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Age of Empires IV - Page 14

Forum Index > General Games
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Laurens
Profile Joined September 2010
Belgium4540 Posts
November 25 2021 14:59 GMT
#261
Fine at the highest level of play perhaps, where the pros can use the smallest bit of scouting info to know exactly what's going on and prepare accordingly.
But for the average Joe on the ladder it seems too oppressive.
Perhaps they should keep their damage vs Siege/Cavalry and do reduced damage to Infantry or something idk.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 25 2021 18:39 GMT
#262
All the pro's dislike how strong the springald is. It makes games boring and forces you to go Springalds yourself. I haven't seen any pro player/stream of a player saying they love the unit. It's pretty universal among the community, at least right now.
When I think of something else, something will go here
Jealous
Profile Blog Joined December 2011
10123 Posts
Last Edited: 2021-11-25 18:56:40
November 25 2021 18:52 GMT
#263
Comparing AoE4 to early BW is a mistake.

In 1998, progaming was in its infancy. It took years to understand and develop how we think and approach RTS, and yes, old biases and false beliefs were scrapped in the process.

In 2021, most of the players at the top of AoE4 have been playing RTS at a high level for a decade or more. The approach to the game is professional from the start. I find it highly unlikely that they could all be fundamentally wrong about the problematic nature of a single unit. Tweaking is not only expected in a new release, but needed, in response to what progamers find to be detracting from high level gameplay.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Artisreal
Profile Joined June 2009
Germany9235 Posts
November 25 2021 19:11 GMT
#264
BW has air units that tanks cant hit and tanks kill themselves (zealot drop) or other friendly units.

both doesnt apply to AoE.

Though we're still in meta infancy, aren't we?
passive quaranstream fan
GTR
Profile Blog Joined September 2004
51431 Posts
Last Edited: 2021-11-25 20:28:23
November 25 2021 20:27 GMT
#265
also siege tanks weren't even an issue. the biggest issue in vanilla was, by far, mutalisks - which explain why each race got a bevvy of anti-air units to compensate (corsair/valkyrie) as well as goliath's air range upgrade being added.
Commentator
GreenHorizons
Profile Blog Joined April 2011
United States23151 Posts
Last Edited: 2021-11-25 22:43:06
November 25 2021 22:42 GMT
#266
With only 1100ish elo and not playing AoE before this I don't have much of an opinion on balance but as a casual I don't always catch the map (saw this happen to TheViper so it's not just me though lol) and this feels like one of those things that just got lost in the release rush.

+ Show Spoiler +
[image loading]

Does it not look like it belongs there?
"People like to look at history and think 'If that was me back then, I would have...' We're living through history, and the truth is, whatever you are doing now is probably what you would have done then" "Scratch a Liberal..."
Palmar
Profile Blog Joined July 2010
Iceland22632 Posts
November 26 2021 12:28 GMT
#267
On November 26 2021 05:27 GTR wrote:
also siege tanks weren't even an issue. the biggest issue in vanilla was, by far, mutalisks - which explain why each race got a bevvy of anti-air units to compensate (corsair/valkyrie) as well as goliath's air range upgrade being added.

To be fair, Reavers dropping from the shuttle with no cd before firing their scarabs was hilarious and incredibly broken.
Computer says mafia
nojok
Profile Joined May 2011
France15845 Posts
November 26 2021 13:10 GMT
#268
Anyone facing differently skilled opponents depending on the hour they play? I feel like I'm getting spanked during day but once it's peak European time, the matches are way easier.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Palmar
Profile Blog Joined July 2010
Iceland22632 Posts
November 26 2021 13:19 GMT
#269
On November 26 2021 22:10 nojok wrote:
Anyone facing differently skilled opponents depending on the hour they play? I feel like I'm getting spanked during day but once it's peak European time, the matches are way easier.


