Hit & run widened the gap between players so much that it became two games

The ranged hit & run unit is not historically realistic and provides far more dps than expected when operated by micro-operators. For example, a team of archers can hit & run to defeat slow-moving infantry, but if they stand still and shoot, they will all be destroyed. I think we should limit the abuse of this old-school gameplay, such as making it impossible for units to be reloaded during movement.

Sorry, but I see micro management such as hit and run as a fundamental part of this game. A good aoe2 players does not have to be a good in warfare battle tactics.

As you say, achers need a lot of micro management (“Real Time” strategy), so you have to take in into consideration when playing. If you do not want to care about it, you should play more acmore cavalry focussed game (eg knights and skirms). A player spending too much time with his army usually neglects his economy, which greatly helps slower players beat faster players by only doing very important stuff and inciting the fast player to do less important stuff (like killing 5 infantry with 5 archers).

Otherwise, I am sure there are plenty of strategy games out there fitting what you want, with turn-by-turn play and bigger less controllable armies. Maybe even with a human aspect such as eating, sleeping, arrows supply, fear of death, etc… You should mainly look for a “strategy game” that is not an RTS (“Real Time Strategy”)

I think we should keep the game hit-and-run design as it is, as unrealistic as some aspect may feel.

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it doesn’t provide more dps, usually it even reduces it
the main point is it reduces how much damage they take from enemy units

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there are pros and there are beginners its always like that i think hit and run is perfect

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As someone who enjoys playing as archer civs, despite not being an exceptionally skilled “micro-operator”, this gets a hard no from me. This would result in the game being significantly less enjoyable for me, since you’re taking out something I consider to be a core part of the gameplay. At the very least, a suggestion like this would have to come with a proposal to balance it – how would you buff archers to compensate for this significant nerf?

Oh no, an almost 25-year-old game has “old-school gameplay”! How terrible! /s

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Pretty sure this is how it can be represented in aoe2.if you want to make it historical things like unlimited stamina arrows would need to be removed.

You are theoretically right but this is kind of the core identity of RTS.

There are only very few RTS where you can’t do that.

Also AoE2DE is very different from old AoE2 in that regard. Most units have way longer animation delays so they are not that easy to micro.
Best example are Cavalry Archers, they need relatively long to fire again, so they basically don’t reload while moving.
Archers also have some delay before firing again.

It’s natural that not all units scale equally with skill.
Monks or Mangonels are harder to use then Knights or Battle Elephants.

So the balance is always going to be different on different skill tiers.

I mean have you ever watch a Lars Anderson video?