u/Educational_Key_7635
Educational_Key_7635
Educational_Key_7635
Cause it's called turn-based strategy game.
Educational_Key_7635
Well, I'm too competitive and know too well what I should do.
Like eventually you reach the level of understanding of the game that you know what you can and should do and just not doing it giving dissatisfaction or stress. So it's only campaigns sc1 for me from now on.
Also I started playing rts with wc3/original AoE2 so I'm spoiled with good stuff in terms of QoL which doesn't help. Learned to appreciate things like sc1 much later. I'd rather chill in something like Northgard then get frustrated over my incompetence over and over again.
Educational_Key_7635
no, 10 is too low for anyone. You need more then 2 just to produce vills without idle.
Educational_Key_7635
1700 absolute is not the peak, however it's really hard to measure.
For example my EApm is lower then 60 and I can beat 2k player. In ideal world APM can be close to Eapm (I think you can do math by what margin it's not true) and the only limiter is that I got lower Apm on average and then can run a little faster in critical moments if I had mental capacity and not tired IRL.
The limiter Viper got when he did 1700 climb was really stricked and overall way worse then most 60 apm limiter you can think about. It forced him to play lower then 60 at all times, pretty sure his EAPM here was closer to 30-40 at best in the series, won't be surprised it's close to 20-30 even.
So you need better description of limitation if you want such mental gymnastic to talk about, it's a fun one but needs a lot more clarifiying/rules.
If we taking Viper's limiter I would bet ~1900 is reachable, especally since elo inflation going on on higher level. If we talking 50-60 Eamp limiter then its 2400-2500+ for sure.
Educational_Key_7635
Improvement? No.
Fresh ideas? For sure.
There's no perfect RTS since once you focus on one part you gonna lose in another, it's always about the balance and effort. For example sc1 is really cool rts which I prefer even to sc2... but God, it hurts even thinking about playing it for long period of time.
Educational_Key_7635
They have faster movement speed, don't require upgrades unlike kts (sure, they probably the most benefitting unit by melee attack upgrade in the entire game yet, they are perfectly fine powerhouse without it) and they are way cheaper per unit then kts.
They can't be countered by kts since they just run away even they lose head to head fight, however then you add monks for both sides (that's how usually such game goes) and it's kinda even again but you have better snipes on monks and better raiding capabilities (remember that you have castle at home and your opponent have hard time being anywhere on the map the moment he's not ahead on army).
I would chose Kona over varangians kts anytime just due to movespeed and discount (and monks with sanctity tech).
Castle is ~1k res investment (due to extra mining camp and long idle time while building it with multiple vills). Kts is 350 (barrack+stable)+250(bloodlines)+150(husbandry) investment so you are not that behind cause of castle (you are behind in res collected with FC due to lower amount of vills colleting res during the up).
I have success with the strat playing people 150-200 elo above of me which tells a lot (~2150 players). And I don't even learn/do proper phos strat cause it's not my style so it might be even better. Ofc Kona not nowhere near Magyar hussar but they are just a tier behind.
Again, elite version could use some major buffs even if it goes along with increasing the cost of the tech (at the very least extra +1/+1 armor).
Educational_Key_7635
The issue is snowballing. Imaging you allning with the unit so you are always ahead on numbers with it. Basically once you have even armies you are lost as allnier unless you win fight here and now.
This unit problem is snowballing same as Tupi's blackwoods. Unit with such design is glass canon, it usually gonna be overwhelming or underwhelming with very narrow window where it's fine unless it's build for pure counter purpose. 30 of them vs 10 kts with micro gonna easily win preserving all numbers. You easily get to the point when its 50 vs 30 in this fight you get 30 units left and then in 50 vs 35-40 it's -10 left.
It won't be countered by pure siege in castle age vs any player after certain elo level, since 10 of them can oneshot mangonel. What unit should counter it if the player with the unit ahead, that's the main question.
Again, the production thing was my mistake: I read it like it's HC replacement UU in archery, not castle UU.
Educational_Key_7635
Incas got FU xbows. The cost invested into the upgrade for xbows is much higher in the example ( 175/100+ 300/150+300/250 + armor for both sides, you get ). Also I think you did it without micro and it's the worse case scenario since accuracy matter here a lot. In practice you get way higher dps if you micro since way more missed shots actually gonna hit at the age of xbows stack, also you should close the distance as gunpowder player so more shots hit.
Imagine you are civ without thumb ring and then you have no real counter to the things if you already a bit behind in mass.
In short you got exceptional generalist, not anti-infantry unit.
They are good vs siege not cause of the bonus but high base attack, again +2 vs ram here is a meaningless cherry on top same as 0.5 pop, the unit is really good in itself.
However I missed 1 thing: is it castle unit or archery? If castle then it's a way better design, the production still too fast and stats should be compared to other castle UUs so all that not that absurd so my bad (for some reason it's archery replacement for HC like slingers).
Still the unit have basically no counter in castle age at this point besides economy into larger mass of skirms. We get this this with other units like Conqs, Jans in normal game tho, the main issue you get way higher dps per res spend in this case which mean the unit gonna snowball even harder so basically it's even stronger if you apply micro.
Educational_Key_7635
If you do that with normal AoE2 balance in the other units (kts/archers/CA etc) then even with 1 pop limit this unit is too good.
If training time is in-game seconds that's mental. If you have such design this unit must lose to half-upgraded archers (with +2 +0) and no other ups (thumb ring) on even resources. Right now it have better baseline stats, need less upgrades, wins 1v1 and cheaper. 1 pop is just small thing on top. Oh, also it counters siege before imp upgrades and SE.
