- Being able to kill enemy farm that enemy did not even start building it yet and it is on 1 hp. - Being able to steal enemy fish trap with your fishing ship (so you can instantly delete it).
I don't think either of those things are bad. It teaches you to make sure your villagers are ready to farm before putting farms down. And the fish traps thing, you can steal farms with villagers in the same way. I don't see anything wrong with rewarding aggression.
Somethings really stupid I used to abuse a ton during voobly period (I don t play anymore), could very well still be in the game: deleting stragler tree around opponent TC I scouted by making palissade on top of the stragler, messing up his early farm transitionning. And worst: fog-hacking opponent's units position by selecting a building to build and seeing if it goes red as you hover area in the fog of war meaning opponents units are there. One of the worst was giving even vision through fog with palissade preconstruct to know exactly how manyvills were mining gold or stone for exemple, even seeings the opponent army moving by placing some palissade preconstruct in many places around the map. Ennemies walking atop of it appears/appeared to you but they had no idea...
yeah the stragler tree thing was actually one of the worst lames in the game 11 they did remove all the things you mentioned from the game about 2 years ago, all of them slowly got removed patch by patch over the span of a year or so. now building foundations neither remove trees nore grant vision until a villager starts building it. and building scanning (where they become red in fog war if an enemy unit is there) is completely removed
One of the devs once said: The mods are automatically closed after each patch, because otherwise there could be problems with some mods. because they are not updated.
For things like gridlines etc used in competitive play, the risk is probably pretty minimal. But for more extensive mods it absolutely is a potential issue.
Yes, I can understand that but they could maybe create a message when you log in, reminding you to active your mods. That would be a very easy solution
@@LeDante06 it could also remember mods that you use and update these mods automatically (if needed) when you press one button. Ticking 10+ checkboxes after every patch should not be needed imo. But yeah, at least a notification that you must reactivate your mods would be a great improvement already.
About the mods: a good way to remember to turn them on is to use the "no intro" mod, so when you start the game and the intro starts to play, you know the first thing you have to do is go activate your mods.
I agree with all of them except, strangely, with n°1. It's not something that is going to happen frequently, because is 2 extra vils ever worth the price of an extra TC? Will you ever have enough map space to do this? It's such a niche situation that I kinda like the craziness of it. Everything else you mentioned is really annoying and happens often and I totally agree with those being dumb/frustrating.
man 2 decades later and were still finding new broken things in the game like that redemption monk mechanic. just utterly incredible. i betcha nobody has ever thought of something like this even a decade back.
1. Just spam click vils to castle 2. Randomly this bug happens, but its very rare game situation. I had bug with flying/teleporting units across the map (like Joardan's fireship) even more often then onager downgrade 3. Didnt see any problem here
I feel like it should be possible, in theory, to drastically simplify the conversion mechanic. Maybe even to take the RNG out of it completely. Example: - 4 seconds base conversion time, for everything - Each unit or building has its own conversion timer that is stored in the unit, not in the monks. Regular units have 6 seconds (on top of the 4), scouts maybe 15, buildings maybe 50. - If multiple monks attempt to convert the same unit, the conversion timer ticks down faster, but each extra monk only adds 0.33x as much conversion speed as the first monk. So with 4 monks you convert twice as fast, with 7 monks you convert 3x as fast etc.. But notably, the 4 seconds can't be reduced by this, so even 20 monks can't convert a militia in under 4 seconds. - Faith, Inquisition, Teuton bonus, First Crusade just mess with these unit-specific timers and maybe the base timer. Inquisition can lower the base timer by 1 and divide the unit timers by 1.2, for example
Aaaah, dumbest things IN the game, not dumbest things players do. I was hoping to see that glorious quick wall into deleting all your houses strategy again :P
Mongols with Drill Siege is always hilarious, playing post imp against mongols and seeing Ferrari Siege Rams nuke your castle fully garrisoned always makes me smirk.