I haven't been able to nail it down to a specific time of the day, but the variance is large at the moment. Part of it may be my own lack of game understanding at the moment.
Computer says mafia
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2021-11-28 20:13:37
November 28 2021 20:12 GMT
#270
Marinelord is the first player to reach 1900 Rating... 15 games winstreak when he stopped playing ..
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 28 2021 20:59 GMT
#271
I haven't played multiplayer yet, but from spectating it looks to me like Springalds needs to have an accuracy reduction, or be like in aoe2 with set trajectories and slower projectiles.

And torch damage should obviously slow siege a lot.
Nothing is impossible, only some things for some people.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
Last Edited: 2021-11-29 01:10:51
November 29 2021 00:31 GMT
#272
On November 29 2021 05:59 Duvon wrote:
I haven't played multiplayer yet, but from spectating it looks to me like Springalds needs to have an accuracy reduction, or be like in aoe2 with set trajectories and slower projectiles.

And torch damage should obviously slow siege a lot.


I doubt that's the kind of change we're gonna see, it's too fundamental. More likely we'll see some torch damage buff, or reduced springald speed (if anything)
Bora Pain minha porra!
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 29 2021 14:42 GMT
#273
Since they already have the slowed from attacks state on some units, I hope they can just make siege suffer more from it. Torch damage seems fine when units connect, but if it's only mass scouts that can do that it's silly.

(I was really surprised to learn that most projectiles track in age4 to be honest. To me it's really one of the coolest features of age2.)
Nothing is impossible, only some things for some people.
GTR
Profile Blog Joined September 2004
51431 Posts
Last Edited: 2021-11-29 21:49:53
November 29 2021 21:04 GMT
#274
new infinite resource exploit - involves t shaped stone walls.

it's incredible how unpolished this game is.

also not sure if it's intentional - but fire lancers can animation cancel so they can do more damage on paper than rams which is incredibly broken.

speaking of unpolished
https://www.ageofempires.com/news/age-of-empires-iv-winter2021-update/
Commentator
Swisslink
Profile Joined March 2011
2952 Posts
Last Edited: 2021-11-30 09:47:18
November 30 2021 09:23 GMT
#275
Can someone explain these changes? Why would they reduce the population cost? And why would they increase ranged armor even further? Overall it should be fine though. Their health is reduced, which makes it easier to just kill them. The other changes just do not seem entirely necessary to me.

Battering Ram movement speed reduced from 3.5 to 3
Battering Ram health reduced from 900 to 700
Battering Ram population cost reduced from 3 to 1
Battering Ram ranged armor increased from 15 to 30
nojok
Profile Joined May 2011
France15845 Posts
November 30 2021 10:13 GMT
#276
Tbh, this patch is quite devastating, it's not only that it's a bad patch, it can happen, it's that it's a clear sign of incompetency from the balance team.

On top of that they added new bugs all over the place.

Huge nerf to horsemen when they were already the weakest feudal unit... Spearmen second worst feudal unit even more asymetrical. Don't know what the answer to feudal MAA will be with those shit horsemen for civ that don't have early knights or MAA.

Mangonel buff when they were already strong, which is an indirect buff to springalds as it becomes even more important to win the springalds battle to keep your mangos alive.

Delhi's most interesting mechanic nerfed to the ground but I can understand it needs to be this way to buff stuff elsewhere.

Chinese buffs when they're unanimously the best civ on defensive maps already.

The fishing nerf seems too little.

Mongols untouched, even buffed with that outpost buff as they're the only ones who can reliably have that stone ready for the outpost upgrade when hitting feudal...

French water nerf seems over the top, will see, I dodge water maps anyway.

On November 30 2021 18:23 Swisslink wrote:
Can someone explain these changes? Why would they reduce the population cost? And why would they increase ranged armor even further? Overall it should be fine though. Their health is reduced, which makes it easier to just kill them. The other changes just do not seem entirely necessary to me.

Battering Ram movement speed reduced from 3.5 to 3
Battering Ram health reduced from 900 to 700

Early game nerf
Battering Ram population cost reduced from 3 to 1
Battering Ram ranged armor increased from 15 to 30[/QUOTE]
So springalds take the same amount of shots to kill them.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Swisslink
Profile Joined March 2011
2952 Posts
Last Edited: 2021-11-30 11:05:57
November 30 2021 11:05 GMT
#277
On November 30 2021 19:13 nojok wrote:
Tbh, this patch is quite devastating, it's not only that it's a bad patch, it can happen, it's that it's a clear sign of incompetency from the balance team.