Educational_Key_7635
My problem that only the ability is reason the Consular is so special for everyone to start with. "The plot" means whole story here.
It's major thing from prologue to the end (Act 3) which is a bit too much for me but that's just me (basically it's convenient for the writer so some things feels a big too "staged" for the story). And it's not something we "deserve" or improve (especially if you go dark side) but rather a gift to the player which is never explained aside "it gonna cost you" (it doesn't).
Educational_Key_7635
I can tell you that you've never played vs phos Kona just by the comment. As the one who tried the strat myself I must say we don't need castle age konas buff for sure.
Educational_Key_7635
AI is a tool. I don't think that using hammer on screws is a good idea. I much prefer to use it on nails and use screwdrivers for screws.
So yea, I'm judging a hammer by ability to be sufficient for the work in this particular case, what's the problem?
It's not about where nail should go, it's about whether you should use nails in every situation.
The conclusion might be right (and is in my eyes), yet the premise is not. The fact that mouse got tanks doesn't mean tanks gonna be the good solution for the cat at all. It's worth trying but it's not a statement that proved to be effective at this moment so whole idea doesn't work.
Educational_Key_7635
It's not, pretty sure if you read "children" you gonna start "God Emperor" the only question is will you finish it or not. 5th and 6th are separated completely so it's whatever.
But the idea of nobody reading it is kinda wild. You either stop on 1st or you are dropped in the middle of the journey/finished 4 of those.
Educational_Key_7635
The issue of 3rd is that it's just tells you about Leto II having a plan an you can see what he uses to accomplish plan.
However 4th actually shows you the plan and what's it all about. So 3rd is fine but ultimately unfinished without 4th and you never gonna do profitable for mass media out of 4th.
Educational_Key_7635
Sorry but does AI able to properly upgrade any code in a way you can guarantee the number of vulnerabilities hasn't increased?
You can still use AI to find problems. However so far all the problems found (at least big and important ones) were fixed by hands. How AI would help with that at this particular moment of time?
AI security is bad. AI ability to finds insecurities are actually mind-blowing. It might change in the feature but let's not pretend such future already came to be, it's simply not true so far.
Educational_Key_7635
It increases overall cost per unit so every lost unit needs more worker time to be replaced so it's overall nerf which hurts at all stages.
Not to say about the cost of starting maxing out on the unit which gonna change dramatically which basically means lategame transition to them won't be as cheap (food is most expensive res if you measure it by iworker time)
Educational_Key_7635
I'm watching zero Hera's content and it looks just as fine changes:
Ele archers was overbuffed, become too cheap and therefore to efficient in lategame TGs, increasing their cost per supply helps it. Also in 1v1 some civs just don't have counter to the unit (basically any civ with bad skirms, especially turks, for example).
Bolas were busted from get go. It's a small nerf. The only thing making it a bit unjustified: it's the change which wasn't made in previous patch where they were hit as well.
Champi is the thing everyone was talking about. So you can pretty much accuse anyone on the influence on the change and it will be truth.
Like I don't thing your question is not legit but your arguments seems to be very loose, at least in this very case.
So in this particular case it's a bit nonsensical.
Educational_Key_7635
Be unstoppable by some civs in lategame. Also being probably the best non-siege unit in deep lategame TGs.
Educational_Key_7635
The balance where a civ helded just by 1 unit is not a good one. I'd rather prefer underwhelming civ with equal option then the one where it's only one strategy with small caveats viable 99% of times and all the other options are garbage like Tupi.
Again, I would argue Mapuche is still underutilized civ so this "less then 50%" WR isn't good stats to rely on, especially if we talking about high level balance, nobody even tries to play them in other ways.
There should be balance within the civ. Then you think about balance within the game. And not like it's that big of a nerf to the unit.
Educational_Key_7635
nothing... like at least 40% of other civs?.. What you gonna do in the same situation with mayans? (they don't have siege engineers so it's way worse).
Arena is not balanced around random picks at all and never was.
If you want serious answer to the question what optimally do in the situation then your UU (kona) can withstand organs fire in imp with 5 pierce armor at least a little bit so your onager can fire couple of shots. I would say Kona+onagers is your best bet, probably with some slingers to support if you are floating tons of res (they die to organs but do decent damage vs siege if there's frontline to tank for them).
In castle age portu lost redemption so you are fine with mangonel micro trades.
Educational_Key_7635
The thing holding them down is that even pro players doesn't play them corretly. At least I really like Mapuche and already like 3 times I was in situation of screaming when proes didn't use production from settlements and other stuff the civ get whatsoever.
They might be a bit on a weaker side but it's fine. You can't have all civ be above 50% WR.
Educational_Key_7635
Finally the fix to the gimmicky wildlife!
On serious note: both balance changes are good.
Educational_Key_7635
I think it highly depends on how you treat the specialness in both of the cases.
I really dislike the "special ability, only you have in entire galaxy" part for Consular which leads to the whole plot with fast training completion and the plot.
With JK you are still special but you need to prove yourself and the ability isn't just given to you out of nowhere (and never explained). Also the powerfantasy tome of the story helps, I guess.
So JK for me cause it handled better as the beginning of grand story (also JC is basically ends with 1st act already in prologue and after that's it's all same action with the children).
Educational_Key_7635
nope, it's r/okbuddyimatourist
Okay, are you less then 18 years old?
Cause you clearly referencing KoTOR, however there's also swtor which is still playable. Yes it's MMorpg and that's a problem however it get everything you listed and pretty good class stories when you are just a part of a big world... Until some expansion arc where you become main hero... but that's another story.
And that's a lot of content. I would argue MMorpg combat and label is the thing ruining the game for a lot of people, yet it exists and it's written as pretty good RPG.