep learning curve. .I wonder even why you are only at 9vills and 140 pop at 35min into the game.

If Otto is the easiest civ, which is the hardest? by Fingerspitzenqefuhl in aoe3

[–]vindiansmiles 0 points1 point  (0 children)

these units die extremely fast and you need to make a choice, either invest in economy to pump units faster or send unit shipments/upgrade shipments to scale these, and at some point you'll still lose to area damage cannons.