JUNE 2022 PUP - Release Notes

i think that this game needs new civs or new taunts or something tbh . But what can aoe4 do ? Yes season 2 are just quality of life improvements that should mantain the player base for a while in better conditions .

But obviously we still need something NEW .

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This patch is going to remove Chinese from competitive if it goes live. There is no reason to play Chinese anymore with these changes.

Every other civ has more options and is straight up stronger in Age I to Age III. And now this:

  • Complete removal of +2 range for bombards
  • Complete removal of +1,6 range for Nest of Bees
  • Complete removal of bonus range for Grenadiers
  • Reduced range of grenadiers
  • Fire Lancers still not worth using
  • Pagodas still not buffed
  • Yuan Dynasty still not worth using
  • Grenadiers nerfed
  • Clocktower can still not be supervised
  • No new options in Age I to Age 3 besides cheaper granaries
  • Keeps still don’t act as drop-off points for tax
  • Still no way to properly gather tax away from your Town Centers (for example by using Keeps)

The biggest nerf to Chinese siege and siege in general is the reduction of HP and nerf on repair speed from villagers. The repair speed is only 1/4th of what it used to be, and having bombards repaired by villagers was one of the strongest ways to play Chinese. This is gone completely. These changes alone would have been enough of a nerf, but the devs went even further than that.

Meanwhile when Rus got its Springald range nerf, it was reduced to +0,5 range. But Chinese got bonus range removed entirely.

Even Delhi received a buff to their lategame. Previously Delhi was not only one of the strongest civs, it was strong despite almost never making it to imperial. Now that Delhi Imperial will be a thing, you now have a civ thats strong from Age I to Age IV. The devs have made Chinese obsolete with this patch.

How can anyone justify further buffs to French while simulatenously nerfing Chinese over and over and over?

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pretty certain chinese only received nerf after nerf since launch day, the irony being i actually like chinese design the most alongside mongols, due to options, and now all are nerfed to the ground, but maybe it can make for a fun challenge trying to go against current meta, even tho if balance team sees you win, another set of nerfs occurs

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Good post but this I can’t agree.

Yes time to time you might make a keep to protect resources but a lot of time its more effective to wall it in with multiple resources. Also when investing to keep for using it as drop off means you leave some of your resource locations un protected because the range of keep isnt great and keep is already nerffed in next patch so its not really good choice.

They need to make system that transfers taxes from far away to base and can be there inside landmark or something and collected every 15 seconds. Or delete whole tax system. Seems they’re not keen to improve it so just remove it

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“we don’t have enough player for this dying game so we are gathering our xboxers” feels

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A lot of ppl are discounting the changes coming in the Season 2 update to NOT be sufficiently nerfing tower rushes… lots of those same ppl haven’t even tried the PUP for themselves to see how the changes impact BBQ/TR strats.

I AM A DEDICATED CHINESE BBQ/TR 'er, and proud of it!! And in MY EXPERIENCE playing the PUP a timely villager pull can NOW kill all your BBQ builders! Same with denying tower being built. Villagers simply attack faster!! An example of how much faster villager now attack is having 8 villager vs the boar. In current patch if you let 8 villager attack the boar with zero micro you will lose 2 villagers MINIMUM!!! In the PUP if you do the same you lose 1 at most! And I say 1 at most because I’ve had a few instances where I lost ZERO of my 8 villagers attacking the boar! WITHOUT MICRO!!

So when you combine the fact that villagers attack faster and towers have 1 less range you have to consider BBQ/TR nerfed! NOw… is this nerf enough?? How about we PLAY and see?

RIP CHINA.
I wish the devs mained China and not Mongrols but o well. Guess China just doomed forever. Should have been the super strong early game Civ. Super cheap units not seige crazed slow pokes
Wont be back till I see ranked team games. Till then no

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It’s not a problem of number of civilizations, many RTS have 2-4 civilizations/race, it’s a problem with mechanics, immersion and graphics.

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ITS A PROBLEM WITH THIS GAME BEING A CARROT FOR GAME PASS AND RELEASED HALF DONE.
Sorry for caps but it jest keeps getting worse and worse and less and less players also

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This is not the problem. I can assure you that . The problem is about gameplay which in season 2 improved significantly

gameplay is inside inmersion

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Are RTS’ about immersion though? Top-down view, can’t interact with the world or units in any emotional or impactful way…Maybe in a campaign…but to my understanding immersion is more of an RPG/adventure game attribute. I’ve never felt like I was on the battlefield as a zergling…

Are we talking like a vegetable carrot or a diamond carat?

You are thinking of immersion wrong. Yeah you are right that something like an RPG is more immersive, but a different kind of immersion does play a big part in RTS as well.

StarCraft is a bad example because it’s another fully competitive-aimed RTS (although the animated 3D unit icons were great), but think of something like Star Wars: Empire at War, Battle for Middle Earth or Company of Heroes. You have to nail the “feel” of those settings in order for you to be able to suspend disbelief and accept the artificial RTS mechanics that every game has.

In CoH for example, the moment you build your first Tiger tank, you feel like you can rain hell on anything. Similar thing with Mumakil on BfME or AT-ATs in SW: pray you’re not on the receiving end. There is a real sense of unit power and significance. AoE IV lacks that. I don’t get that from a bombard or a tower elephant. Gaia variety, map variety, sound design (which granted, is amazing in AoE IV), graphic effects, unit design, even UI design is a big factor.

From these UI icons, tell me which one looks like the more badass unit:

image

image

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I mean, you’re providing a full-scale image and calling it an icon. Scaled-down, sure, it is recognisable, but “badass” tends to lose impact once constrained to the actual size it would be ingame. Something more like this:

image

Don’t get me wrong - it looks fantastic at the size you’ve provided it. But it’s never going to be seen at that size. And that’s before we get to the icons sitting next to each other, how much that muddies the perspective, and so on.

I mean, I agree with you insofar as I’m a casual player who doesn’t really get into balance that much, and I prefer the spectacle of my Level 10 Gandalf Word of Powering half of the screen (good times). But immersion is a personal qualifier (I found this out the hard way with Dawn of War - not even III, the earlier ones). People get different things out of the feel of the setting; different parts make up the same whole, if that makes sense.

Los de aoe 3 DE se ven mejores, pero por alguna razón no me dejaba subir el jpg aqui

well let me clarified what is supposed to be badass is a quality that every rts does in with visual tell you that a unit is more advanced or complex to use. As age of noob already told in his early videos about the how bland the icons are because it’s easy to confuse with other units which affect high play or casual ones. It’s part of it requires to be “badass” for the feeling of progression that every rts does well (appy to the inmersion to the game).

Tbf there is every type of ppl who play the game. Those who are never happy with immersion and those who don’t give rats ■■■. Im later type, but I do agree that unit icons need to be clear and represent the unit properly so its easy understand and see but idc if they look super epic baddass legendary fubar. As long as it represents the unit clearly