That’s what I’m talking about, that the towers are losing to the musketeers. There is no point in building them at all. 1 blockhouse at the base, one in front of the enemy base. It’s enough. For nations whose towers do not build units, towers may not be built at all. This is a problem when there is a unit or building in the game that is not needed.
And this is very crippling for Malta. Malta not work now.
Perhaps I didn’t express myself very precisely. But if you don’t have enough soldiers but have a couple of towers to spare, you have to hide the settlers - and this is an immediate defeat. The enemy can attack the settlers ignoring the towers and the center. You need to increase their damage to force the enemy to fight the towers first, and only then try to kill the settlers.
If only this guy realized the issues hes facing have to do with how anemic russia is vs heavy cav he’d realize its a far deeper issue of the civ not just towers
This is just part of the fun in trying to defend against a rush, it has nothing to do with the strength or weakness of towers, it sounds like you just got outplayed. Your opponent had more resources in the fight than you, and had units that hard-countered your units. All you can really do is call gg and make some rekruts next time.
Russia has no problem with anti-cavalry. If France spams cuirassiers, I’m just happy, it means I won. LOL!
You’re trying to change the subject from the towers. I say that if I made musketeers instead of towers, then there would be no problems. The problem is not that I was outplayed, but that the defensive structures are not working. If anyone outplayed me in this situation, it was the developers.
What do my eyes see? Russia, a rush civ, gets rushed by dutch, a turtle civ, with hussars and can’t hold it with 2 block houses? You know this can be easily delt with a batch of musketeers. You should avoid spamming strelets in age2, because they cost wood, they are terrible on defensive and block houses can deal with skirmishers.
When was the last time you played against the Dutch 1v1, LOL? Where did you get the idea that a nation that doesn’t need to collect one type of resource is turtled? Where do you get your revelations from?
I think the issue with defensive buildings (besides ones with blast damage) is the fact that they only fire ONE projectile as opposed to AOE2, where garrisoned ranged units (or villagers) will usually add an arrow. AoE3’s system slows down the rate at which weak units are killed by defensive structures.
The issue is that as I think someone mentioned, the game isn’t made for good towers. Because they make the game too “slow”. Which is sad to me personally as I like the longer games.
Exactly. This was 19 years ago. Dutch can easily rush with any type of troops by building 3 banks and sending all the settlers for food. Good Morning. At 6:00 infinite halbed/hussar spam. You haven’t played the game in 19 years?!
There’s nothing fast about a game that lasts 6 minutes. I want to play, not watch endless loading screens.
This is mistake
That’s why I say that you need to increase the damage. x2
I think this topic is misguided on the understanding of what towers do and what the author wants them to do. Simple put towers in standard/supremacy games(1v1) are used mostly to counter/deter/punish hard rushers as coming to fast to soon with towers up and you lose (sub 5min rushes are good examples). Next best use is to be used as a forward/rush shipment point. And third is line of sight and resource securement, mind yall this last 1 is only to be used in later parts of the game not early game.
This all running on the assumption of a MID to High level player games in 1v1.
They should stay as they are by default BUT i will add this idea only to add spice to the game and that there should be unique upgrades/cards that can be used to CHANGE how towers work/role fit into. Sacrificing some stats for others or unique ability’s.
Cool. How does this help Malta? How does this help Russia?
Both nations have cards to increase the health of defensive structures. Tell me honestly, when was the last time you saw a card in the deck “Improved Buildings - Buildings get +40% hit points”
I’m not going to change that. We’re just discussing the fact that if you increase the damage to towers, then ALL games will drag on. Very few civilizations play defensively, and I emphasize that it was not my idea that they play defensively. Well, let this defense work for them.
mmm thats the reason why reading the iu is important and a better explanation on the iu of the new stats that the outpost will get before paying for it.
on age IV the outpost give a better damage Outpost (Age of Empires III) | Age of Empires Series Wiki | Fandom with bombard attack, on this case, the troops will receive a lot of damage.
so, to simplyfi this im going to mention the advantages of outpost:
it gives garrison for villagers so they hide 20 villagers and give you time to save them, other way would be anihilated by cavalry or any other troop but instead they could be saved by your army.
you can select the town center and the outpost and create a group using the deafult hotkey of CTRL + 1, then pressin 1 to select the group and then right clicking on the troop that doesnt have range resistance and that have high siege damage for example pikemans. By doing this you willl have 120 damage (90 of town center with 10 villagers and 30 of the turret) hitting a pikeman, dealing 120 damage each shot. I recommend you to create militians (if you dont have sources, use market trading to pay for it)
outpost can receive homecity shipments, so you can send troops anywhere allowed on the map.
40 range versus ships, will kill any ship except monitors.
Vision, outpost give you a very big circle of vision so you can see what the oponnent has to counter it with a homecity shipment.
they also can garrison healers.
outpost have bonus damage agaisnt cavalry, so use them versus them.
That are the 5 useful reasons why outpost exist.
Using the outpost to hit the units that dont have range resistance will make outposts valuable.
You are right 3 musketeers would be better than an outpost sometimes.
The impression of protection is on your mind for some reason. But they not only create them, they give it if well used.
when was the last time you saw a card in the deck “Improved Buildings - Buildings get +40% hit points”
Yes that card is not for supremacy games, maybe only on team games were the weak point of instantly created infantry is destroying the blocao, this card would be the salvation. But there is no salvation if 48 range portugese
mortars are used.
this card 40% hitpoints is really good if you have a russia fort where there is going to be a very long fight, like orinoco treaty games, and only if there is not a portuguese with 48 range mortars
everything has a weak point and a strong point. Even that card. Its better to have that card available to include it on the deck than not.
This is so helpful while defending also. Especially if an opponent tries to push past the tower, you can send unit shipments behind them, trapping them and cleaning up their army. If you have multiple towers, you can pick which side of an opponent’s army to spawn them on.
Dutch is a turtle civ cause of its infrastructure based economy and lack of musketeers. In a Russia vs Dutch match up, it is the russian player who should rush, particularly with Cossack to which dutch has no effective counters in age 2. The fact that you got rushed by dutch and you were turtling in base with Russia using blockhouses and strelets tells me that this game was very low ELO. Not even the Dutch AI tries to rush cause e knows he will lose, he will always go FF.
Pointless. Even 5 hussars will destroy it and kill the settlers. If we set up an outpost to hide settlers, it means it is far away, which means the army may not be able to make it in time. What if the hussar is not 5, but 10?
There is no such use. 5 dragoons is more useful. They can MOVE.
Fine. No one except Spain attacked me with pikemen. One guy showed me that an outpost can kill 4 pikemen. Can he kill 4 halberdiers? They don’t have armor either.
This is only needed for the rush, but Russia does not have normal shipments of units at age 2. At the age of 3, I myself will build what I need much faster.
Nobody said in this thread that any defensive structure useless vs ship. Why can’t it also be effective against ground units? Oh yes. The game was made for hybrid maps. From the very beginning, the entire balance was designed to use water. Suprise!
Yes, this will allow me to gain 45 seconds.
Nobody uses them. No one has units that are fat enough for healing them to be an effective step.
VERY FUNNY!!!
Always.
Nowhere.
Useless improvement. There is no building in the game that is so important that it would waste valuable space on this useless upgrade because towers and castles are weak.
Go 1vs1? I play Dutch and you will rush me as Russia. From what you’re saying, you haven’t played the game in a couple of years.