Alright, this discussion is getting interesting; let’s get deeper, shall we?
I don’t understand this argument at all. “It’s difficult to use, so you make less of them?” What does this have to do with skill or micro? If anything, this is evidence that you need more skill to use infantry. High-risk high-reward strategies and units are for high-skill players.
Like Aries cleared out, you make less decisions, not less army. Didn’t see that interpretation coming, mb. Essentially the point I’m defending here is the fact that you can flee means you make more decisions rather than less. You later said this:
Which is why it is more important to micro the infantry. You can afford to be a bit more careless with cavalry. They can just run away afterall.
I don’t really agree with the way you treat retreating as a simple and easy decision. Running away is a compromise, not a clear advantage, because sacrifices tempo and pressure to preserve your units. I’m pretty sure I’m not alone when I say that applying constant pressure is a pretty difficult concept to master in this game, and the player needs to know when to retreat in order to actually take advantage of this option.
I also saw you made arguments towards paying attention to your infantry; well, let’s get to that.
Let’s say you have a ball of arbs. A single onager shot can flatten them. And, you don’t get any warning before the shot happens. This means you always need to watch out. The same is true for infantry.
Cavalry on the other hand has way more HP, and are never flattened in one shot (unless your opponent has like 10 onagers). Also, what do you do with cavalry against onagers? You just run upto them and destroy them. With infantry or archers, you need a LOT more skill, any 5-year-old can work with cavalry.
High-risk high-reward strategies and units are for high-skill players.
Alright, I can concede that infantry’s counter being a silent killer compared to, say, a Monk’s very obvious warning can be pretty rough on them. From what I’m gathering about your arguments, the thesis here - and correct me if I’m wrong - is that commanding infantry is a rough life. You get punished hard because you can’t flee, you can lose them in an instant and a God-like player such as Viper’s highlight with the unit is achieving what a scout player can do by right-clicking once.
That’s definitely high-risk, but is it really high-reward? It’s not like there’s any clear-cut, inherent advantage to picking infantry as your main unit before counter wars begin. They’re less cost-effective than trash, slower than cav, can’t destroy buildings better than siege (although devs are trying really hard to make that happen) and even what’s supposed to be their biggest strenght (numbers and spam) doesn’t really pan out at high skill when you consider that archers are even better at getting strength from numbers than they are.
So really, I beg you the question: are infantry rewarding the skilled player proportionately (aka. high-skill high-reward), or are they merely demanding a minimal level of skill to be usable in the first place? I honestly think there’s plenty of evidence pointing towards the latter.
Also, infantry battles would be way more fun to watch with bigger armies. Every modern war game has infantry as like 90% of their population. Are none of them fun to watch?
Of course they are! I’m saying this because I like seeing infantry in war games and believe that they should have a place in AoE II as well. But I don’t belive a high-skill, mediocre-reward power unit distinguished mostly by what it struggles to do well is a good place for them, nor is it anywhere close to how they’re seen in other war games.
Don’t you think Infantry would be in a much better spot if picking them came with an inherent advantage over other gold units? In my opinion, it’s important that this inherent advantage is a reward for playing the unit better (instead of punishing you for misplays), so as to actually encourage players to master it regardless of meta. If we get that, I bet we’ll feel each minuscule change in the unit affecting the meta way more than before.
Anybody could have done this with knights/hussars. To pull this off with halbs, especially under a castle? You need the viper for that (or a 2000ELO+ player at least)
Thanks for the videos, I shall do some testing over the weekend since the numbers must have changed a ton since HD. Doing it on the current patch’s pathing almost feels like cheating, so hopefully by then we’ll know if the beta environment update has fixed then to pick which version to use.
This only applies to like 20 people out of the 20,000 people actively playing every single day. It doesn’t work as an argument for the community.
I understand that, but it doesn’t undermine my point, actually. I hope most ranked players are striving to get better, and your learning curve is a lot steeper if you try to focus on infantry play, for the reasons I mentioned above. Viper can do infantry tricks because he learned cavalry first and that skil translated to infantry, not the other way around.
Also, knights vs longswords are highly dependent on longsword micro. Here:
This.The last video on this list is the first hint at what I believe Infantry need to get picked up by pros. Surrounding other units so you can make use of numbers advantage is exactly the kind of play that gets skilled players excited to master a unit and choose them as the cornerstone of their army.
I firmly belive that, if we could find a way to buff the militia line in such a way to make surrounding effective and practical at lower number fights, then this would increase their use more than any stat buff. Now, I know it’s quite the extreme change and it may need months on the beta before anything, but I’d like to propose the following test:
When moving to assume a new formation, infantry gets a reduced collision box and increased movement speed (around 1.2-1.3), lasting ~0.75 seconds.
If the player gives the unit any command instead of formation change, the bonus is removed immediately.
When the infantry’s collision box is increased, a script is applied to push units that would be inside the infantry’s collision box. If there are no empty spaces immediately next to said unit, it can’t move until said empty space appears.
How’d you think that would go? I’m curious.