Opponent will alt+f4 90% of the time thenYou can ban Arabia you know. 11
Opponent will alt+f4 90% of the time thenYou can ban Arabia you know. 11
I thought Alt-F4 was primarily a TG problem.Opponent will alt+f4 90% of the time then
I don't know. I ban arabia playing 1v1 and still get games fast and do not encounter as much dodging as queueing solo in a TG.I thought Alt-F4 was primarily a TG problem.
I'm surprised higher level players would rather take a free loss than play on not Arabia since people tend to actually care about their 1v1 ELO. I guess if you figure you aren't going to win anyways since you can only play Arabia why waste the time?
Wait please don't tell me that doesn't cause ELO loss.huh? you realize people can alt+ f4 the load screen right?
Nope.Wait please don't tell me that doesn't cause ELO loss.
Wait please don't tell me that doesn't cause ELO loss.
Nope.
@TriRem someone mentioned that you work for FE now so can you say if there is a technical reason for this?
Because the game hasn’t started yet@TriRem someone mentioned that you work for FE now so can you say if there is a technical reason for this?
it has though as you found a match.Because the game hasn’t started yet
Well I can tell you are actually having fun playing AoE2 again and that is a nice thing to see.After experimentation, 2 vils forward is certainly the play. I haven't bothered sending more vils after the first two, which helps with a faster, more powerful douche but risks not denying enough res early on. My variation usually leaves them crippled in Feudal when they inevitably advance but can make little to nothing.
I have resigned a couple of times early when I had a 25 vil lead but surely thought 8 archers while I was an age behind meant their eco was stronger, so don't give up early.
You can gamble with loom after 2-3 vils. Since the reduction of wolves on the map (more noob friendly balance,), it helps w/ this kind of strat, and after 3k arabia games you get a good sense of where the enemy is based on your position and your early scout. Does help if res are forward. If you can grab a boar, great. I would say at 16+ your opponent will scout it occurring. If your vils aren't together might be easier to gamble for a 2nd boar. Trapping wood vils takes some apm while managing eco. Ideally douche tc ranges berries and tc if possible.
Some things to look out for is how corners/hitboxes are busted for units in DE and boars can attack through walls if you're not careful with how you position them. It can lead to a loss of a forward vil or some much needed HP loss. Another thing to be careful is how much wood you have and how many vils you have on wood. Transitioning some wood vils from home to a mill/berries or leftover sheep can potentially leave you unable to win a tc war if you haven't denied/disrupted wood.
Once I get more comfortable will start adding all new vils fwd and see what happens.
Prepare for Berber vills to get nerfed like it was with Celts ( Hoang ) and towers ( because of Vivi ).After experimentation, 2 vils forward is certainly the play. I haven't bothered sending more vils after the first two, which helps with a faster, more powerful douche but risks not denying enough res early on. My variation usually leaves them crippled in Feudal when they inevitably advance but can make little to nothing.
I have resigned a couple of times early when I had a 25 vil lead but surely thought 8 archers while I was an age behind meant their eco was stronger, so don't give up early.
You can gamble with loom after 2-3 vils. Since the reduction of wolves on the map (more noob friendly balance,), it helps w/ this kind of strat, and after 3k arabia games you get a good sense of where the enemy is based on your position and your early scout. Does help if res are forward. If you can grab a boar, great. I would say at 16+ your opponent will scout it occurring. If your vils aren't together might be easier to gamble for a 2nd boar. Trapping wood vils takes some apm while managing eco. Ideally douche tc ranges berries and tc if possible.
Some things to look out for is how corners/hitboxes are busted for units in DE and boars can attack through walls if you're not careful with how you position them. It can lead to a loss of a forward vil or some much needed HP loss. Another thing to be careful is how much wood you have and how many vils you have on wood. Transitioning some wood vils from home to a mill/berries or leftover sheep can potentially leave you unable to win a tc war if you haven't denied/disrupted wood.
Once I get more comfortable will start adding all new vils fwd and see what happens.
Do you know why that happens?I also learned that researching Fletching makes your TC weaker in a TC fight.
I think it's the similar to towers. Without fletching villagers add more arrows than having fletching researched. Villagers add 5 dmg when garrisoned, so 1 arrow with each vill up until the maximum of 10 bonus arrows. You probably need 1 or 2 vills more to have maximum bonus arrows.Do you know why that happens?
