Is the Age of Siege over?

It is still an RTS and a game as you say. There will be some historical accuracy in some facets and less in others. It is perfectly normal.

For those who want more historical accuracy or realism and a tactical game, there is Total War.

Well I go back to my point of the previous iterations of the game.

Not only in historical accuracy, but basic features like active physics, working counter-siege, patrol points and formations, selecting your color, arrows that aren’t heat-seeking, deeply unbalanced civ features like the Abbasid having only 2 landmarks in a game based on protecting landmarks, and a slew of other things. How much backtracking do you accept, and then sit back and let them patch in things all the other games already had on launch.

Siege should be a rarity on the battlefield, highly effective, highly costly, and highly vulnerable.

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We’ll see what the Spring patch brings, what I do know is that some of what you say will end up being included and some not.

The thing about the arrow that goes automatically to the enemy, I see it well as long as it is balanced.

The RTS genre is already difficult in itself, we are not going to make it more difficult with some proposals that make the gameplay difficult. Note that even I proposed an optional auto queue for villagers and military units to reduce multitasking and make the game more accessible at low levels.

Im fine with this but I draw the line at heat-seeking 100% accuracy arrows, that has nothing to do with micro, if anything it makes proper micro impossible, projectiles should land where they are aimed, not at whom they’re shot.

It feels, and looks just wrong, it’s completely against natural intuition which would tell you if you move out of a projectiles range you’ll be able to not be hit, but nope.

More specific AoE2 players often say that dodging arrows is micro (dodging that way isn’t historically accurate either), but there are many ways to micro. Also, I’ve never seen it correct that I can “miss shooting arrows” and then I can’t choose where I shoot them, like the siege. I think there is no need to make the game less comfortable.

In SC2 there is a lot of micro and, except for the special abilities, all the shots hit.

The siege interactions can get complicated, and I should be more specific. I am not necessarily proposing increasing range for anti-siege siege (rus springalds still have ridiculous range). Instead, a reduction in range for other siege like mangonels and bombards: reduce the range of siege meant to be countered by anti-siege siege such that the relative ranges make sense.

For example, springalds can be easily destroyed by bombards before being able to even get off a single shot and springalds remain in a niche role while bombards can serve multiple. Culverins can counter bombards, but they have a niche role, are not cost-effective, and not all civs have culverins. If bombards are supposed to be anti-building and range is important against Keeps, then make them like mortars in AoE3 or bombards in AoE2: slow rate of fire, and only good against buildings.

I agree with this. They should kill their intended targets with ease, but also be easily countered when the opponent has closed the distance on the siege. Alternatively, adding friendly fire would also deter mass siege.

Cavalry still die too fast to ranged units and spears which makes killing siege very difficult. They increased the torch damage to siege but they need to also make cavalry more resistant so they can reach the siege weapons defended by troops. I believe allowing cavalry to dodge arrows would be the best option. Until then the best way to counter siege weapons is with more siege.

Another reason why siege is so dominant is that 2 of 3 win conditions involve destroying buildings. One being destroying landkmars the other is to not lose by failing destroying a wonder.
I wish there were more victory conditions that don’t involve siege. Maybe bring back victory by relics or make a victory by reaching certain score in military/economy/technology/society. Or a regicide but with a powerful king instead, not a fat one. A king that you really need to use in combat to gain an edge and not just hide it in a castle.

If bombards should fit the role of an anti-building specialist, I would expect them to behave like the trebuchet and/or mortar from AoE3. Decrease the base damage of bombards and maintain (or boost) its current bonus damage against buildings. Alternatively, make bombards less effective against mobile units - but you would have to implement some sort of ballistics.

I like regicide, and I have fond memories of that fat king that was also an Olympic-level speedster. There’s currently a “king” unit already in the game in the form of the Mongol’s Khan that fits your description.

Age of Siege worse now then before patch. lol

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Nothing will help anymore. The whole game is poorly designed.

No one enjoys the game everyone rushes to the time of the castles and then one siege WAR LOL game

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Siege is slower but siege is still strong, that means the game is slower. By not nerfing enough siege they made the game slower ! XD

This is pathetic :slight_smile:

Mangos are the problem… maybe bonbards should miss units when they fire sometimes as well.
They still need to do alot of damage to walls buildings and castles though.

The problem is they gave so many civs a HUGE advantage early game but made them too weak later game like English. So all English players are forced to rush…

So the game has become a game of rushes… which it mever was like this in Aoe2.

Mangos range is rediculous atm and definitely should be reduced. This would solve alot of issues IMO.

Mangos are definitely the main issue with age of siege bombards can be taken out if rushed pretty easily.

But mangos if you have 5 to 10 of them can whipe an entire 100 pop cap army in 1-2 shots.

Maybe for bombards adjusting their minimum range to make it further out would help so when a bunch of bombards gets rushed they cant still attack at almost point blank…

What ever the case devs need to work out how to make massing 1 unit type eg 10-20 mangos weak.

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Reason why I was against movement speed nerfs especially for teamgames is the fact that maps are so large and it takes forever to respond to anything.

Especially when horses are literally so much faster which results more heavier walling and relying on stone walls or even multiple layers which again enforces opponent to get siege.

So basically simcity turtle is way to go.

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You said it, the problem is that team maps are huge for ranked games.

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I disagree, I think team players should just prepare and get used to building production closer to the front lines.

Or they could implement a road movement mechanic, that’d be cool, but I can only dream.

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And what about production that is tied to landmarks like clockwork tower which cant be moved? Give then all civs same treatment as clockwork got. French knights only trainable from school of cavalry, longbows trainable from council hall, elephants only trainable from age 3 landmark etc. Then its more balanced

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That’s a good idea. It’s almost as if you need to constantly move production forward for team games.

Do you know how unit production is prioritized? Did your first or last production building start training units first? The later would make more sense.

Maps are super large yes. But that’s an other problem that need to be fixed.

Also smaller maps will make monument Victory easier…

The whole team game mechanic does not works.

There is only ONE way to fix the game :

Mods+Custom maps for community balance patches.