Age of Empires II Age of Kings. - Page 2
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Brees
Marshall Islands3404 Posts
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seRapH
United States9806 Posts
you can kite so much shit with just a squad of conquistadors | ||
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bobbingmatt
Australia224 Posts
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dronescout
Iceland246 Posts
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FreezerJumps
Canada653 Posts
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oN_Silva
197 Posts
hills play a way bigger role then in bw (like +25% stonger and the guy below -25% ) castles on hills are awesome teamgames are way better than in bw ! (most imporant ) you basicly have like the same build orders you also have in bw (simulare), go to some pages and find them. friendships i made in aoc, hold still aaand, the grafic of AoC is much more pleasent than the comic grafic of wc3 (or blizzards atm ) i really enjoyed it. | ||
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Cham
797 Posts
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OoFuzer
Chile436 Posts
On September 10 2010 05:30 oN_Silva wrote: played aoc for 10 years, mostly multiplayer. for me aoc is specially comapred to bw because you have to adjust to every map every time you play (even though some things never change, like the amount of sheep, boars, deers, bush next to your base, you still have to scout them tho ) hills play a way bigger role then in bw (like +25% stonger and the guy below -25% ) castles on hills are awesome teamgames are way better than in bw ! (most imporant ) you basicly have like the same build orders you also have in bw (simulare), go to some pages and find them. friendships i made in aoc, hold still aaand, the grafic of AoC is much more pleasent than the comic grafic of wc3 (or blizzards atm ) i really enjoyed it. oN_Silva, like Halen! @OP, main AoC community: www.aoczone.net ![]() | ||
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drlame
Sweden574 Posts
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OoFuzer
Chile436 Posts
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gogogadgetflow
United States2583 Posts
You can use guides to find build orders or you can experiment yourself with how many vils to leave on wood/food during the transition to get your military buildings down, but your options when you hit feudal are pretty much spear/skirm or scout/skirm into scout/archer. Scouts can be used to harass most effectively out of these units, so the scout/archer composition is generally more aggressive. Get upgrades for your econ and units while constantly pumping your tc onto farms or gold (you should have enough on wood already if you had enough to plop down your feudal buildings right when you reached feudal) and constantly pumping from your military buildings. If you get the upper hand in army, just keep adding to it and lock down your opponent's eco completely. Its not uncommon to have 100 population in feudal, and many games are decided in feudal, but use your imba bw game sense to decide when to castle. Just stop making units for 2 or so minutes (you will usually have 15-20 farms when its time to castle) and click up. Now during transition you may need to keep pumping feudal units to stay alive. However you need to fix your eco so that you can pump your desired castle unit. This unit is the knight. It is the absolute imba monster of the castle age. Because you are Hun you probably want to make Knights and Cavalry Archers. Now you need to know how to "boom", which is the essential skill in castle age. Booming means pumping out of stables (or whatever) and TCs constantly, and allocating your resources so that you can add on TCs to up vil production and stables to up military production. The best advice is that it takes about 5 farms to pump each stable/TC plus 5 on gold for each stable/range with some wiggle room for upgrades. if you expand or add a stable but are not able to produce from that building, you have severely crippled yourself, so wait til you have 5 "extra" farms before adding on your next TC, rinse and repeat. This middle section of the game is where your imba bw apm will let you own, because you will be able to micro your army while constantly expanding your eco and producing and getting upgrades. Note that in the case of knight hoards, micro is pretty much running around his base to make his villagers stop working and picking off a few if you can. Engaging his army is a waste of the resources you invested. When you feel you have the advantage, go in for the kill. If not, you may get up to 5-7 TCs before its time to stop producing for a minute, and click imperial. Imperial is about attaining your desired unit composition with all their upgrades, and then beating your opponent into submission. If he's been holding you off with castles, you can now get trebuchets and destroy him. Congratulations, you are now a top tier aoe2 1v1 player... | ||