How to correct monk insta convert. Remove the auto convert, just have the conversion continue at 28%. Increase the conversion rate to balance, maybe to 32%. Give the monks some armor, who wanders around a battlefield without a minimum level of protection? Monks receive 50% armor upgrades. Bengalis receive 100%. Flemish militia-was changes we will have to see. Hitting through the corner of walls, tough to call because you could build straight walls vs leaving a diagonal space, maybe 50% damage. Speedy siege tower, make the siege tower more like a treb, so it is packed and built on sight but now allows entry across the tower for all units, just click inside the base and they will use the siege tower. This seems more historically accurate. Losing mods- yeah it sucks. Extra Bengalis villagers, it is not worth the amount of resources on would need to horde in order to build that many TCs. For 50 TCs and 100 extra villagers, you would need to spend 5000 stone and 13500 wood in castle. Sorry but I have surrounded you with castles, gone to Imp and now am trebbing down everything you built well before your reach Imp.
I got obliterated on arabia by someone playing Bengalis (which was supposed to be bad on arabia) who was 150 elo below me but used the redemption monk trick. I feel less embarrassed now; thanks Hera
I think number 3 is actually pretty fair, just as much villagers can build diagonally with a tiny strip of reach then that some gap should be able to get hit by the enemy.
The mods issue is not that easy to fix. After every patch, we see a new mod being added to the list of mods, which changes the main menu and background display to suit the update. So there are many conflicting mods present previously, and devs being lazy and not disabling only conflicting ones, they disable all mods and add/enable only the ones that pertain to the present update.
Mongol siege tower full of champions is actually underrated late game thing :D but they do look kinda ridiculous - i think siege towers would make more sense being slower but way more armored. Also slight discount wouldnt hurt them as they cost nearly like 2 mangonels. That bengaliexploit is crazy, didnt knew that..
To kill through walls, when I started playing I thought it was smart to send villagers to walling relics. I had to stop this brilliant strategy because the opponents just took them through my walls. :DD
I like this random stuff. It makes the game interesting and unique. Spectacle is more important than perfect balance, and this is already not a perfectly balanced game with random but it's very well balanced. I think only hitting through walls is the only one I would remove.
Most weird aoe things for me: - Oppotunity to kill 1 hp farm - Monk conversion spreading. In low numbers instaconversion or the opposite no conversion against "ghost resist" can make huge impact. Would be nice to see something like 5-8 or 6-7 instead 4-10 for standart unit conversion - Mangonel 9 range shots. In mango battle if to move back instead of side, projectiles of enemy mango for some reason traveling 2 more tiles (without farms around) and reach direct kill
#5 Should be changed to the % of time left to convert the unit, or the amount of time it would take to convert the unit. Whichever takes longer (Just incase someone tries to convert a unit, then switch to a building).
The Helepolis is a siege tower that garrison units and fire projectiles, not an upgraded ballista. If the devs do fix the siege towers like the ones in AOM, then they would have more practical uses.
Are the hits through walls only where the corners meet? Wondering if same result with walls flush against each other…. if a flush wall blocks it but the corner-links don’t, I think that’s a good mechanic
For the Bengalis: There seems to be an upper limit to the number of TCs, if you get over that, the game just crashes when you reach Imp. I have seen a RU-vid video about it, but don't remember the channel name.
So because I don't think that the mod situation on patch will ever change (it was added because the devs were worried about breaking mods on update and giving people a worse gameplay experience) I would recommend that all players (including Hera) use a modded menu replacer. This way if the game ever updates and removes your mods, you will know about it immediately because the main menu will look different from what you usually see
#3 is a bit stupid in that, I think it makes sense (when you're within 20-30% of the distance between the centre of a tile & the CORNER). But in your example at 3:45 - you were essentially on/at the centre of the square and it's still hitting you. If you have 4 melee units in the 4 corners... I kind of get the idea of actually hitting the ville through a wall, but most of the time (in my little experience so far) the situation ends up JUST as it did for you there.
I don't think #3 is a bug at all. As far as I know, melee units attacking is a simple distance check, which naturally could happen across a diagonal wall. I suppose you could want a change requiring a pathing check for each attack, but that sounds like a fundamental change to attack mechanics. Think about attacking towers through corners in walls or building buildings diagonally through unchopped trees. These are all melee-distance actions, but you can do them diagonally through things because two diagonal tiles are close enough to reach.