The TC requires more Villagers to be garrisoned in order to fire its maximum of 10 arrows.Do you know why that happens?
The extra damage from Fletching actually does apply, so each arrow does 6 damage instead of 5. If you can get the TC to fire all 10 arrows, then it is more attack with Fletching. But having 3 extra Vils garrisoned instead of gathering Wood is probably not the right way to win a TC fight, at least not in early Feudal. If you do get an Archery Range up and are garrisoning the TC with Archers so you don't waste idle time with Vils, then Fletching definitely will help.And the extra +1 dmg per arrow gets negated by the TC's 5 pierce armor anyway, so it stays at the minimum 1 dmg (+bonus dmg).
It does? I thought 5 or 6 damage on a target with 5 pierce armor doesn't make a difference, since the 5 damage gets reduced to the minimum of 1 damage, which is the same as dealing 6 damage to it.The extra damage from Fletching actually does apply, so each arrow does 6 damage instead of 5
Oh, there's a bit more to the answer.It does? I thought 5 or 6 damage on a target with 5 pierce armor doesn't make a difference, since the 5 damage gets reduced to the minimum of 1 damage, which is the same as dealing 6 damage to it.
The 6 damage per arrow is due to the +5 bonus damage to buildings of the TC.
So you are saying in the case of there being multiple damage types a damage type getting canceled out by an armor type results in 0 rather than 1 damage?Oh, there's a bit more to the answer.
The TC fires only secondary projectiles, so the attack stats that matter are those of the arrows, not those of the TC. The TC's projectile has 5 pierce attack and 5 building attack. The TC has 5 pierce armor and 0 building armor. Fletching increases the pierce attack of the arrow by 1, so in total it does 1 more damage. That's (5+1 - 5) + (5 - 0) = 6.
This is just vs a Dark Age TC though. Once the doucher reaches Feudal, their TC gets 1 more pierce armor, so Fletching no longer has an effect there, and it's strictly worse for garrisoning with Vils because fewer arrows are shot.
Damage is calculated as follows:So you are saying in the case of there being multiple damage types a damage type getting canceled out by an armor type results in 0 rather than 1 damage?
Extremely fragile seems problematic. What is the adaptation if scouted and opponent seems to realize what is up?Starting to get the hang of it. Currently at 1760.
Extremely fragile. Some games it's perfect and you manage to prevent the taking of res, some games are just beautiful where your tc ranges their forward berries and 2-3 farms they've started.... and some you disasterpiece getting spotted early and your tc doesn't go up because they play correctly. Really depends how they play into it. It's readily apparent what you're doing is possible if scouted or they see you forward.
If you scout forward villagers I'd advise to just go ahead and take the boars. The extra rot on the boars is more than better than losing one or both and puts you ahead of the idle time they've spent in sending the vils forward. The absolute worst thing you can do is lose a couple of vils to it. It can completely tilt you/throw your build off and you will have to adjust if you lose one-two.
I have definitely used the vils to take a boar back though if I'm against a civ I don't want to have excess food rather than waste it and try to go for more.
Letting the scout get the last hit on a boar is also a nice added twist that prevents them taking the corpse.
For the record, I think archers and/or towers can be a way to disrupt it. But you also need to consider the vils at the opponents home. If the doucher's tc is in a good spot they will be close enough to berries/wood so that it's safe. You're going to be behind in villagers if you fail to spot/disrupt any part of the build, but you need to be creative based on the map you've likely already scouted and your opponent has to play it wisely, most often times without that advanced scouting of where their tc now is.
I really wish DE wasn't so bad in some minor aspects, like right clicking on buildings and having the villagers walk underneath the middle of the tc. I have lost a couple games and so have my opponents when this bug occurs.
Even if you nerfed berber vil speed most of the mechanics are not something you could eliminate completely, even if you also removed Douching from the game. The idea/strategy is sound, deny res while limiting the cost to implement.
Possible that it goes the same way as Persian douche; becomes a well-known strategy and therefore loses effectiveness. Currently it sounds like the strategy works best when the opponent does not expect it, but if it becomes normal it will become much easier to counter. Then again, it may not happen that way.Extremely fragile seems problematic. What is the adaptation if scouted and opponent seems to realize what is up?