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Odds
Canada1188 Posts
Goddamn I miss this game, it was like my childhood. I was only like 11, and a complete scrub. I still remember one instance where, after losing to someone archer rushing me, I typed "RUSHER" like it was an insult and quit the game in a rage. I want to go back and play this game again, but it would be for naught as it's long dead and, from what I'm reading in this thread, dead for a good reason. | ||
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Zurles
United Kingdom1659 Posts
On September 10 2010 15:59 drlame wrote: I used to play a lot of AoE2, especially 2v2s. It got a little boring though, since the paladin and war elephant were so OP. Mass marmalukes! the siege units and trebuchets were also extremely op. | ||
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Keyser
102 Posts
On September 09 2010 15:09 KissBlade wrote: Mass Frank Knights are actually a terrible strat even in horrible. (though throwing axemen are very underestimated) In AoE II, Chinese was by far the most dominant as their Feudal Time was way too fast with their bonuses till around 4th patch or so nerfed them to oblivion. After that I forget who's good in base but I think Mongols, Persians, Saracens were up there? In AoE II: TC, Huns and Mongols blew everyone away though. Actually mass knights(paladins actually) were -the- strategy pre-expansion, but only in DEATHMATCH. I used to play AoE2 deathmatch(2400+ rating), and franks rush beat pretty much everything else. Then the expansion came along and suddenly franks weren't that great anymore and a lot of races became viable. | ||
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Fredoq
Sweden206 Posts
I really hate it :/ But its LOADS of fun ^^ when you play 6 hour long games becuase it always evolves into a macro game. More players= more epicness | ||
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ZBiR
Poland1092 Posts
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_ContempT
United States35 Posts
They were pretty much the same thing though weren't they? At least, from what I remember, the engines were at least the same and a lot of the tech was structured the same way. | ||
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gogogadgetflow
United States2583 Posts
On September 10 2010 17:44 ZBiR wrote: I only played the single player, so I could be uninformed, but weren't Saracen Mamelukes insanely overpowered? From what I noticed, they countered almost every single kind of units in some way (bonus damage vs cavalry, kiting vs infantry, ability to quickly get archers/scorpions/ballistas, no bonus damage from skirmishers, only camels and cavalry archers were on somewhat even terms with them, but definitely not favored). I know you had to survive to Castle to get them, and they were rather expensive, but still insanely cost-effective. Could anybody more experienced tell me something about why I'm wrong? Because I don't see everybody praising them, so I must be wrong ![]() Saracen mamelukes are very difficult to counter if they get massed up, but I mean MASSED up, and at 80 gold apeice, that is necessarily difficult. I think they are balanced fine. In deathmatch you can counter them with siege onagers as well. | ||
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gogogadgetflow
United States2583 Posts
teamgames are way better than in bw ! (most imporant ) EDIT: I missed the "than" ... I totally agree with you man woah woah woah woah woah... I don't know if you read my post on 1v1s, but they tend to be pretty 1-dimensional for the most part. TEAM GAMES, however are LEGIT. To those who haven't played, imagine a 4v4 on a very open map (no ramps no high ground no real chokes can be hard to grasp I know), and rushes are prohibitively slow so that the 4 players on the flanks execute flushes (rushes in the feudal age [tech tier, if you will], which they reach at around 12 minutes) but the 4 pocket players are safe from rushes so they fast castle (so they get to the second age slower in order to get to the third age quickly). The pocket player can then save his flank, if necessary or go attack the opposing pocket player. This creates an interesting dynamic where each side is responsible for working as a team to win their side. Note that theres tons more viable flushes and several viable fast castles as well as limitless viable endgame armies in 4v4, all because your ally can cover your weak points, be it in build timing, map control, or a weakness of your civ/your civ's endgame army. I looooove aoc man thanks for making me realize I need to play that some this week. | ||
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Mikkerthebhu
Denmark154 Posts
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