Good video! I especially hate #3, but none of these are really part of the primary reasons I don't play aoe2. I really want to rant about it so, If you don't mind, I'll leave some of the reasons I don't play here. For context I played the rm ladder for about a month before the launch of aoe4 (I guess that's like 1.5 years ago?) and reached 1800 rating during that time. Anyways here's the top3 reasons I don't play: * There are like, what, 50 civs in the game now? All with unique tech trees etc. I have a friend at 2.2k who has spreadsheets for memorizing every civs tech tree. And new civs are getting added by the day. This is definitely the number one reason I don't play. When I did play for a bit I already felt like I had an overwhelming amount to learn, and with every new civ it's getting worse. I have this exact same problem with LoL, which I used to play some 10 years ago. At some point the amount of content simply gets overwhelming to a new player or a returning old player. * Monks. I seriously hate monk conversion as a mechanic. Not only is it RNG, and has dumb hidden mechanics like #5 mentioned in the video), but it's also largely balanced based on how annoying monks are to micro. In a lot of situations it feels like the theoretical optimal way to play would be to add a few monks, but it's too difficult to manage so people don't do it. I do'nt like that kind of design. They are also a very high risk/reward unit. It comes down to RNG whether you not only kill an unit, but both kill and unit and gain an unit at the same time. * Laming, especially on certain maps like socotra. Need I say more? -Blodir
I like the hitting through wall mechanism - looks real where it happens. But what is not on list and should be: replays getting broken on version update... whyyyy?
For me it would make it extremely difficult to micro the monks. Maybe the pros wouldn't mind, but those of us with a low ELO would select all the monks and then change the target. If they restarted the conversion every time, we would never convert (except when we had 2 monks).
#5 had no idea this was a thing, but the only fix that comes to mind is a nerf to monks. #4 I suppose that would make me second guess my opponent, but uncertainty makes a game fun imho. #3 always felt that was a reasonable setback to quick walls. #2 a Teutonic shuttle drop is fun, Mongols only makes it more fun. #HM legitimate concern, have plenty of other games that don't break mods. Then again there's plenty more games that break mods on every update. #1 okay, now I wanna play Bengalis on team games, but your ally better be bringing that offense.
I was expecting villagers refusing to use their bows and arrows in fighting enemies when they are human, bombard towers that cost half of a mobile cannon, but as opposed to the mobile cannon can barely scratch a wooden ram. But I guess it's just me that looks at the realism.
1) The Bengali bonus is crazy but only teoretical because no one actually goes that far. I mean how long you would've to be in Castle Age to build 100 TCs? HM: I rarely use mods and I don't like the attack circle or small tree mods since I consider them unfair so I don't mind it. 2) I had no idea about this but it makes sense. Also I like Siege Towers. 3) Hitting through walls never bothered me. 4) The Flemish revolution is creazy but it will be nerfed in the most recent patch and it's also very expensive 5) I've been playing Age of Empires since 1998 but I had no idea that this conversion charge change was a thing 😲
@@edwardblom2661 It would prevent them from behaving like a gunship in feudal / early castle because they would have to choose either to stop to reload and be fired upon (and hence hit even without ballistics) or waltzing through your base without doing much damage.
Totally agree on numbers 5 and 4. The conversion warm-up is nuts. I totally believe that Flemish Revolution, First Crusade and Cuman Mercenaries don't belong to Age of Empires 2
First crusade is kinda cool, they just need to tune it down like they will. A way to kick start your infantry switch, which is usually too slow to be effective. Other two are kinda dumb by design.
@@SparkDragon1480 I think what they just did, lower from 7 to 5 per town center was ok. Would be nice if it was still 7, but enemy got the warning sound once you pressed the research button, having a little time window to prepare for the storm. But I see how the warning sound would get abused 11.
