Is ram rush the meta for aoe4?

If you watch pro matches, you’ll see ram rushes occur maybe around 10%of the time, probably less. Feudal all in with rams are not meta at the pro level

Lol
and how patch should balance RTS, in your opinion?
is there something specific?

great and why the nerf? :wink:

In the last few days, since ranked is off I have started to do my own thing.

I follow the guides enough to get the eco going but after that it’s whatever the meta is not. With Delhi don’t take the sacred sites, instead use them as decoy and hit them from behind with a force and play Delhi like French.

I have had so much fun I am carrying this on once the season starts. Even if I lose (even to a damn TR) I have a blast playing the game because I dictate the terms even in a loss. It breaks away from the repetitive games and that’s good enough for me.

And even if you get owned a few times you will get better as your build improves and you learn new tactics on your own OR just wait for Stormgate.

Yes, once you have a final product you only make small changes. That’s how games used to be balance in the past

Make workshops available in age 2 with rams only, and remove siege engineering from standard civilizations.

Abbasid should keep their default ability to produce, and Mongols should keep the option to tech it.

The infantry->rams in Feudal is not a really fun dynamic to encounter in the game. It is incredibly oppressive as a singular infantry unit can be producing them in the background somewhere, at no additional cost than usual.

Shifting this onto Workshops would force attackers to set up a proxy in order to execute this, and would allow defenders to react to the building of a nearby workshop prior to immediately getting rammed. It also shifts the focus from simply defeating the army, to, if you want, cheekily destroying their workshop before they manage to produce anything.

This is a lot more dynamic and creates scenarios where even with an army, one cannot push until that workshop is established. I will say that for this to work better, booming might need to be adjusted, as booming is already way too strong of a strat, and resources flow in too easily already in Feudal.

really? so you wanna stop the only thing the attacker has to stop maybe the opponent from booming? Seriously, the attacker is at the moment in most cases always behind if only one thing goes wrong.

Please answer the question, how do I finish a opponent at feudal? There is no way to do that anymore if I need a workshop for this, because this give the defender so much time for age 3, your time window is at the moment small enough for this …

He’s said that booming would need to be adjusted then as it is already too strong of a strat right now.

Personally I have never been a supporter of the ram design because it was very one dimensional. Basically every feudal pressure leads to rams once the aggressor gained an advantage because buildings can barely be taken down with something else. My proposal would be to make rams accessible in accordance to what @TheAchronic has proposed and also reduce the HP of buildings so that actual units can be a threat to them.

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  • make some horses with torches, sappers or archers with fire tech. That way you would be able to siege with different techs.
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to add a bit, i recall the switch from age of siege to age of archery, then knights, almost as if nerfing every single stat in a unit at once when 1 thing is slightly too strong is a bad idea, my gripe with balancing in 4 is meta not being discover through playing, but instead lowkey enforced by devs, and carefully explained in dev notes
relic def had its issues with balancing on prior games they made (based on COH2 caster comments), implying level of cluelessness, not looking for op things and instead simply nerfing every single stat, regardless of potential overnerf

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Relic and the fan communities around its games have always had an amusing relationship r.e. game balance. I wouldn’t take community sentiment to always be 100% correct.

This isn’t to say Relic are immune to mistakes and have made none. But that goes for the casters and competitive players as well.

r.e. enforcing vs. discovering by playing, that’s entirely on the players. You even see in this thread how people groupthink themselves into not trying other options, because common wisdom has decided that they shouldn’t. Or in other threads, where units that used to be weaker but have since been buffed, are still perceived as being weaker.

It’s a human thing. Always will be.

(though I find it funny Tsuda is saying “once you have a final product you only make small changes”, in a balance thread. I’m sure Starcraft players would 100% agree :stuck_out_tongue:)

Incendiary Arrows are already available, but sadly only at age 4, but I like your idea.

I will be happy when they do!

They are still a massive problem in feudal in season 5. Esp against English its like impossible to defend it.

No, the only problem with the battering ram is in the Late Game.

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Noo its feudal is also problem.

Siege Engineering is the problem. Make Workshops available in Feudal, and give only access to Rams. Abbasid can maintain their Siege Engineering, and Mongols still can research it; but everyone else should use a Workshop instead.

It is far too easy, and uninteresting for someone to immediately spam Rams the second they have an upperhand. It cannot be squashed either unless you kill their entire infantry army, which they can always pull back.

Having to establish a Workshop forces the player to make a calculated decision on how to do it. Build at base and wait for rams to walk up, or build the Workshop close to the enemy and risk losing it.

This allows defenders to have a secondary option as well. To stop the raid, you could focus down their Workshop rather than try to win the battle against their army.

It brings an actual element of strategy. Attacker’s decision on where and how to build their Workshop becomes very significant, and so does the enemy’s decision to scout well.

I have said this before and I will say it again. AoE4 lacks depth. There is little to no reason to ever pay heed to the actual map. People hyper focus on Keeps because they are the only building outside of bases that gives them trouble. It should not be the only structure with any relevance, and technologies like Siege Engineering strip a critical part of Age of Empire games.

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are you serious? I mean another huge defender bonus? this makes feudal allins unplayable

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Siege engineering is another technology that can be used or not and is part of strategic variability.

There are people who first offer solutions to a supposed problem (which is not proven to exist) by giving their judgment or game vision without demonstrating that the problem really exists and that there are a significant number of relevant individuals certifying the problem.

It is now evident and demonstrable based on a multitude of gameplay videos and technical evaluations that there is a problem with the battering ram in the Late Game, as the unit is clearly dominant in breaking stalemates.

Whether a mechanic in the Feudal Age is interesting or not, and proposing a solution to a “non-existent” problem that favors the defender, well, what can I say?

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ram spamming is a massive meta in team games at the moment. Rarely see actual siege.