On top of that they added new bugs all over the place.

Huge nerf to horsemen when they were already the weakest feudal unit... Spearmen second worst feudal unit even more asymetrical. Don't know what the answer to feudal MAA will be with those shit horsemen for civ that don't have early knights or MAA.


I was wondering that as well. MMA appear to be unstoppable with this patch for some civs.

Mangonel buff when they were already strong, which is an indirect buff to springalds as it becomes even more important to win the springalds battle to keep your mangos alive.

Delhi's most interesting mechanic nerfed to the ground but I can understand it needs to be this way to buff stuff elsewhere.

Chinese buffs when they're unanimously the best civ on defensive maps already.

The fishing nerf seems too little.

Mongols untouched, even buffed with that outpost buff as they're the only ones who can reliably have that stone ready for the outpost upgrade when hitting feudal...


The patch seems to address the issues players 3 weeks ago, imo. Which is weird, considering a lot has changed since and new issues have appeared. We‘ll probably have those things addressed in 3 weeks, when everyone has found a way how to deal with it. :-P

French water nerf seems over the top, will see, I dodge water maps anyway.


Here I disagree. This nerf was necessary. French on water was ridiculous.

Show nested quote +
On November 30 2021 18:23 Swisslink wrote:
Can someone explain these changes? Why would they reduce the population cost? And why would they increase ranged armor even further? Overall it should be fine though. Their health is reduced, which makes it easier to just kill them. The other changes just do not seem entirely necessary to me.

Battering Ram movement speed reduced from 3.5 to 3
Battering Ram health reduced from 900 to 700

Early game nerf


Yep, I get that. Makes sense.

Show nested quote +
Battering Ram population cost reduced from 3 to 1
Battering Ram ranged armor increased from 15 to 30

So springalds take the same amount of shots to kill them.


Wait… siege units have their dmg reduced by ranged armor? I thought that‘s a different type of armor?
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
November 30 2021 14:07 GMT
#278
I think there's a bit too much doom and gloom about the patch.

Nerfing of Delhi (by taking away their most interesting characteristic, which was forcing a fight around sacred site from the get-go) was a bummer, and the addition of game-breaking bug is, I agree, unnaceptable, but besides that I thought it was an ok patch. Some bugs fixed, French water dominance reduced, stats shuffled around, nothing to get up in arms about.
Bora Pain minha porra!
WombaT
Profile Blog Joined May 2010
Northern Ireland24984 Posts
November 30 2021 14:26 GMT
#279
Just looking at it, and knowing little of the game it seems there’s been too much patched in one go.

That’s a lot of change in one go, not to mention it makes it more likely to introduce unintended bugs.

I’d argue Blizzard sometimes are too cautious in SC2’s history, but at least they make a few changes at a time and leave it to settle so the impacts of those changes and potential other issues that introduce can be properly played out.

If you’re changing a ton at once and letting players get their hands on it, you’re basically resetting a lot of the current meta and starting it again from scratch

This can be a good approach if the meta actually needs radically reset, with wholesale changes.

Especially in any modern RTS games, in this era. You have both a ton of great RTS veteran players figuring stuff out, with a lot of visibility and sharing of information that any developer can’t realistically predict before it happens.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2021-11-30 14:34:56
November 30 2021 14:34 GMT
#280
I'm not playing the game but watching players like BeastyQT and Leenock made me feel Chinese were the strongest faction before the patch, especially non water maps. I'm not sure they needed buffs.

Delhi didn't need nerfs for sure either. Otherwise, I'm in line with most people thinking that the Springalds are too good and shouldn't get massed as much as they currently are, but I'm also thinking Bombards are too dominant in Age IV even if the opponent doesn't use Springalds they're still too good imo.
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