I still think that you won that game because the other guy was on halbs. To me, the counter to burgundians shuold be always range, because you can kinda kill coustelliers and trade evenly, and then you have something against the botton. I remember watching a t90 video right after the tech was implemented (and everyone was trashing on it, even you), and some 2000 elo guy won a match using it specifically against a dude fully committed to halb. Honestly, I wanted to see flemish revolution vs. byzantine arbs. Maybe it would have played differently
Hi Herardo.. what about quick walling itself? I think is a funny "mechanic" but is dumb.. you stop an enemy who are trying to kill you with a portion of terrain with nothing... And what about stop 3 MAA with only one vil repairing?
Sometimes you can't se where you put your farm, happens more often late game, when you want to put farms around tc och mill the farm dissapear you only have the mouse curse to go after.
1:22 bruh! if you're running 5 kts into 5 monks that are trying to convert your siege shop since 10 seconds, then you DESERVE to lose those kts to conversions xD xD (unless, of course, you were unaware of this mechanic 11)
If devs want to keep Flemish revolution anyway, I don’t know how much they can do to make them balanced, outside of just enabling a new unit to be built.
Hitting through walls is dumb and really annoying when you want to save the vil with quickwall and still get hit. However quickwalling itself is pretty dumb to be honest. Any building (except for wonders) is easier built than destroyed and soldiers can't walk through a building site, what a nonsense. I get that this is a core AoE2 mechanic that we're all used to, though.
Srsly, cant believe there is no pathing glitches included. Aoe is the most infamous unit pathing game. Even the 90s console rtss like dune 2 had similar pathing mechanics
If you let your opponent build five-HUNDRED town centers in one game regardless of map type, you deserve to lose. I've seen people try the bengali eco cheese and it only really works in games where the other 3 players are just amazing at stalling for time (portugese, byzantines, teutons, turks, what have you) so it's kind of rare and really can be punished hard by agressive play.
I think TaToH mentions this himself. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-P0BheaEDDdM.html pooplord first used it to get 200 tradecarts+ overlimit vills.
For me it would be steal/delete farm mechanic.. just doesn't make sense. And the fact that fish traps are soooooo low hp, at least do the same hp as farms
Wow, for the 1st one, Hera actually assume we all have the APM to pull that 5 monk insta-knight conversion off....... Now I'm more ashamed than I ever was.
The APM to pull it off? Dude I was only an 1800 player (haven't played for a year) and even I could do it no problem. Just assign each monk to a different control group. Now you just need to press 5 buttons and click right 5 times to get 5 instant conversions. It requires zero skill to pull off.
@@LibeliumDragonfly i'm the one who did that in the video, and i'm 1700. it's actually not that challenging even in a real game. you assign each monk to a control group and if you are converting the building with multiple monks you're not supposed to look somewhere else anyway, because at the very least you want to retask most of the monks so they don't lose their "monk-juice" as hera puts it xD so if your screen is in the same place, it's just a matter of pressing each key once and clicking on a unit. and it's super forgiving as well because the conversion is instant, so even if you're slow in retasking each monk, you'll still get all the conversions
@@hannibalfloyd I can assure you 1800 isn't that impressive, being that I am 1800 and know I am not that good. Compared to a casual player? Sure. But the gap between me and a 2400 player is about 10x greater than the gap from a 1200 to me. I think nearly anyone is capable of getting to 1800 if they have the time to invest into the game, and they practice alot. I consider myself a solid player, but by no means great. The technique shown in this video is extremely easy to pull off, and does not require "insane APM." 1800 doesn't even sniff "pro" status. I would lose 100 times out of 100 to any pro who was putting forth a legitimate effort.
teamgame matchmaking is terrible if you have an unbalanced team (1 considerably weaker player) you will get totally destroyed 80+% of the games because the game somehow thinks your team is way better than it really is.
Personally I dislike all the free units and buildings coming available in different ages. I think it's not what made the game great. But of course I understand the devs need to do something to sell the expansions without making the civs too similar
Something I really don't like is these auto-enabling mods the devs put in, like the really loud aging-up sound when the Dukes of the West-DLC came out. Don't put your goofy shit in my game without asking.